WO2020143145A1 - 游戏中的显示控制方法、装置、存储介质、处理器及终端 - Google Patents

游戏中的显示控制方法、装置、存储介质、处理器及终端 Download PDF

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Publication number
WO2020143145A1
WO2020143145A1 PCT/CN2019/086461 CN2019086461W WO2020143145A1 WO 2020143145 A1 WO2020143145 A1 WO 2020143145A1 CN 2019086461 W CN2019086461 W CN 2019086461W WO 2020143145 A1 WO2020143145 A1 WO 2020143145A1
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WIPO (PCT)
Prior art keywords
virtual character
game
scene
display area
scene display
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PCT/CN2019/086461
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English (en)
French (fr)
Inventor
邵堃
晋铮
Original Assignee
网易(杭州)网络有限公司
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Priority to US16/640,361 priority Critical patent/US11446566B2/en
Publication of WO2020143145A1 publication Critical patent/WO2020143145A1/zh

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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
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • 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
    • A63F13/525Changing parameters of virtual cameras
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • A63F13/525Changing parameters of virtual cameras
    • A63F13/5258Changing parameters of virtual cameras by dynamically adapting the position of the virtual camera to keep a game object or game character in its viewing frustum, e.g. for tracking a character or a ball
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • 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
    • 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
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/69Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
    • 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
    • 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
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level

Definitions

  • the present disclosure relates to the field of computers, and in particular, to a display control method, device, storage medium, processor, and terminal in a game.
  • the mainstream multiplayer online tactical competitive game (MOBA) mobile game usually uses a fixed lens and lens dragging to observe the game scene.
  • MOBA multiplayer online tactical competitive game
  • Fixed lens means that the virtual camera is fixed on the game character model, and the lens height is fixed by default.
  • Gamers can move the camera by tapping on a specific area of the screen, and the drag speed of the camera varies in different types of games.
  • the maximum drag distance can reach 1/4 the maximum length of the battlefield.
  • the longest drag distance can reach almost the entire battlefield.
  • the camera when the game player clicks on the small map in the user interface, the camera will be moved to the clicked position immediately; and, if the game player continuously performs the drag operation after performing the click operation, the camera will also Follow the movement until the game player releases the hand, the camera will automatically return to position.
  • At least some embodiments of the present disclosure provide a display control method, device, storage medium, processor, and terminal in a game, to at least solve the adjustment method of in-game virtual lens provided in the related art, which has a single operation mode and lacks good The technical problem of adaptability and scalability, and the inability to meet the game experience requirements of gamers at different levels.
  • a display control method in a game in which a graphical user interface is obtained by executing a software application on a processor of a mobile terminal and rendering on a touch display of the mobile terminal. It includes a preset first virtual character and a scene display area. The scene display area is at least part of the game scene. The content displayed by the graphical user interface includes the scene display area.
  • the method includes:
  • Configure a touch area on the graphical user interface in response to the first touch operation acting on the touch area, control the first virtual character to move in the game scene according to the first touch operation; according to the first virtual character in the game scene A location update scene display area; detecting whether there is a second virtual character that satisfies the preset condition within the preset range of the first location; if yes, acquiring the second location of the second virtual character; updating according to the first location and the second location Scene display area.
  • detecting whether there is a second virtual character satisfying the preset condition in the preset range includes: acquiring a first moving direction of the second virtual character relative to the first virtual character; detecting whether the first moving direction in the preset range satisfies The second virtual character with preset conditions.
  • controlling the movement of the first virtual character in the game scene according to the first touch operation includes: controlling the second movement direction of the first virtual character in the game scene according to the first touch operation; detecting whether there is a satisfaction within a preset range
  • the second virtual character in the preset condition includes: detecting whether there is a second virtual character in the first movement direction and the second movement direction in the preset range.
  • detecting whether there is a second virtual character in the preset range that satisfies the preset condition includes: detecting whether there is a second virtual character in the preset range whose attribute value of the virtual character is less than a first preset threshold.
  • updating the scene display area according to the first position and the second position includes: determining a focus position according to the first position and the second position; and updating the scene display area according to the focus position.
  • updating the scene display area according to the focus position includes: controlling the movement of the scene display area according to the movement of the focus position.
  • a virtual camera corresponding to the first virtual character is set in the game scene, and the scene display area is an area photographed by the virtual camera.
  • updating the scene display area according to the first position and the second position includes: determining the adjustment direction of the virtual camera according to the first position and the second position; controlling the movement of the virtual camera according to the adjustment direction; updating the scene display according to the movement of the virtual camera area.
  • the above method further includes: determining whether the virtual character attribute value of the first virtual character is less than a second preset threshold; if so, acquiring the first position of the first virtual character in the game scene.
  • the above method further includes: detecting a second touch operation acting on a preset position in the graphical user interface; controlling the scene display area to be restored to update the scene display area according to the first position and the second position according to the second touch operation The previous state.
  • the above method further includes: when the second virtual character is outside the preset range, controlling the scene display area to restore to the first position and the second position The status before the location update scene display area.
