WO2020124889A1 - 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

Info

Publication number
WO2020124889A1
WO2020124889A1 PCT/CN2019/082509 CN2019082509W WO2020124889A1 WO 2020124889 A1 WO2020124889 A1 WO 2020124889A1 CN 2019082509 W CN2019082509 W CN 2019082509W WO 2020124889 A1 WO2020124889 A1 WO 2020124889A1
Authority
WO
WIPO (PCT)
Prior art keywords
virtual lens
virtual
lens
touch operation
game scene
Prior art date
Legal status (The legal status 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 status listed.)
Ceased
Application number
PCT/CN2019/082509
Other languages
English (en)
French (fr)
Inventor
周文超
邵堃
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Netease Hangzhou Network Co Ltd
Original Assignee
Netease Hangzhou Network Co Ltd
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 Netease Hangzhou Network Co Ltd filed Critical Netease Hangzhou Network Co Ltd
Priority to US17/043,698 priority Critical patent/US11318384B2/en
Publication of WO2020124889A1 publication Critical patent/WO2020124889A1/zh
Anticipated expiration legal-status Critical
Ceased legal-status Critical Current

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
    • A63F13/50Controlling 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
    • A63F13/5255Changing parameters of virtual cameras according to dedicated instructions from a player, e.g. using a secondary joystick to rotate the camera around a player's character
    • 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
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games
    • 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

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 Arena, multiplayer online tactical competitive games
  • MOBA games fix their hero characters in the middle or near the screen, and some skills The action distance is very far, even beyond the game screen, and the player has no knowledge of where the skill is applied, 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 screen of the viewing angle output device mobile phone, tablet, etc.
  • An additional hand (usually the right hand) is required to perform the drag operation, but in many cases, especially when facing fierce confrontation, the player’s left hand needs to control the movement of the hero character, and the right hand needs to prepare the skill operation.
  • the player needs Frequently switch between releasing skills and dragging the screen, or unable to free up the hand to operate the drag screen to maintain continuous observation of the scene that needs attention. Therefore, when the game characters controlled by the player go to the area, the information in the area has changed significantly, so the player's strategic goal cannot be effectively achieved.
  • the main purpose of the present disclosure is to provide a method and device for virtual lens control in a game, so as to at least solve the technical problems in the prior art that frequent screen drag operations or long time screen drag operations are difficult and easy to misuse.
  • 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:
  • the locked state is released to resume controlling the movement of the virtual lens according to the position change of the virtual object.
  • the preset unlocking condition includes: detecting a second touch operation acting on the graphical user interface; or detecting how long the virtual lens enters the locked state Reaching a first preset duration; or detecting that the distance between the virtual object and the current position of the virtual lens exceeds the first preset distance; or detecting that the virtual object has moved since the virtual lens entered the locked state The distance exceeds the second preset distance.
  • the first touch operation and the second touch operation are both swipe operations, and all The second touch operation is opposite to the action direction of the first touch operation.
  • the swipe operation is an operation of sliding on the field of view control area without sliding the game scene image.
  • the first touch operation is a screen drag operation
  • the second touch operation is a click operation
  • the method Before controlling the virtual lens to enter the locked state, the method includes: determining that the distance moved by the first touch operation contact is within a preset range.
  • the releasing the locked state includes: controlling the virtual lens to move from the current position to an offset Previous location.
  • controlling the virtual lens to move from the current location to the location before the offset includes:
  • the virtual lens is controlled to move from the current location to the location before the offset in an incremental manner.
  • the virtual lens is controlled to move from the current position to the position before the offset in a decreasing speed manner or Controlling the virtual lens to move from the current position to the position before the offset in an incremental manner includes: determining that the duration that the virtual object maintains the current orientation reaches the second preset duration.
  • the preset virtual lens locking operation includes: an operation of pressing a touch screen of the touch terminal.
  • the method further includes: receiving The third touch operation of the virtual lens; an output response error for the third touch operation.
  • the present disclosure also provides a device for virtual lens control in a game, which is applied to a touch terminal that can present a graphical user interface.
  • the content displayed by the graphical user interface includes An image of a game scene captured by a lens.
  • the image of the game scene contains 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
  • the response module is configured to provide a visual field control area on the graphical user interface, respond to a first touch operation for the visual field control area, control the virtual lens to shift according to the first touch operation, and
  • the graphical user interface displays the game scene image captured after the virtual lens is shifted;
  • the locking module is configured to control the virtual lens to enter a locked state in response to a preset virtual lens locking operation, and lock the game scene image captured after the virtual lens is shifted to the game scene image displayed by the graphical user interface ;
  • the unlocking module is set to release the locked state in response to a trigger of a preset unlocking condition to resume controlling the movement of the virtual lens according to the position change of the virtual object.
  • 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
  • the present disclosure controls the virtual lens shift according to the first touch operation by responding to the first touch operation for the visual field control area in the graphical user interface, and controls the virtual lens to enter the locked state according to the lock operation, thereby shifting the virtual lens
  • the captured game scene image is locked as the game scene image displayed in the graphical user interface, and until the locked state is released, the control of the movement of the virtual lens according to the position change of the virtual object is resumed.
  • the user only needs a simple operation to place the virtual lens in a suitable position, and at the same time, it will not conflict with the original left and right hand operation, so that even if the virtual object is not in the middle of the screen, it can have a very good view , It is more convenient to observe the image scene after dragging the screen, and can focus on the truly fun operating experience, which solves the problem that the operation of frequently dragging the screen or dragging the screen for a long time is difficult and easy to misuse.
  • Figure 1 is a schematic diagram of releasing game skills from different perspectives in existing games
  • FIG. 2 is a schematic diagram of a screen dragging operation in an existing game
  • FIG. 3 is a schematic diagram of another screen dragging operation in an existing game
  • FIG. 4 is a schematic flowchart of a method for controlling a virtual lens in a game provided by an embodiment of the present disclosure
  • FIG. 5-1 is a schematic diagram of an area that a user wants to observe according to an embodiment of the present disclosure
  • 5-2 is a schematic diagram of a region captured by a lens after dragging a screen provided by an embodiment of the present disclosure
  • 6-1 is a schematic diagram of a game scene image captured by a lens after dragging a screen provided by an embodiment of the present disclosure
  • 6-2 is a schematic diagram of another game scene image captured by a lens after dragging a screen provided by an embodiment of the present disclosure
  • FIG. 7 is a schematic diagram of an operation manner for controlling virtual lens shift provided by an embodiment of the present disclosure.
  • FIG. 8 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. 9 is a schematic structural diagram of a virtual lens control device in a game provided by an embodiment of the present disclosure.
  • Fig. 2 is a schematic diagram of a skill operation in an existing game.
  • the player's left hand continuously controls the movement of the game character/virtual object, and the right hand is used to "release skills or ordinary attacks” and “drag Frequent switching between screens (herein referred to as “drag screen” or “drag screen operation”).
  • drag screen or “drag screen operation”
  • the player first drags the screen with the right hand to observe the battlefield outside the screen. After the time is right, release the drag area with the right hand and press the skill button to enter the battlefield. After releasing the skill, drag the screen again to observe the battlefield, and then release and release the skill. Repeat many times. This kind of operation has high operation difficulty.
  • the "overhead angle” in the “overhead angle reel map game” here refers to looking from high to low, and the games are classified according to the angle of view.
  • the research of this disclosure is a game of the angle of view, such as “Lonely” “Gunman”, “Killing Zone” and other games.
  • "Reel-mapped game” in “Overview angle reel-mapped game” means that the background of the game looks like the reel is scrolling.
  • the player manipulates a virtual object in the game, fires bullets or skills at the incoming enemy and dodges the enemy’s attack.
  • the virtual object of control can be seen on the game screen.
  • the player is like a Bystanders or manipulators, rather than virtual objects in the first person, can observe some places that the first person cannot see.
  • the top-down reel-mapped games can include Real-Time Strategy Games (RTS), Multiplayer Online Tactical Games (Multiplayer Online Battle Arena, MOBA), and Role-playing games (RPG). ) Etc., excluding First-person Shooter (FPS).
  • RTS Real-Time Strategy Games
  • MFS Multiplayer Online Tactical Games
  • RPG Role-playing games
  • Etc. excluding First-person Shooter (FPS).
  • FPS First-person Shooter
  • FIG. 3 the inventor also found that when the player is operating, the left hand continuously controls the movement, and the two fingers of the right hand control the "release skill or general attack" (generally a thumb) and the "drag screen” (generally index finger).
  • C-hand operation can be divided into left C-hand and right C-hand.
  • Left C-hand refers to the left index finger to control the small map and left-hand thumb to control the movement;
  • right C-hand refers to the right hand forefinger to control the dragging screen, right-hand thumb to control the release skills and general attack
  • Figure 3 is the control mode of the right C hand.
  • 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:
  • the virtual lens (hereinafter referred to as "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 establishment of the virtual lens
  • 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.
  • S404 Provide a visual field control area on the graphical user interface, respond to a first touch operation for the visual field control area, control the virtual lens to shift according to the first touch operation, and display the virtual lens offset in the graphical user interface Image of the game scene captured afterwards.
  • 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.
  • a visual field control area is provided in the graphical user interface, and the visual field control area is used to adjust the screen display content according to the operation instruction.
  • the user may perform a first touch operation in the field of view control area to achieve the purpose of adjusting the screen display content.
  • the first touch operation may refer to a drag operation
  • the drag operation refers to the user's finger pressing Hold the field of view control area and drag the screen, that is, the game scene image slides with your finger.
  • 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.
  • 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 user performs the first touch operation, indicating that he wants to observe the game scene in the direction of the first touch operation. Therefore, the present disclosure determines this direction as the direction of the offset of the virtual lens, which is consistent with the user's expectations.
  • the distance at which the virtual lens is shifted may also be determined according to the distance or/and speed of the contact generated on the first touch operation on the touch screen.
  • control the virtual lens In response to the preset virtual lens locking operation, control the virtual lens to enter a locked state, and lock the game scene image captured after the virtual lens is shifted to the game scene image displayed on the graphical user interface.
  • the virtual lens in order to facilitate the user to browse the image outside the screen display area, the virtual lens is shifted by the first touch operation to display the image obtained after the shift in the current screen, in order to further satisfy the user's browsing
  • the virtual lens can be controlled to enter a locked state, and the game scene image captured after the virtual lens offset is locked to the game scene image displayed on the graphical user interface, that is, the virtual lens offset is locked
  • the image displayed on the rear graphical user interface keeps the image displayed on the graphical user interface unchanged when the virtual lens is locked.
  • the preset virtual lens locking operation includes an operation of pressing the touch screen of the touch terminal, and the operation is used to trigger locking of the game scene image displayed on the adjusted graphical user interface.
  • the interface after dragging can be locked by the user's operation, such as pressing and holding the current screen (starting the 3D touch function of the IOS system), the lens can be fixed in this area, and the lens no longer follows the virtual The object/hero is locked at the current map location.
  • the present disclosure cleverly designed the lock function.
  • it before controlling the virtual lens to enter the locked state, it also includes determining that the distance moved by the first touch operation contact is within a preset range, that is, a screen drag operation The distance moved by dragging the screen is within the preset range.