  • a display control device in a game by executing a software application on a processor of a mobile terminal and rendering a graphical user interface on a touch display of the mobile terminal, a game scene of the game Contains a preset first virtual character and a scene display area, the scene display area is at least part of the game scene, the content displayed by the graphical user interface includes the scene display area, the device includes: a configuration component, set to The interface is configured with a touch area; the control component is set to control the first virtual character to move in the game scene according to the first touch operation in response to the first touch operation acting on the touch area; the first update component is set to A virtual character updates the scene display area at the first position in the game scene; the detection component is set to detect whether there is a second virtual character satisfying the preset condition within the preset range of the first position; the acquisition component is set to detect the component When the output is yes, the second position of the second virtual character is obtained; the second update component is set to update the scene
  • the detection component includes: an acquisition element configured to acquire a first movement direction of the second virtual character relative to the first virtual character; a detection element configured to detect whether a first movement direction within a preset range satisfies a preset condition The second virtual character.
  • control component is set to control the second movement direction of the first virtual character in the game scene according to the first touch operation;
  • detection component is set to detect whether the first movement direction and the second movement exist within a preset range The second virtual character in the same direction.
  • the detection component is configured to detect whether there is a second virtual character whose virtual character attribute value is less than a first predetermined threshold within a preset range.
  • the second update component includes: a first determination element configured to determine a focus position according to the first position and the second position; a first update element configured to update the scene display area according to the focus position.
  • the first update element is configured to control the movement of the scene display area according to the movement of the focus position.
  • a virtual camera corresponding to the first virtual character is set in the game scene, and the scene display area is an area photographed by the virtual camera.
  • the second update component includes: a second determination element configured to determine the adjustment direction of the virtual camera according to the first position and the second position; a control element configured to control the movement of the virtual camera according to the adjustment direction; a second update element , Set to update the scene display area based on the movement of the virtual camera.
  • the above device further includes a processing component configured to acquire the first position of the first virtual character in the game scene when it is determined that the virtual character attribute value of the first virtual character is less than a second preset threshold.
  • the above device further includes: a first reset component configured to detect a second touch operation that acts on a preset position in the graphical user interface; and control the scene display area to be restored to the first position and according to the second touch operation The second position updates the state before the scene display area.
  • a first reset component configured to detect a second touch operation that acts on a preset position in the graphical user interface; and control the scene display area to be restored to the first position and according to the second touch operation The second position updates the state before the scene display area.
  • the above device further includes: a second reset component configured to control the scene display area to restore to a state before updating the scene display area according to the first position and the second position when the second virtual character is outside the preset range .
  • a second reset component configured to control the scene display area to restore to a state before updating the scene display area according to the first position and the second position when the second virtual character is outside the preset range .
  • the storage medium includes a stored program, wherein, when the program is running, the device where the storage medium is located is controlled to perform any one of the display control methods in the game.
  • a processor for running a program wherein when the program is running, any one of the above-mentioned display control methods in the game is executed.
  • a terminal including: one or more processors, a memory, a display device, and one or more programs, wherein the one or more programs are stored in the memory and are It is configured to be executed by one or more processors, and one or more programs are used to execute any one of the display control methods in the game.
  • a touch area is configured on the graphical user interface
  • the first virtual character is controlled to move in the game scene according to the first touch operation acting on the touch area
  • the first virtual character is used in the game
  • the way to update the scene display area at the first position in the scene is to obtain the second position of the second virtual character by detecting that there is a second virtual character satisfying the preset condition in the preset range of the first position, so as to
  • the scene display area is updated according to the first position and the second position, reaching the second position according to the first position of the first virtual character in the game scene and the second virtual character satisfying the preset condition within the preset range of the first position
  • the purpose of updating the scene display area by location is to realize an intelligent adjustment method of the scene display area, so that the adjustment method of the scene display area is more flexible and intelligent technical effects, and thus solves the in-game virtualization provided in the related technology
  • the lens adjustment method has a single operation method, lacks good adaptability and scalability, and cannot meet the technical problems of game experience requirements of
  • FIG. 1 is a flowchart of a display control method in a game according to one embodiment of the present disclosure
  • FIG. 2 is a schematic diagram of a display control method in a game according to an optional embodiment 1 of the present disclosure
  • FIG. 3 is a schematic diagram of a display control method in a game according to an alternative embodiment 2 of the present disclosure
  • FIG. 4 is a structural block diagram of a display control device in a game according to one embodiment of the present disclosure
  • FIG. 5 is a structural block diagram of a display control device in a game according to one of the alternative embodiments of the present disclosure.
  • an embodiment of a display control method in a game is provided. It should be noted that the steps shown in the flowchart in the drawings may be in a computer system such as a set of computer-executable instructions Execution, and although the logical order is shown in the flowchart, in some cases, the steps shown or described may be performed in an order different from here.
  • the method embodiment can be executed in a mobile terminal, a computer terminal or a similar computing device.
  • the mobile terminal may include one or more processors (processors may include but not limited to a central processing unit (CPU), a graphics processor (GPU), a digital signal processing (DSP) chip, a microcomputer A processing device such as a processor (MCU) or programmable logic device (FPGA)) and a memory for storing data.