  • Locking here refers to the game system automatically locking the screen offset position. At this time, although the game character/virtual object is not currently in the middle or near the screen, it can have a very good view. Refer to the image of the game scene displayed on the screen after the screen is locked as shown in Figure 5-2. The shaded part in Figure 5-2 is the newly acquired observation area.
  • the game system releases the locked state of the virtual lens and restores the virtual lens to follow the virtual object/hero, that is, moves with the change of the position of the virtual object/hero, and adjusts to the normal game interface .
  • the method further includes:
  • the game system When the virtual lens is in the locked state, if the user performs a third touch operation to control the movement of the virtual object or other adjustment of the virtual lens, at this time, because the virtual lens has not been unlocked, the game system will output a response for other adjustment operations Errors, such as feedback error messages or response timeouts, the third touch operation for adjusting the virtual lens mentioned here does not include the operation of releasing the locked state of the virtual lens.
  • the present disclosure controls the virtual lens offset according to the first touch operation according to the first touch operation for the visual field control area in the graphical user interface, and controls the virtual lens to enter the locked state according to the lock operation, thereby changing the virtual
  • the game scene image captured after the lens is shifted is locked as the game scene image displayed in the graphical user interface, and until the locked state is released, the control of the movement of the virtual lens according to the position change of the virtual object is resumed.
  • the lens can be kept in the current image scene, so that even if the virtual object is not in the middle of the screen, it can also have a very good field of view, which is more convenient for observing the image scene after the screen is dragged, which solves the frequent screen drag Or the problem of dragging the screen for a long time is difficult and easy to misuse.
  • the locked state is released in response to a trigger of a preset unlock condition.
  • the preset release conditions here can be:
  • An unlocking area may be set in the graphical user interface.
  • the unlocking area receives the second touch operation, the unlocking of the virtual lens may be triggered.
  • the second touch operation here may be a click operation.
  • the touch operation can also be received in any area of the graphical user interface, which is not limited in this disclosure.
  • the certain duration is the first preset duration
  • the length of the first preset duration can be determined according to the user's game operation habits. For example, when the user is unlocked by the second touch operation during the previous game operations, when the preset number of times is reached , instead of automatically unlocking according to the duration of staying at the offset position, at this time, the duration of the automatic unlocking can be determined according to the duration of the user's active unlocking by the second touch operation in the previous few times.
  • the unlocking condition can also be determined according to the movement of the virtual object.
  • the player can also control the virtual object to move, but the virtual lens remains locked when the virtual object moves ,
  • the image of the game scene displayed on the graphical user interface remains unchanged until the position of the virtual object in the game scene and the current position of the virtual lens exceed the first preset distance, the virtual lens can be automatically unlocked at this time, or it can also be
  • the distance that the virtual object moves from when the virtual lens enters the locked state exceeds the second preset distance
  • the virtual lens is automatically unlocked. According to the movement of the virtual object, it can be seen that the game player wants to enter another area to fight or observe. Therefore, the embodiment of the present disclosure sets automatic unlocking, which meets the expectations of the game player and can improve the user experience.
  • the game scene image captured after locking the virtual lens offset is the game scene image displayed on the graphical user interface
  • the locking mode is configurable. After locking, it can be unlocked if certain conditions are met. For example, in the locked state, the user can simply click on the screen, or stop in place for a certain amount of time, or move the virtual object a certain distance, the lens will return to the right, and the unlocking method is also configurable.
  • the unlocking state of the present disclosure includes: controlling the virtual lens to move from the current position to the position before the offset. This includes:
  • control the virtual lens to move from the current position to the position before the offset in an incremental manner.
  • the virtual lens after the virtual lens is unlocked, the virtual lens needs to be reset, that is, move from the current position to the position before the offset, so as to restore the movement of the virtual lens to follow the position change of the virtual object.
  • the virtual lens Before returning, first check whether the virtual object in the current game scene image is facing the position of the virtual lens. 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 slowly In the process of returning, the speed gradually decreases; if the virtual object does not face the current position of the virtual lens, the virtual lens slowly returns to the position before the offset, and the speed gradually increases during the slow return.
  • the acceleration during the gradual increase or decrease may be constant or variable, and is not limited in this disclosure.
  • 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 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 period, the recovery speed can be configured. 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.
  • 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.
  • 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 movement speed of the camera will be adjusted after the player maintains a certain direction for a certain period of time. That is, controlling the virtual lens to move from the current position to the position before the offset in a decreasing speed manner or controlling the virtual lens to move from the current position to the position before the offset in a speed increasing manner, including: determining that the virtual object remains current The duration of the orientation reaches the second 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 interaction method of virtual lens adjustment is improved.
  • the first touch operation and the second touch operation are both swipe operations, and the second touch operation is the same as The first touch operation works in the opposite direction.
  • 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. That is, the embodiment of the present disclosure adopts a "swipe" gesture operation to complete the locked positioning of the drag screen, and detects the direction of the drawing of the finger to fix the virtual lens at the position of the area in this direction. Referring to FIG. 7, the arrows in FIG. 7 show the direction of swiping toward each area.
  • the embodiments of the present disclosure provide a more flexible and friendly control operation method by returning the locked screen after dragging, and the user can slowly return to the original position by clicking or swiping, and return to the original position Speed combined with the current situation of the virtual object, intelligently adjust the speed to the positive, which is more in line with user expectations.
  • Players only need to perform simple operations to place the lens in the right position, and they will not conflict with the original left and right hand operations. They will concentrate on the truly fun operating experience. Improves the convenience of lens switching in MOBA games, so that players can fully exert their distance advantages when releasing long-range skills.
  • game designers can design more remote skills, which will bring about changes in tactics and a variety of gameplay, without worrying about the balance and operation. problem.
  • FIG. 8 is a hardware block diagram 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 802 (the processor 802 may include but is not limited to a processing device such as a microprocessor MCU or a programmable logic device FPGA, etc.) And a memory 804 for storing data, optionally, the above mobile terminal may further include a transmission device 806 configured as a communication function and an input and output device 808.
  • FIG. 8 is merely an illustration, which does not limit the structure of the above mobile terminal.
  • the mobile terminal may also include more or fewer components than those shown in FIG. 8, or have a different configuration from that shown in FIG.
  • the memory 804 may be configured to store computer programs, for example, software programs and modules of application software, such as computer programs corresponding to a method of virtual lens control in a game in the embodiment of the present disclosure.
  • the processor 802 stores the The computer program, thereby executing various functional applications and data processing, is to implement the above method.
  • the memory 804 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 804 may further include memories remotely provided with respect to the processor 802, 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 806 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 806 includes a network adapter (Network Interface Controller, referred to as NIC for short), which can be connected to other network devices through a base station to communicate with the Internet.
  • the transmission device 806 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. 9 is a schematic diagram of a device for virtual lens control in a game according to an embodiment of the present disclosure.
  • the device 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, and the game scene image includes at least one virtual object.
  • the device includes: an association module 901, a response module 902, a lock module 903 and an unlock module 904.
  • the association module 901 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 response module 902 is configured to provide a visual field control area on the graphical user interface, respond to the first touch operation for the visual field control area, control the virtual lens to shift according to the first touch operation, and display the virtual lens in the graphical user interface The image of the game scene captured after the offset.
  • the locking module 903 is configured to control the virtual lens to enter a locked state in response to a preset virtual lens locking operation, and lock the game scene image captured after the virtual lens is shifted to the game scene image displayed on the graphical user interface.
  • the unlocking module 904 is configured to release the locked state in response to the trigger of the preset unlocking condition to resume controlling the movement of the virtual lens according to the position change of the virtual object.
  • the response module 902 controls the virtual lens offset according to the first touch operation received in the visual field control area in the graphical user interface, thereby adjusting the game scene image displayed on the graphical user interface.
  • the locking module 903 controls the virtual lens to enter a locked state, locks the game scene image displayed on the adjusted graphical user interface, and unlocks the virtual lens through the unlocking module 904 to resume controlling the movement of the virtual lens according to the change of the virtual object. Therefore, the user only needs a simple operation to place the lens in the appropriate position, and at the same time, it will not conflict with the original left and right hand operation, so that even if the virtual object is not in the middle of the screen, it can have a very good view. It is more convenient to observe the image scene after dragging the screen, and can concentrate on the truly fun operating experience, which solves the problems of frequent dragging or long dragging of the screen, which is difficult to operate and easy to misuse.
  • An embodiment of the present disclosure also provides a storage medium in which a computer program is stored, wherein the computer program is configured to execute any of the steps in the above method embodiments during runtime.
  • 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.
  • 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, and control the offset of the virtual lens according to the first touch operation, and then control the virtual lens to enter the locked state according to the lock operation, thereby locking the game scene image captured after the virtual lens is offset to the game displayed on the graphical user interface The scene image until the unlocked state is released, it resumes to control the movement of the virtual lens according to the position change of the virtual object.
  • the user only needs a simple operation to place the virtual lens in a suitable position, and at the same time, it will not conflict with the original left and right hand operation, so that even if the virtual object is not in the middle of the screen, it can have a very good view , It is more convenient to observe the image scene after dragging the screen, and can focus on the truly fun operating experience, which solves the problem that the operation of frequently dragging the screen or dragging the screen for a long time is difficult and easy to misuse.

Landscapes

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

Abstract

一种游戏中虚拟镜头控制的方法及装置,通过响应针对视野控制区域的第一触控操作,控制虚拟镜头偏移,并根据锁定操作控制虚拟镜头进入锁定状态,从而将虚拟镜头偏移后所捕获的游戏场景图像锁定为图形用户界面显示的游戏场景图像,直至解除锁定状态时,恢复根据虚拟对象的位置变化控制虚拟镜头的移动。

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201811558200.3,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)等俯视角大型卷轴地图式游戏中,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)屏幕的限制,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。
执行拖屏操作时需要额外占用一只手(一般为右手)的操作,但是很多时候,特别是即将面临激烈对抗时,一般玩家左手需要控制英雄角色的移动操作,右手需要准备技能操作,玩家需要在释放技能和拖动屏幕之间频发切换,或者无法腾出手来操作拖屏以保持对需要关注场景的持续观察。所以经常导致玩家控制的游戏角色前往该区域时,由于该区域的信息已经发生重大变化,因而无法有效达成玩家的战略目的。
发明内容
本公开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或长时间拖屏操作难度高,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,并在图形用户界面中显示所述虚拟镜头偏移后所捕获的游戏场景图像;
响应于预设的虚拟镜头锁定操作,控制所述虚拟镜头进入锁定状态,将所述虚拟镜头偏移后所捕获的游戏场景图像锁定为图形用户界面显示的游戏场景图像;
响应于预设解锁条件的触发,解除所述锁定状态,以恢复根据所述虚拟对象的位置变化控制所述虚拟镜头的移动。
在第一方面的第一种可能的实施方式中,所述预设解锁条件包括:检测到作用于所述图形用户界面的第二触控操作;或者检测到所述虚拟镜头进入锁定状态的时长达到第一预设时长;或者检测到所述虚拟对象与所述虚拟镜头当前所在位置的距离超过第一预设距离;或者检测到从所述虚拟镜头进入锁定状态时开始所述虚拟对象移动的距离超过第二预设距离。
结合第一方面的第一种可能的实施方式,在第一方面的第二种可能的实施方式中,所述第一触控操作和所述第二触控操作均为轻扫操作,且所述第二触控操作与所述第一触控操作的作用方向相反,所述轻扫操作是在视野控制区域上滑动,游戏场景图像不滑动的操作。
结合第一方面的第一种可能的实施方式,在第一方面的第三种可能的实施方式中,所述第一触控操作为拖屏操作,所述第二触控操作为点击操作;
所述控制所述虚拟镜头进入锁定状态前,包括:确定所述第一触控操作的触点所移动的距离在预设范围内。
结合第一方面的第一种可能的实施方式,在第一方面的第四种可能的实施方式中,所述解除所述锁定状态,包括:控制所述虚拟镜头从当前所在位置移动至偏移前所在位置。
结合第一方面的第四种可能的实施方式,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当前所在位置移动至偏移前所在位置,包括:
检测所述虚拟对象是否朝向所述虚拟镜头当前所在的位置;
若是,控制所述虚拟镜头以速度递减的方式从当前所在位置移动至偏移前所在位置;
若否,控制所述虚拟镜头以速度递增的方式从当前所在位置移动至偏移前所在位置。
结合第一方面的第五种可能的实施方式,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以速度递减的方式从当前位置移动至偏移前所在位置或控制所述虚拟镜头以速度递增的方式从当前所在位置移动至偏移前所在位置之前,包括:确定所述虚拟对象保持当前朝向的时长达到第二预设时长。
结合本公开第一方面,在第一方面的第七种可能的实施方式中,所述预设的虚拟镜头锁定操作包括:按压所述触控终端的触控屏的操作。
结合本公开第一方面,在第一方面的第八种可能的实施方式中,所述控制所述虚拟镜头进入锁定状态后,以及解除所述锁定状态之前,还包括:接收用于调整所述虚拟镜头的第三触控操作;针对所述第三触控操作输出响应错误。
为了实现上述目的,第二方面,本公开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;
响应模块,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,并在图形用户界面中显示所述虚拟镜头偏移后所捕获的游戏场景图像;
锁定模块,设置为响应于预设的虚拟镜头锁定操作,控制所述虚拟镜头进入锁定状态,将所述虚拟镜头偏移后所捕获的游戏场景图像锁定为所述图形用户界面显示的游戏场景图像;
解锁模块,设置为响应于预设解锁条件的触发,解除所述锁定状态,以恢复根据所述虚拟对象的位置变化控制所述虚拟镜头的移动。
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
本公开通过响应针对图形用户界面中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偏移,并根据锁定操作控制虚拟镜头进入锁定状态,从而将虚拟镜头偏移后所捕获的游戏场景图像锁定为图形用户界面显示的游戏场景图像,直至解除锁定状态时,恢复根据虚拟对象的位置变化控制虚拟镜头的移动。从而实现了用户只需要简单的操作,就可以将虚拟镜头放置在合适的位置,同时也不会和原有的左右手操作冲突,这样即使虚拟对象不在屏幕的中间,但也可以拥有非常良好的视野,更方便观察拖屏后的图像场景,可以将精力集中在真正有乐趣的操作体验上,解决了频繁拖屏或长时间拖屏的操作难度高、容易误操作的问题。
附图说明
构成本申请的一部分的附图用来提供对本公开的进一步理解,本公开的示意性实施例及其说明用于解释本公开,并不构成对本公开的不当限定。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是现有游戏中一种实施拖屏操作的示意图;
图3是现有游戏中另一种实施拖屏操作的示意图;
图4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5-1是本公开实施例提供的用户想观察区域的示意图;
图5-2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6-1是本公开实施例提供的一种拖屏后镜头捕获的游戏场景图像示意图;
图6-2是本公开实施例提供的另一种拖屏后镜头捕获的游戏场景图像示意图;
图7是本公开实施例提供的一种控制虚拟镜头偏移的操作方式的示意图;
图8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9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。
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。
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。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。
图2是现有的一种游戏中技能操作的示意图,在俯视角卷轴地图式游戏中,玩家的左手持续控制游戏角色/虚拟对象的移动,右手在“释放技能或普通攻击”和“拖动屏幕”(本文简称“拖屏”或“拖屏操作”)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钮进入战场,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。
需要说明的是,这里“俯视角卷轴地图式游戏”中的“俯视角”是指从高处向低处看,按视角对游戏分类,本公开研究的是俯视视角类的游戏,例如《孤单枪手》、《杀戮地带》等游戏。“俯视角卷轴地图式游戏”中的“卷轴地图式”是指游戏的背景看起来像是卷轴在卷动一样。在俯视角卷轴地图式游戏中,玩家操纵游戏中的一名虚拟对象,朝着来袭的敌人发射子弹或技能并且闪避敌人的攻击,游戏屏幕上可以看到控制的虚拟对象,玩家就像一个旁观者或者操控者,而不是虚拟对象第一人称本人,可以观察一些第一人称看不到的地方。这里俯视角卷轴地图式游戏可以包括即时战略游戏(Real-Time Strategy Game,简称RTS),多人在线战术竞技游戏(Multiplayer Online Battle Arena,简称MOBA),角色扮演游戏(Role-playing game,简称RPG)等,不包括第一人称视角射击游戏(First-person Shooter,简称FPS)。参见图3所示,发明人还发现,玩家在操作时,左手持续控制移动,右手的两个手指分别控制“释放技能或普攻”(一般为大拇指)和“拖动屏幕”(一般为食指)。这种操作方式俗称“C手”或“三指”。C手操作可以分为左C手和右C手,左C手是指左食指控制小地图、左手大拇指控制移动;右C手是右手食指控制拖屏,右手大拇指控制释放技能和普攻,图3为右C手的控制方式。这样的操作方式,虽然不需要右手一个手指的频繁来回操作,但是操作难度非常大,需要玩家极强的手指协调能力,一般只有职业选手级别的人才能完成。
通过对上述现有方案的研究,本公开优化了拖屏操作方式,参见图4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:
S402、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。
在本方法中将虚拟镜头(本文简称“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。
S404、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,并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。
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。
当玩家/用户想要观察屏幕之外的动态时,参见图5-1所示,图5-1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,该视野控制区域用于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,拖屏操作是指用户手指按住视野控制区域并拖动屏幕,即游戏场景图像跟随手指滑动。
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,因此本公开将该方向确定为虚拟镜头的偏移的方向,符合用户的预期。
进一步的,也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,确定虚拟镜头偏移的距离。
S406、响应于预设的虚拟镜头锁定操作,控制虚拟镜头进入锁定状态,将虚拟镜头偏移后所捕获的游戏场景图像锁定为图形用户界面显示的游戏场景图像。
在本公开实施例中,为达到用户方便浏览屏幕显示区域外的图像,通过第一触控操作促使虚拟镜头偏移从而在当前屏幕中显示偏移后所获得的图像后,为进一步满足用户浏览的需求,在本公开实施例中可以根据锁定操作,控制虚拟镜头进入锁定状态,将虚拟镜头偏移后所捕获的游戏场景图像锁定为图形用户界面显示的游戏场景图像, 即锁定虚拟镜头偏移后图形用户界面所显示的图像,在虚拟镜头锁定状态时,保持图形用户界面所显示的图像不变。这里预设的虚拟镜头锁定操作包括按压触控终端的触控屏的操作,该操作用于触发锁定调整后的图形用户界面所显示的游戏场景图像。也即本公开中可以通过用户的操作来锁定拖屏后的界面,如按住当前屏幕(启动IOS系统的3D touch功能),即可将镜头固定在这个区域内,此时镜头不再跟随虚拟对象/英雄,而是被锁定在当前的地图位置上。