  • processors may include but not limited to a central processing unit (CPU), a graphics processor (GPU), a digital signal processing (DSP) chip, a microcomputer A processing device such as a processor (MCU) or programmable logic device (FPGA)) and a memory for storing data.
  • the above mobile terminal may further include a transmission device for communication function and an input and output device.
  • the mobile terminal may further include more or fewer components than the above structural description, or have a configuration different from the above structural description.
  • the memory may be used to store computer programs, for example, software programs and components of application software, such as computer programs corresponding to the display control method in the game in the embodiments of the present disclosure, and the processor executes various programs by running the computer programs stored in the memory Various functional applications and data processing, that is, to realize the display control method in the game described above.
  • the memory 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 may further include memories remotely provided with respect to the processor, and these remote memories may be connected to the mobile terminal through a network. Examples of the above network include but are not limited to the Internet, intranet, local area network, mobile communication network, and combinations thereof.
  • the transmission device is used to receive or send data via a network.
  • the specific example of the network described above may include a wireless network provided by a communication provider of a mobile terminal.
  • the transmission device 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 may be a radio frequency (Radio Frequency, RF for short) component, which is used to communicate with the Internet in a wireless manner.
  • RF Radio Frequency
  • a display control method for a game running on the mobile terminal described above is provided.
  • a graphical user interface is obtained by executing a software application on a processor of the mobile terminal and rendering it on a touch display of the mobile terminal.
  • the game scene includes a preset first virtual character and a scene display area.
  • the scene display area is at least part of the game scene.
  • the content displayed by the graphical user interface includes the scene display area.
  • FIG. 1 is one embodiment according to the present disclosure.
  • the flow chart of the display control method in the game, as shown in FIG. 1, the method includes the following steps:
  • Step S10 Configure a touch area on the graphical user interface
  • Step S11 in response to the first touch operation acting on the touch area, controlling the movement of the first virtual character in the game scene according to the first touch operation;
  • Step S12 Update the scene display area according to the first position of the first virtual character in the game scene
  • Step S13 Detect whether there is a second virtual character satisfying the preset condition in the preset range of the first position
  • Step S14 if so, obtain the second position of the second virtual character
  • Step S15 Update the scene display area according to the first position and the second position.
  • One way to update the scene display area is to obtain the second position of the second virtual character in the case where a second virtual character that satisfies the preset condition is detected within the preset range of the first position, so that And the second position to update the scene display area to achieve the display of the scene according to the first position of the first virtual character in the game scene and the second position of the second virtual character satisfying the preset condition within the preset range of the first position
  • the purpose of updating the area is to realize an intelligent adjustment method of the scene display area, so that the adjustment method of the scene display area is more flexible and intelligent technical effects, which further solves the adjustment method of the in-game virtual lens provided in the related art
  • the first touch operation described in steps S11-S12 described above controls the movement of the first virtual character in the game scene to update the scene display area according to the first position of the first virtual character in the game scene and the above steps There is no strict timing relationship between updating the scene display area according to the first position and the second position described in S15.
  • the update scene display area described in steps S11-S12 may occur before the update scene display area described in step S15 or after the update scene display area described in step S15.
  • the scene display area is updated as described in step S15 above. Therefore, no strict limitation is imposed on the embodiments of the present disclosure.
  • the above touch area may be a direction control located in the lower left area of the graphical user interface.
  • the above preset range can be flexibly set according to the game scene size.
  • the second virtual character when a second virtual character satisfying the preset condition is detected in the preset range of the first position, the second virtual character can be determined according to the location of the first virtual character and the second virtual character The location is updated with the scene display area, so that the game player can obtain a better view of the game, and observe the real-time dynamics of the two virtual characters in time, so as to take timely countermeasures.
  • step S13 detecting whether there is a second virtual character satisfying the preset condition in the preset range may include the following execution steps:
  • Step S131 Acquire a first moving direction of the second virtual character relative to the first virtual character
  • Step S132 Detect whether there is a second virtual character whose first movement direction meets the preset condition in the preset range.
  • the first moving direction of the second virtual character By acquiring the first moving direction of the second virtual character relative to the first virtual character, when it is determined that the first moving direction of the second virtual character is the same as the orientation of the first virtual character, it is determined that the first moving direction within the preset range satisfies the Set the second virtual character.
  • it is determined that the second virtual character moves relative to the first virtual character it is determined that there is a second virtual character in the preset range whose first movement direction satisfies the preset condition.
  • it is determined that the second virtual character moves back relative to the first virtual character it is determined that there is no second virtual character in the preset range whose first movement direction satisfies the preset condition.
  • controlling the movement of the first virtual character in the game scene according to the first touch operation may include the following execution steps:
  • Step S111 controlling the second moving direction of the first virtual character in the game scene according to the first touch operation
  • step S13 detecting whether there is a second virtual character satisfying the preset condition in the preset range may include the following execution steps:
  • Step S133 Detect whether there is a second virtual character in the first movement direction and the second movement direction in the preset range.