当玩家拖屏的距离较小时,说明玩家只是想观察英雄周围的区域,或是想释放较远距离的技能时能够更好地瞄准,因此,当图像用户界面所显示的游戏场景图像发生调整后,本公开巧妙的设计了锁定的功能,较优选的,在控制虚拟镜头进入锁定状态前,还包括确定第一触控操作的触点所移动的距离在预设范围内,也即拖屏操作拖动屏幕移动的距离在预设范围内。
这里所说的锁定是指游戏系统自动将屏幕偏移位置进行锁定,此时,虽然游戏角色/虚拟对象当前不在屏幕的正中间或附近的位置,但可以拥有非常良好的视野。参见图5-2所示的拖屏锁定后屏幕显示的游戏场景图像,图5-2中带阴影部分是新获得的观察区域。
S408、响应于预设解锁条件的触发,解除所述锁定状态,以恢复根据虚拟对象的位置变化控制虚拟镜头的移动。
当检测到预设的解锁条件成立时,游戏系统解除所述虚拟镜头的锁定状态,恢复虚拟镜头跟随虚拟对象/英雄,即随着虚拟对象/英雄的位置变化而移动,调整为正常的游戏界面。
进一步的,在控制虚拟镜头进入锁定状态后,以及解除虚拟镜头的锁定状态之前,本方法还包括:
接收用于调整虚拟镜头的第三触控操作;
针对第三触控操作输出响应错误。
在虚拟镜头处于锁定状态时,用户若执行控制虚拟对象的移动或其它调整虚拟镜头的第三触控操作,此时由于虚拟镜头还未解除锁定,所以对于其它调整的操作,游戏系统会输出响应错误,如反馈错误消息或响应超时,这里所说的用于调整虚拟镜头的第三触控操作不包括解除虚拟镜头锁定状态的操作。
需要说明的是,在附图4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,本公开通过响应针对图形用户界面中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偏移,并根据锁定操作控制虚拟镜头进入锁定状态,从而将虚拟镜头偏移后所捕获的游戏场景图像锁定为图形用户界面显示的游戏场景图像,直至解除锁定状态时,恢复根据虚拟对象的位置变化控制虚拟镜头的移动。从而 实现了用户拖动屏幕后,镜头可以保持在当前图像场景,这样即使虚拟对象不在屏幕的中间,但也可以拥有非常良好的视野,更方便观察拖屏后的图像场景,解决了频繁拖屏或长时间拖屏的操作难度高、容易误操作的问题。
作为一种可选的实施方式,本公开提供的游戏中虚拟镜头控制的方法中,当虚拟镜头进入锁定状态后,响应于预设解锁条件的触发,解除该锁定状态。这里预设解除条件可以是:
检测到作用于所述图形用户界面的第二触控操作;或者检测到所述虚拟镜头进入锁定状态的时长达到第一预设时长;或者检测到所述虚拟对象与所述虚拟镜头当前所在位置的距离超过第一预设距离;或者检测到从所述虚拟镜头进入锁定状态时开始所述虚拟对象移动的距离超过第二预设距离。
可以在图形用户界面中设置解锁区域,当解锁区域接收到第二触控操作时,可以触发虚拟镜头的解锁,这里的第二触控操作可以是点击操作。当然也可以是在图形用户界面的任意区域中接收触控操作,在本公开中不做限定。
当然,也可以在镜头偏移后的位置停留时间达到一定时长后自动解锁,为用户提供一定时长观察偏移后的游戏场景,然后自动恢复到偏移前的位置,并跟随虚拟对象移动,这里的一定时长为第一预设时长,第一预设时长的长短可以根据用户的游戏操作习惯确定,如用户在前几次操作游戏时由第二触控操作触发解锁,当达到预设次数时,改为根据停留在偏移位置的时长自动解锁,此时可以根据用户在前几次由第二触控操作主动解锁的时长来确定自动解锁的停留时长。
在另一种优选的实施方式中,也可以根据虚拟对象的移动来确定解锁条件是否成立,虚拟镜头在锁定状态时,玩家同样可以控制虚拟对象进行移动,只是虚拟对象移动时,虚拟镜头保持锁定,图形用户界面所显示的游戏场景图像不变,直到虚拟对象在游戏场景中的位置与虚拟镜头当前所在的位置超过第一预设距离时,这时可以自动解除虚拟镜头的锁定,或者也可以从虚拟镜头进入锁定状态时起虚拟对象移动的距离超过第二预设距离时,自动解除虚拟镜头的锁定。根据虚拟对象的移动,可以看出游戏玩家想进入其它区域进行战斗或观察,因此本公开实施例设置自动解锁,符合游戏玩家的预期,可以提高用户体验感。
在本公开实施例中,锁定虚拟镜头偏移后所捕获的游戏场景图像为图形用户界面显示的游戏场景图像中,锁定的方式是可配置的,锁定后,若满足一定条件后可以解锁。如在锁定状态下,用户可以简单地点击屏幕,或是在原地停止若干时间,或移动虚拟对象一定距离,镜头会回正,解锁的方式也是可配置的。
下面结合优选的实施方式对本公开的技术方案进行说明。本公开解除锁定状态,包括:控制虚拟镜头从当前所在位置移动至偏移前所在位置。具体包括:
检测游戏中虚拟对象是否朝向虚拟镜头当前所在的位置;
若是,控制虚拟镜头以速度递减的方式从当前所在位置移动至偏移前所在位置;
若否,控制虚拟镜头以速度递增的方式从当前所在位置移动至偏移前所在位置。
在本公开实施例中,当虚拟镜头解除锁定后,需要将虚拟镜头回正,即从当前所在位置移动至偏移前所在的位置,从而恢复虚拟镜头的移动跟随虚拟对象的位置变化。在回正前,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,且缓慢回的过程中,速度逐渐减小;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,且缓慢回的过程中,速度逐渐增加。速度逐渐增加或逐渐减小中的加速度可以不变,也可以变,在本公开中不做限定。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。
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。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。
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。也即,控制虚拟镜头以速度递减的方式从当前位置移动至偏移前所在位置或控制虚拟镜头以速度递增的方式从当前所在位置移动至偏移前所在位置之前,包括:确定虚拟对象保持当前朝向的时长达到第二预设时长。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。
作为一种可选的实施方式,在本实施例中,对虚拟镜头调整的交互方式进行了改进,第一触控操作和第二触控操作均为轻扫操作,且第二触控操作与第一触控操作的作用方向相反,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。也即,本公开实施例采用“轻扫”的手势操作来完成拖屏屏幕的锁 定定位,通过检测手指的划出方向,将虚拟镜头固定在这个方向的区域位置。参见图7所示,图7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,即可将屏幕定位在这个方向的位置,而不用按住屏幕然后一直拖动至该方向的某个位置。当镜头偏移锁定后,玩家也可以使用反向轻扫的手势,将屏幕回正,也即偏移前的位置,更加自然地实现玩家的心理预期,操作简单、入门容易。
由上可见,本公开实施例通过对拖屏锁定后的回正提供了更灵活友好的控制操作方式,用户可以通过点击或轻扫后,虚拟镜头慢慢回正到原来的位置,并且回正速度结合虚拟对象当前的情况,智能调整回正的速度,更符合用户的预期。玩家只需要进行简单的操作,就可以将镜头放置在合适的位置,同时也不会和原有的左右手操作冲突,将精力集中在真正有乐趣的操作体验上。提升了MOBA类游戏内镜头切换的便捷度,使玩家在释放远距离技能时,可完整地发挥其距离优势。此外,由于其方便的镜头控制,游戏设计者可更多地设计距离较远的技能,这将带来战术的变化和玩法的多样性,而不用担心由此带来的平衡性和操作方面的问题。
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8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8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802(处理器802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)和用于存储数据的存储器804,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806以及输入输出设备808。本领域普通技术人员可以理解,图8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8中所示更多或者更少的组件,或者具有与图8所示不同的配置。
存储器804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802通过运行存储在存储器804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804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804可进一步包括相对于处理器802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806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806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806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9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。如图9所示,该装置包括:关联模块901、响应模块902、锁定模块903和解锁模块904。
关联模块901,设置为将虚拟镜头与虚拟对象在所述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。
响应模块902,设置为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,并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。
锁定模块903,设置为响应于预设的虚拟镜头锁定操作,控制虚拟镜头进入锁定状态,将虚拟镜头偏移后所捕获的游戏场景图像锁定为图形用户界面显示的游戏场景图像。
解锁模块904,设置为响应于预设解锁条件的触发,解除锁定状态,以恢复根据虚拟对象的位置变化控制虚拟镜头的移动。
在该实施例中,响应模块902根据图形用户界面中视野控制区域所接收的第一触控操作,控制虚拟镜头偏移,从而调整图形用户界面所显示的游戏场景图像,调整虚拟镜头后,通过锁定模块903控制虚拟镜头进入锁定状态,锁定调整后的图形用户界面所显示的游戏场景图像,以及通过解锁模块904解除虚拟镜头的锁定,恢复根据虚拟对象的变化控制虚拟镜头的移动。从而实现了用户只需要简单的操作,就可以将镜头放置在合适的位置,同时也不会和原有的左右手操作冲突,这样即使虚拟对象不在屏幕的中间,但也可以拥有非常良好的视野,更方便观察拖屏后的图像场景,可以将精力集中在真正有乐趣的操作体验上,解决了频繁拖屏或长时间拖屏的操作难度高、容易误操作的问题。
本公开的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。
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。
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,并根据第一触控操作控制虚拟镜头的偏移,然后根据锁定操作控制虚拟镜头进入锁定状态,从而将虚拟镜头偏移后所捕获的游戏场景图像锁定为图形用户界面显示的游戏场景图像,直至解除锁定状态时,恢复根据虚拟对象的位置变化控制虚拟镜头的移动。从而实现了用户只需要简单的操作,就可以将虚拟镜头放置在合适的位置,同时也不会和原有的左右手操作冲突,这样即使虚拟对象不在屏幕的中间,但也可以拥有非常良好的视野,更方便观察拖屏后的图像场景,可以将精力集中在真正有乐趣的操作体验上,解决了频繁拖屏或长时间拖屏的操作难度高、容易误操作的问题。