  • the second virtual character and the first virtual character By acquiring the first moving direction of the second virtual character and the second moving direction of the first virtual character, it can be determined whether the second virtual character and the first virtual character currently move in the same direction or in the opposite direction. If it is found that the second virtual character and the first virtual character are currently moving in the same direction, it is determined that there is a second virtual character in the first movement direction and the second movement direction in the preset range. If it is found that the second virtual character and the first virtual character currently belong to the reverse movement, it is determined that there is no second virtual character in the same range as the first movement direction and the second movement direction within the preset range.
  • step S13 detecting whether there is a second virtual character satisfying the preset condition in the preset range may include the following execution steps:
  • Step S134 Detect whether there is a second virtual character whose virtual character attribute value is less than a first predetermined threshold in the preset range.
  • the virtual character attribute value of the second virtual character may be the blood volume value of the second virtual character.
  • the second virtual character is in a full blood state or a full blood state (that is, the blood value of the second virtual character is greater than or equal to the first preset threshold)
  • the second virtual character is in a residual blood state (that is, the blood volume of the second virtual character is less than the first preset threshold)
  • the scene display area is updated according to the first position and the second position, so as to achieve a residual blood chase of the second virtual character by obtaining a better game vision.
  • step S15 updating the scene display area according to the first position and the second position may include the following execution steps:
  • Step S151 Determine a focus position according to the first position and the second position
  • Step S152 Update the scene display area according to the focus position. That is, the movement of the scene display area can be controlled according to the movement of the focus position.
  • a virtual camera corresponding to the first virtual character is set in the game scene, and the scene display area is an area photographed by the virtual camera.
  • the virtual camera can be fixed on the first virtual character controlled by the game player, and follow the movement of the virtual character to move, and rotate according to the rotation of the virtual character, which is similar to the virtual The subjective perspective of the role.
  • the scene display area in the game scene is the area photographed by the virtual camera.
  • the game can also be set at a position relative to the first virtual character controlled by the game player, for example, at a preset position above the first virtual character, and follow the virtual character to move, which is similar to that for the virtual character. Bystander perspective.
  • the scene display area in the game scene is the area photographed by the virtual camera.
  • the following optional embodiments mainly take the virtual camera fixed at the relative position of the virtual character controlled by the game player as an example for detailed description, and the implementation process is also applicable to setting the game on the virtual character controlled by the game player
  • step S15 updating the scene display area according to the first position and the second position may include the following execution steps:
  • Step S153 Determine the adjustment direction of the virtual camera according to the first position and the second position
  • Step S154 controlling the movement of the virtual camera according to the adjustment direction
  • Step S155 Update the scene display area according to the movement of the virtual camera.
  • the adjustment direction of the virtual camera can be determined according to the first position and the second position.
  • the virtual camera can be shifted from the first virtual character controlled by the game player to the second position where the second virtual character is located (ie, the virtual camera moves in a direction in which the first position points to the second position ).
  • the scene display area is continuously updated, and the virtual characters of both parties are always in the same screen state in the updated scene display area during the continuous update of the scene display area.
  • the virtual camera is offset from the first virtual character controlled by the game player to the second position where the second virtual character is located, which may be the first A virtual character (ie, the first position) moves to a focus position between the first position and the second position, so that the first virtual character and the second virtual character are displayed on the same screen.
  • Step S16 Determine whether the virtual character attribute value of the first virtual character is less than a second preset threshold
  • Step S17 if so, obtain the first position of the first virtual character in the game scene.
  • the virtual character attribute value of the first virtual character may be the blood volume value of the first virtual character.
  • the first virtual character is in a full blood state or a sufficient blood volume state (that is, the blood volume value of the first virtual character is greater than or equal to the second preset threshold), there is no need to obtain the first position of the first virtual character in the game scene .
  • the first virtual character is in a residual blood state (that is, the blood value of the first virtual character is less than the second preset threshold)
  • Step S18 Detect the second touch operation acting on the preset position in the graphical user interface, and control the scene display area to be restored to the state before the scene display area is updated according to the first position and the second position according to the second touch operation.
  • the function of the above-mentioned second touch operation on the preset position in the graphical user interface is to cancel the adjustment of the field of view and reset the virtual camera, which may be a touch operation acting on a specific cancellation control or a graphical interface
  • the touch operation of any blank area can also slide on the direction control to the preset position in the opposite direction based on the current moving direction controlled by the direction control. Therefore, the scene display area can be controlled to return to the state before the scene display area is updated according to the first position and the second position through the second touch operation. This state can be calculated through lens logic to automatically reset the virtual camera to the current position of the first virtual character to restore the original scene display area.
  • step S15 after updating the scene display area according to the first position and the second position, the above method may further include the following execution steps:
  • step S19 when the second virtual character is outside the preset range, the scene display area is controlled to return to the state before the scene display area is updated according to the first position and the second position.
  • the scene display area needs to be controlled to restore to the first position and
  • the second position updates the state before the scene display area. This state can be calculated through lens logic to automatically reset the virtual camera to the current position of the first virtual character to restore the original scene display area.
  • FIG. 2 is a schematic diagram of a display control method in a game according to optional embodiment 1 of the present disclosure, as shown in FIG. 2 .