Claims (12)

  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,并在图形用户界面中显示所述虚拟镜头偏移后所捕获的游戏场景图像;
    响应于预设的虚拟镜头锁定操作,控制所述虚拟镜头进入锁定状态,将所述虚拟镜头偏移后所捕获的游戏场景图像锁定为图形用户界面显示的游戏场景图像;
    响应于预设解锁条件的触发,解除所述锁定状态,以恢复根据所述虚拟对象的位置变化控制所述虚拟镜头的移动。
  2. 根据权利要求1所述的方法,其中,所述预设解锁条件包括:
    检测到作用于所述图形用户界面的第二触控操作;或者检测到所述虚拟镜头进入锁定状态的时长达到第一预设时长;或者检测到所述虚拟对象与所述虚拟镜头当前所在位置的距离超过第一预设距离;或者检测到从所述虚拟镜头进入锁定状态时开始所述虚拟对象移动的距离超过第二预设距离。
  3. 根据权利要求2所述的方法,其中,所述第一触控操作和所述第二触控操作均为轻扫操作,且所述第二触控操作与所述第一触控操作的作用方向相反,所述轻扫操作是在视野控制区域上滑动,游戏场景图像不滑动的操作。
  4. 根据权利要求2所述的方法,其中,所述第一触控操作为拖屏操作,所述第二触控操作为点击操作;
    在控制所述虚拟镜头进入锁定状态之前,所述方法包括:
    确定所述第一触控操作的触点所移动的距离在预设范围内。
  5. 根据权利要求2所述的方法,所述解除所述锁定状态,包括:
    控制所述虚拟镜头从当前所在位置移动至偏移前所在位置。
  6. 根据权利要求5所述的方法,所述控制所述虚拟镜头从当前所在位置移动至偏移前所在位置,包括:
    检测所述虚拟对象是否朝向所述虚拟镜头当前所在的位置;
    若是,控制所述虚拟镜头以速度递减的方式从当前所在位置移动至所述偏移前所在位置;
    若否,控制所述虚拟镜头以速度递增的方式从当前所在位置移动至所述偏移前所在位置。
  7. 根据权利要求6所述的方法,所述控制所述虚拟镜头以速度递减的方式从当前位置移动至所述偏移前所在位置或控制所述虚拟镜头以速度递增的方式从当前所在位置 移动至所述偏移前所在位置之前,包括:
    确定所述虚拟对象保持当前朝向的时长达到第二预设时长。
  8. 根据权利要求1所述的方法,其中,所述预设的虚拟镜头锁定操作包括:按压所述触控终端的触控屏的操作。
  9. 根据权利要求1所述的方法,其中,在所述控制所述虚拟镜头进入锁定状态后,以及解除所述锁定状态之前,所述方法还包括:
    接收用于调整所述虚拟镜头的第三触控操作;
    针对所述第三触控操作输出响应错误。
  10. 一种游戏中虚拟镜头控制的装置,所述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;
    响应模块,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,并在图形用户界面中显示所述虚拟镜头偏移后所捕获的游戏场景图像;
    锁定模块,设置为响应于预设的虚拟镜头锁定操作,控制所述虚拟镜头进入锁定状态,将所述虚拟镜头偏移后所捕获的游戏场景图像锁定为所述图形用户界面显示的游戏场景图像;
    解锁模块,设置为响应于预设解锁条件的触发,解除所述锁定状态,以恢复根据所述虚拟对象的位置变化控制所述虚拟镜头的移动。
  11. 一种存储介质,所述存储介质中存储有计算机程序,其中,所述计算机程序被设置为运行时执行所述权利要求1至9任一项中所述的方法。
  12. 一种电子装置,包括存储器和处理器,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9任一项中所述的方法。
PCT/CN2019/082509 2018-12-19 2019-04-12 一种游戏中虚拟镜头控制的方法及装置 Ceased WO2020124889A1 (zh)