  • the virtual camera will automatically shift to the second virtual character, and keep the first virtual character and the second virtual character in the same screen state in the updated scene display area during the process of continuously updating the scene display area.
  • FIG. 3 is a schematic diagram of a display control method in a game according to optional embodiment 2 of the present disclosure, as shown in FIG. 3 It shows that when the first virtual character controlled by the game player is in a state of residual blood, a visible second virtual character appears within a preset range around the first virtual character, and the moving direction and the second virtual character at the current location of the second virtual character When the moving direction of a virtual character is the same, the virtual camera will automatically shift to the second virtual character, and keep the first virtual character and the second virtual character in the updated scene display area during the continuous update of the scene display area. On the same screen.
  • Intelligent lens adjustment method according to the difference in game player's operation behavior and game player's situation, provide different ways of lens assistance to meet the special needs of the game's field of vision, and intelligently adjust the lens fine-tuning operation To reduce the operational burden of game players, so that game players can obtain the most needed game information in the most relaxed way, thereby improving the efficiency of game information transmission and providing game players with a smoother game experience.
  • Game players and novice players with limited levels of operation who are unable to use lens operations proficiently and cannot receive battlefield information well can adapt to the game faster, master the game lens operation methods, and on specific special lens operations, give The intelligent solution reduces the learning cost of game players, lowers the overall operating threshold of the game, and improves the coverage area of the user group corresponding to the game.
  • the method according to the above embodiments can be implemented by means of software plus a necessary general hardware platform, and of course, it can also be implemented by hardware, but in many cases the former is Better implementation.
  • the technical solution of the present disclosure can be embodied in the form of a software product in essence or part that contributes to the existing technology, and the computer software product is stored in a storage medium (such as ROM/RAM, magnetic disk,
  • the CD-ROM includes several instructions to enable a terminal device (which may be a mobile phone, computer, server, or network device, etc.) to perform the methods described in the embodiments of the present disclosure.
  • a display control device in a game is also provided.
  • the device is used to implement the above-mentioned embodiments and preferred implementation modes, and descriptions that have already been described will not be repeated.
  • the term “component” may be a combination of software and/or hardware that implements predetermined functions.
  • the devices described in the following embodiments are preferably implemented in software, implementation of hardware or a combination of software and hardware is also possible and conceived.
  • FIG. 4 is a structural block diagram of a display control device in a game according to one embodiment of the present disclosure.
  • graphics are obtained by executing a software application on a processor of a mobile terminal and rendering on a touch display of the mobile terminal User interface
  • the game scene of the game contains a preset first virtual character and a scene display area
  • the scene display area is at least part of the game scene
  • the content displayed by the graphical user interface includes the scene display area
  • the device includes: configuration Component 10 is configured to configure a touch area on the graphical user interface;
  • control component 20 is configured to control the first virtual character to move in the game scene according to the first touch operation in response to the first touch operation on the touch area;
  • the first update component 30 is set to update the scene display area according to the first position of the first virtual character in the game scene;
  • the detection component 40 is set to detect whether there is a second that satisfies the preset condition in the preset range of the first position
  • the acquiring component 50 is
  • the detection component 40 includes: an acquisition element (not shown in the figure) configured to acquire the first moving direction of the second virtual character relative to the first virtual character; a detection element (not shown in the figure) configured to detect Whether there is a second virtual character whose first movement direction satisfies the preset condition within the preset range.
  • control component 20 is configured to control the second movement direction of the first virtual character in the game scene according to the first touch operation;
  • the detection component 40 is configured to detect whether the first movement direction and the second movement direction exist within a preset range Two second virtual characters with the same moving direction.
  • the detection component 40 is configured to detect whether there is a second virtual character whose virtual character attribute value is less than a first predetermined threshold within a preset range.
  • the second update component 60 includes: a first determining element (not shown in the figure), configured to determine a focal position according to the first position and the second position; a first updating element (not shown in the figure), Set to update the scene display area according to the focus position.
  • the first update element (not shown in the figure) is configured to control the movement of the scene display area according to the movement of the focus position.
  • a virtual camera corresponding to the first virtual character is set in the game scene, and the scene display area is an area photographed by the virtual camera.
  • the second update component 60 includes: a second determining element (not shown in the figure) configured to determine the adjustment direction of the virtual camera according to the first position and the second position; a control element (not shown in the figure), It is set to control the movement of the virtual camera according to the adjustment direction; the second update element (not shown in the figure) is set to update the scene display area according to the movement of the virtual camera.
  • FIG. 5 is a structural block diagram of a display control device in a game according to one of the optional embodiments of the present disclosure.
  • the device includes all the components shown in FIG. :
  • the processing component 70 is configured to acquire the first position of the first virtual character in the game scene when it is determined that the virtual character attribute value of the first virtual character is less than a second preset threshold.
  • the above device further includes: a first reset component 80, configured to detect a second touch operation acting on a preset position in the graphical user interface; and control the scene display area according to the second touch operation Restore to the state before updating the scene display area according to the first position and the second position.
  • a first reset component 80 configured to detect a second touch operation acting on a preset position in the graphical user interface; and control the scene display area according to the second touch operation Restore to the state before updating the scene display area according to the first position and the second position.