Priority Applications (1)

Application Number Priority Date Filing Date Title
US17/043,698 US11318384B2 (en) 2018-12-19 2019-04-12 Method and apparatus for controlling virtual camera in game

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
CN201811558200.3 2018-12-19
CN201811558200.3A CN109675310A (zh) 2018-12-19 2018-12-19 一种游戏中虚拟镜头控制的方法及装置

Publications (1)

Publication Number Publication Date
WO2020124889A1 true WO2020124889A1 (zh) 2020-06-25

Family

ID=66186396

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/CN2019/082509 Ceased WO2020124889A1 (zh) 2018-12-19 2019-04-12 一种游戏中虚拟镜头控制的方法及装置

Country Status (3)

Country Link
US (1) US11318384B2 (zh)
CN (1) CN109675310A (zh)
WO (1) WO2020124889A1 (zh)

Cited By (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN112206504A (zh) * 2020-10-14 2021-01-12 网易(杭州)网络有限公司 游戏控制方法、装置及电子设备
CN112473138A (zh) * 2020-12-10 2021-03-12 网易(杭州)网络有限公司 游戏的显示控制方法及装置、可读存储介质、电子设备
CN113827961A (zh) * 2021-09-07 2021-12-24 网易(杭州)网络有限公司 信息处理方法、装置、存储介质和电子装置

Families Citing this family (22)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN110575671B (zh) * 2019-10-08 2023-08-11 网易(杭州)网络有限公司 游戏中视角的控制方法、装置及电子设备
CN111111184B (zh) * 2019-12-26 2023-12-12 珠海金山数字网络科技有限公司 一种虚拟镜头调整方法及装置
CN120561902A (zh) * 2019-12-31 2025-08-29 维沃移动通信有限公司 解锁方法及电子设备
CN111437598B (zh) * 2020-03-13 2022-04-29 网易(杭州)网络有限公司 游戏中战术预案的交互方法、装置及电子设备
CN111672104B (zh) * 2020-06-05 2022-05-10 腾讯科技(深圳)有限公司 虚拟场景的显示方法、装置、终端及存储介质
CN111905365B (zh) * 2020-08-19 2023-11-24 网易(杭州)网络有限公司 拖动游戏场景的方法、装置和电子设备
CN112929750B (zh) * 2020-08-21 2022-10-28 海信视像科技股份有限公司 一种摄像头调节方法及显示设备
US11458394B2 (en) 2020-09-11 2022-10-04 Riot Games, Inc. Targeting of a long-range object in a multiplayer game
CN112121423B (zh) * 2020-09-24 2021-08-24 苏州幻塔网络科技有限公司 一种虚拟摄像机的控制方法及装置、设备
CN114288661B (zh) * 2021-02-04 2025-02-25 腾讯科技(深圳)有限公司 虚拟环境中的区域行动方法、装置、设备及介质
CN114452645B (zh) * 2021-07-09 2023-08-04 荣耀终端有限公司 生成场景图像的方法、设备和存储介质
CN113893545B (zh) * 2021-11-18 2025-01-28 网易(杭州)网络有限公司 游戏的显示控制方法、装置、电子设备及存储介质
CN116983628A (zh) * 2022-01-04 2023-11-03 腾讯科技(深圳)有限公司 画面显示方法、装置、终端及存储介质
CN114452506B (zh) * 2022-01-28 2023-10-13 清华大学深圳国际研究生院 一种引导用户正念冥想的方法
CN114768253B (zh) * 2022-03-24 2025-08-08 网易(杭州)网络有限公司 信息处理方法及装置、电子设备、存储介质
CN114887325B (zh) * 2022-04-19 2023-08-04 一点灵犀信息技术(广州)有限公司 数据处理方法、显示方法、设备及存储介质
CN115501591B (zh) * 2022-09-26 2025-07-29 网易(上海)网络有限公司 游戏控制的方法、装置、终端设备、介质及程序产品
CN115591234B (zh) * 2022-10-14 2026-04-03 网易(杭州)网络有限公司 虚拟场景的显示控制方法、装置、存储介质及电子设备
CN115970287A (zh) * 2023-01-05 2023-04-18 北京字跳网络技术有限公司 一种虚拟对象控制方法、装置、计算机设备及存储介质
CN116095494B (zh) * 2023-01-10 2025-09-16 杭州易现先进科技有限公司 一种基于移动端ar的动作检测方法及系统
CN116474367A (zh) * 2023-03-09 2023-07-25 网易(杭州)网络有限公司 虚拟镜头的控制方法、装置、存储介质及计算机设备
CN116510307A (zh) * 2023-03-22 2023-08-01 网易(杭州)网络有限公司 游戏画面的控制方法、装置和电子设备

Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20110172013A1 (en) * 2010-01-06 2011-07-14 Kabushiki Kaisha Square Enix (Also Trading As Square Enix Co., Ltd.) User interface processing apparatus, method of processing user interface, and program for processing user interface
US20140066195A1 (en) * 2012-08-31 2014-03-06 Kabushiki Kaisha Square Enix (Also Trading As Square Enix Co., Ltd.) Video game processing apparatus and video game processing program product
CN104267904A (zh) * 2014-09-26 2015-01-07 深圳市睿德网络科技有限公司 一种具有触摸屏虚拟单位控制的方法及移动终端
CN107823882A (zh) * 2017-11-17 2018-03-23 网易(杭州)网络有限公司 信息处理方法、装置、电子设备及存储介质
CN108376424A (zh) * 2018-02-09 2018-08-07 腾讯科技(深圳)有限公司 用于对三维虚拟环境进行视角切换的方法、装置、设备及存储介质

Family Cites Families (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN108144293B (zh) * 2017-12-15 2022-05-13 网易(杭州)网络有限公司 信息处理方法、装置、电子设备及存储介质

Patent Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20110172013A1 (en) * 2010-01-06 2011-07-14 Kabushiki Kaisha Square Enix (Also Trading As Square Enix Co., Ltd.) User interface processing apparatus, method of processing user interface, and program for processing user interface
US20140066195A1 (en) * 2012-08-31 2014-03-06 Kabushiki Kaisha Square Enix (Also Trading As Square Enix Co., Ltd.) Video game processing apparatus and video game processing program product
CN104267904A (zh) * 2014-09-26 2015-01-07 深圳市睿德网络科技有限公司 一种具有触摸屏虚拟单位控制的方法及移动终端
CN107823882A (zh) * 2017-11-17 2018-03-23 网易(杭州)网络有限公司 信息处理方法、装置、电子设备及存储介质
CN108376424A (zh) * 2018-02-09 2018-08-07 腾讯科技(深圳)有限公司 用于对三维虚拟环境进行视角切换的方法、装置、设备及存储介质

Cited By (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN112206504A (zh) * 2020-10-14 2021-01-12 网易(杭州)网络有限公司 游戏控制方法、装置及电子设备
CN112473138A (zh) * 2020-12-10 2021-03-12 网易(杭州)网络有限公司 游戏的显示控制方法及装置、可读存储介质、电子设备
CN112473138B (zh) * 2020-12-10 2023-11-17 网易(杭州)网络有限公司 游戏的显示控制方法及装置、可读存储介质、电子设备
CN113827961A (zh) * 2021-09-07 2021-12-24 网易(杭州)网络有限公司 信息处理方法、装置、存储介质和电子装置

Also Published As

Publication number Publication date
US20210402298A1 (en) 2021-12-30
US11318384B2 (en) 2022-05-03
CN109675310A (zh) 2019-04-26

Similar Documents

Publication Publication Date Title
US11318384B2 (en) Method and apparatus for controlling virtual camera in game
CN113318434B (zh) 游戏的信息处理方法及装置、存储介质
WO2020124839A1 (zh) 一种游戏中虚拟镜头控制的方法及装置
US11446566B2 (en) In-game display control method and apparatus, storage medium processor, and terminal
US11052307B2 (en) Method and apparatus for controlling virtual object to move, electronic device, and storage medium
US11511184B2 (en) In-game display control method and apparatus, storage medium processor, and terminal
CN105597310B (zh) 一种游戏控制方法及装置
US11717751B2 (en) In-game display control method and apparatus, storage medium, processor, and terminal
US11446565B2 (en) In-game display control method and apparatus, storage medium processor, and terminal
WO2020124944A1 (zh) 一种游戏中虚拟镜头控制的方法及装置
JP2023542148A (ja) ゲームにおける仮想オブジェクトの移動の制御方法、装置、電子デバイス及び記憶媒体
CN114404986A (zh) 玩家角色的控制方法、装置、电子设备及存储介质
CN109589601B (zh) 虚拟瞄准镜控制方法及装置、电子设备和存储介质
CN112807673B (zh) 一种游戏角色的控制方法、装置、电子设备及存储介质
CN113893540B (zh) 信息提示方法、装置和存储介质及电子设备
CN110787450A (zh) 游戏操作的方法及装置
WO2020108630A1 (zh) 目标单位移动方法、装置、存储介质和终端
WO2023016074A1 (zh) 游戏中的瞄准控制方法、装置以及电子终端
CN113663326B (zh) 一种游戏技能的瞄准方法和装置
CN114733199A (zh) 一种游戏控制的方法以及装置
CN116099195A (zh) 一种游戏的显示控制方法、装置、电子设备及存储介质
CN112169315A (zh) 游戏中技能的控制方法、装置以及触控终端
WO2024125161A1 (zh) 虚拟对象控制方法、装置、终端及存储介质
WO2024212465A1 (zh) 一种游戏中的射击控制方法、装置、电子设备及存储介质
WO2024001191A1 (zh) 游戏中的操作方法、装置、非易失性存储介质和电子装置

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: 19900626

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: 19900626

Country of ref document: EP

Kind code of ref document: A1