  • the above device further includes: a second reset component 90, configured to control the scene display area to be restored to the first position and the second position when the second virtual character is outside the preset range Update the status before the scene display area.
  • a second reset component 90 configured to control the scene display area to be restored to the first position and the second position when the second virtual character is outside the preset range Update the status before the scene display area.
  • the above components can be implemented by software or hardware, and the latter can be implemented by the following methods, but not limited to this: the above components are all located in the same processor; or, the above components can be combined in any combination The forms are located in different processors.
  • 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.
  • the above storage medium may be set to store a computer program for performing the following steps:
  • 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 a processor configured to run a computer program to perform the steps in any one of the above method embodiments.
  • the foregoing processor may be configured to perform the following steps through a computer program:
  • the disclosed technical content may be implemented in other ways.
  • the device embodiments described above are only schematic.
  • the division of the elements may be a logical function division.
  • there may be another division manner for example, multiple elements or components may be combined or may Integration into another system, or some features can be ignored, or not implemented.
  • the displayed or discussed mutual coupling or direct coupling or communication connection may be indirect coupling or communication connection through some interfaces, elements or components, and may be in electrical or other forms.
  • the components described as separate components may or may not be physically separated, and the components displayed as components may or may not be physical components, that is, they may be located in one place, or may be distributed on multiple components. Some or all of the components may be selected according to actual needs to achieve the objectives of the solutions of the embodiments.
  • each functional element in each embodiment of the present disclosure may be integrated into one processing element, or each element may exist alone physically, or two or more elements may be integrated into one element.
  • the above integrated elements can be implemented in the form of hardware or software functional elements.
  • the integrated element is implemented in the form of a software functional element and sold or used as an independent product, it may be stored in a computer-readable storage medium.
  • the technical solution of the present disclosure essentially or part of the contribution to the existing technology or all or part of the technical solution can be embodied in the form of a software product, and the computer software product is stored in a storage medium , Including several instructions to enable a computer device (which may be a personal computer, server, network device, etc.) to perform all or part of the steps of the methods described in various embodiments of the present disclosure.
  • the aforementioned storage media include: U disk, read-only memory (ROM, Read-Only Memory), random access memory (RAM, Random Access Memory), mobile hard disk, magnetic disk or optical disk and other media that can store program code .

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Abstract

一种游戏中的显示控制方法,包括:在图形用户界面配置一触控区域;响应作用于触控区域的第一触控操作,根据第一触控操作控制第一虚拟角色在游戏场景中移动;根据第一虚拟角色在游戏场景中的第一位置更新场景显示区域;检测第一位置的预设范围内是否存在满足预设条件的第二虚拟角色;若是,则获取第二虚拟角色的第二位置;根据第一位置和第二位置更新场景显示区域。还提供了一种游戏中的显示控制装置、存储介质、处理器及终端。该方法解决了游戏内虚拟镜头的调整方式操作方式单一、缺乏良好的适应性和扩展性,且无法满足不同层次游戏玩家的游戏体验需求的技术问题。

Description

游戏中的显示控制方法、装置、存储介质、处理器及终端
交叉援引
本公开基于申请号为201910024666.3、申请日为2019-01-10的中国专利申请提出,并要求该中国专利申请的优先权,该中国专利申请的全部内容在此引入本公开作为参考。
技术领域
本公开涉及计算机领域,具体而言,涉及一种游戏中的显示控制方法、装置、存储介质、处理器及终端。
背景技术
目前,主流多人在线战术竞技游戏(MOBA)手游通常采用固定镜头加镜头拖拽的基础方式来观察游戏场景。另外,还有一部分游戏会在此基础上对少数特定类型英雄角色进行有针对性的镜头交互设计;或者,在特定镜头方面进行补充设计,例如:游戏玩家可以手动切换镜头的高低模式。
固定镜头是指虚拟摄像机固定在游戏角色模型的身上,镜头高度默认为固定值。游戏玩家通过点按屏幕特定区域进行拖拽,可以移动镜头,而镜头的拖动速度在不同类别游戏中存在差异。在一部分MOBA手游中,最长拖拽距离可以达到1/4战场最大长度。而在另外一部分MOBA手游中,则最长拖拽距离几乎可以达到整个战场。
此外,通过游戏玩家点按用户界面内的小地图,会立刻将镜头移动至所点按的位置处;而且,若游戏玩家在执行点按操作之后又连续执行了拖动操作,则镜头也会跟随移动,直至游戏玩家松手后,镜头会自动归位。
然而,在当前市面上的MOBA类手游中,由于受到双手交互方式的限制,因此,绝大部分游戏都使用了固定镜头加镜头拖拽的解决方案,以满足游戏玩家对战场视野和镜头操作的需求。然而,通过上述分析可知,这套以固定镜头与主动拖拽镜头相结合的解决方案只能够满足最基本的功能需求,对游戏中出现的特殊的情况和操作,缺乏良好的适应性和扩展性,且无法满足不同层次游戏玩家的游戏体验需求。
针对上述的问题,目前尚未提出有效的解决方案。
发明内容
本公开至少部分实施例提供了一种游戏中的显示控制方法、装置、存储介质、处理器及终端,以至少解决相关技术中所提供的游戏内虚拟镜头的调整方式操作方式单一、缺乏良好的适应性和扩展性,且无法满足不同层次游戏玩家的游戏体验需求的技术问题。
根据本公开其中一实施例,提供了一种游戏中的显示控制方法,通过在移动终端的处理器上执行软件应用并在移动终端的触控显示器上渲染得到图形用户界面,游戏的游戏场景中包含一预设的第一虚拟角色和一场景显示区域,场景显示区域为至少部分的游戏场景,图形用户界面所显示的内容包含场景显示区域,该方法包括:
在图形用户界面配置一触控区域;响应作用于触控区域的第一触控操作,根据第一触控操作控制第一虚拟角色在游戏场景中移动;根据第一虚拟角色在游戏场景中的第一位置更新场景显示区域;检测第一位置的预设范围内是否存在满足预设条件的第二虚拟角色;若是,则获取第二虚拟角色的第二位置;根据第一位置和第二位置更新场景显示区域。
可选地,检测预设范围内是否存在满足预设条件的第二虚拟角色包括:获取第二虚拟角色相对第一虚拟角色的第一移动方向;检测预设范围内是否存在第一移动方向满足预设条件的第二虚拟角色。
可选地,根据第一触控操作控制第一虚拟角色在游戏场景中移动包括:根据第一触控操作控制第一虚拟角色在游戏场景中的第二移动方向;检测预设范围内是否存在满足预设条件的第二虚拟角色包括:检测预设范围内是否存在第一移动方向与第二移动方向相同的第二虚拟角色。
可选地,检测预设范围内是否存在满足预设条件的第二虚拟角色包括:检测预设范围内是否存在虚拟角色属性值小于一第一预设阈值的第二虚拟角色。
可选地,根据第一位置和第二位置更新场景显示区域包括:根据第一位置和第二位置确定一焦点位置;根据焦点位置更新场景显示区域。
可选地,根据焦点位置更新场景显示区域包括:根据焦点位置的移动控制场景显示区域的移动。
可选地,游戏场景中设置有与第一虚拟角色对应的虚拟摄像机,场景显示区域为虚拟摄像机拍摄的区域。
可选地,根据第一位置和第二位置更新场景显示区域包括:根据第一位置和第二 位置确定虚拟摄像机的调整方向;根据调整方向控制虚拟摄像机的移动;根据虚拟摄像机的移动更新场景显示区域。
可选地,上述方法还包括:判断第一虚拟角色的虚拟角色属性值是否小于一第二预设阈值;若是,则获取第一虚拟角色在游戏场景中的第一位置。
可选地,上述方法还包括:检测作用于图形用户界面中预设位置的第二触控操作;根据第二触控操作控制场景显示区域恢复至根据第一位置和第二位置更新场景显示区域之前的状态。
可选地,在根据第一位置和第二位置更新场景显示区域之后,上述方法还包括:当第二虚拟角色位于预设范围之外时,控制场景显示区域恢复至根据第一位置和第二位置更新场景显示区域之前的状态。
根据本公开其中一实施例,还提供了一种游戏中的显示控制装置,通过在移动终端的处理器上执行软件应用并在移动终端的触控显示器上渲染得到图形用户界面,游戏的游戏场景中包含一预设的第一虚拟角色和一场景显示区域,场景显示区域为至少部分的游戏场景,图形用户界面所显示的内容包含场景显示区域,该装置包括:配置组件,设置为在图形用户界面配置一触控区域;控制组件,设置为响应作用于触控区域的第一触控操作,根据第一触控操作控制第一虚拟角色在游戏场景中移动;第一更新组件,设置为根据第一虚拟角色在游戏场景中的第一位置更新场景显示区域;检测组件,设置为检测第一位置的预设范围内是否存在满足预设条件的第二虚拟角色;获取组件,设置为在检测组件输出为是时,获取第二虚拟角色的第二位置;第二更新组件,设置为根据第一位置和第二位置更新场景显示区域。
可选地,检测组件包括:获取元件,设置为获取第二虚拟角色相对第一虚拟角色的第一移动方向;检测元件,设置为检测预设范围内是否存在第一移动方向满足预设条件的第二虚拟角色。
可选地,控制组件,设置为根据第一触控操作控制第一虚拟角色在游戏场景中的第二移动方向;检测组件,设置为检测预设范围内是否存在第一移动方向与第二移动方向相同的第二虚拟角色。
可选地,检测组件,设置为检测预设范围内是否存在虚拟角色属性值小于一第一预设阈值的第二虚拟角色。
可选地,第二更新组件包括:第一确定元件,设置为根据第一位置和第二位置确定一焦点位置;第一更新元件,设置为根据焦点位置更新场景显示区域。
可选地,第一更新元件,设置为根据焦点位置的移动控制场景显示区域的移动。
可选地,游戏场景中设置有与第一虚拟角色对应的虚拟摄像机,场景显示区域为虚拟摄像机拍摄的区域。
可选地,第二更新组件包括:第二确定元件,设置为根据第一位置和第二位置确定虚拟摄像机的调整方向;控制元件,设置为根据调整方向控制虚拟摄像机的移动;第二更新元件,设置为根据虚拟摄像机的移动更新场景显示区域。
可选地,上述装置还包括:处理组件,设置为在确定第一虚拟角色的虚拟角色属性值小于一第二预设阈值时,获取第一虚拟角色在游戏场景中的第一位置。
可选地,上述装置还包括:第一复位组件,设置为检测作用于图形用户界面中预设位置的第二触控操作;根据第二触控操作控制场景显示区域恢复至根据第一位置和第二位置更新场景显示区域之前的状态。
可选地,上述装置还包括:第二复位组件,设置为当第二虚拟角色位于预设范围之外时,控制场景显示区域恢复至根据第一位置和第二位置更新场景显示区域之前的状态。
根据本公开其中一实施例,还提供了一种存储介质,存储介质包括存储的程序,其中,在程序运行时控制存储介质所在设备执行上述任意一项的游戏中的显示控制方法。
根据本公开其中一实施例,还提供了一种处理器,处理器用于运行程序,其中,程序运行时执行上述任意一项的游戏中的显示控制方法。
根据本公开其中一实施例,还提供了一种终端,包括:一个或多个处理器,存储器,显示装置以及一个或多个程序,其中,一个或多个程序被存储在存储器中,并且被配置为由一个或多个处理器执行,一个或多个程序用于执行上述任意一项的游戏中的显示控制方法。
在本公开至少部分实施例中,采用在图形用户界面配置一触控区域,根据作用于触控区域的第一触控操作控制第一虚拟角色在游戏场景中移动,以及根据第一虚拟角色在游戏场景中的第一位置更新场景显示区域的方式,通过在检测到第一位置的预设范围内存在满足预设条件的第二虚拟角色的情况下,获取第二虚拟角色的第二位置,以便根据第一位置和第二位置更新场景显示区域,达到了根据第一虚拟角色在游戏场景中的第一位置以及在第一位置的预设范围内满足预设条件的第二虚拟角色的第二位置对场景显示区域进行更新的目的,从而实现了智能化的场景显示区域调整方式,以 使得场景显示区域的调节方式更加灵活与智能的技术效果,进而解决了相关技术中所提供的游戏内虚拟镜头的调整方式操作方式单一、缺乏良好的适应性和扩展性,且无法满足不同层次游戏玩家的游戏体验需求的技术问题。
附图说明
此处所说明的附图用来提供对本公开的进一步理解,构成本申请的一部分,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是根据本公开其中一实施例的游戏中的显示控制方法的流程图;
图2是根据本公开可选实施例一的游戏中的显示控制方法的示意图;
图3是根据本公开可选实施例二的游戏中的显示控制方法的示意图;
图4是根据本公开其中一实施例的游戏中的显示控制装置的结构框图;
图5是根据本公开其中一可选实施例的游戏中的显示控制装置的结构框图。
具体实施方式
为了使本技术领域的人员更好地理解本公开方案,下面将结合本公开实施例中的附图,对本公开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公开一部分的实施例,而不是全部的实施例。基于本公开中的实施例,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,都应当属于本公开保护的范围。
需要说明的是,本公开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,以便这里描述的本公开的实施例能够以除了在这里图示或描述的那些以外的顺序实施。此外,术语“包括”和“具有”以及他们的任何变形,意图在于覆盖不排他的包含,例如,包含了一系列步骤或元件的过程、方法、系统、产品或设备不必限于清楚地列出的那些步骤或元件,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元件。
根据本公开其中一实施例,提供了一种游戏中的显示控制方法的实施例,需要说 明的是,在附图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。
该方法实施例可以在移动终端、计算机终端或者类似的运算装置中执行。以运行在移动终端上为例,移动终端可以包括一个或多个处理器(处理器可以包括但不限于中央处理器(CPU)、图形处理器(GPU)、数字信号处理(DSP)芯片、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。可选地,上述移动终端还可以包括用于通信功能的传输装置以及输入输出设备。本领域普通技术人员可以理解,上述结构描述仅为示意,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上述结构描述更多或者更少的组件,或者具有与上述结构描述不同的配置。
存储器可用于存储计算机程序,例如,应用软件的软件程序以及组件,如本公开实施例中的游戏中的显示控制方法对应的计算机程序,处理器通过运行存储在存储器内的计算机程序,从而执行各种功能应用以及数据处理,即实现上述的游戏中的显示控制方法。存储器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,存储器可进一步包括相对于处理器远程设置的存储器,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。
传输装置用于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,传输装置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,传输装置可以为射频(Radio Frequency,简称为RF)组件,其用于通过无线方式与互联网进行通讯。
在本实施例中提供了一种运行于上述移动终端的游戏中的显示控制方法,通过在移动终端的处理器上执行软件应用并在移动终端的触控显示器上渲染得到图形用户界面,游戏的游戏场景中包含一预设的第一虚拟角色和一场景显示区域,场景显示区域为至少部分的游戏场景,图形用户界面所显示的内容包含场景显示区域,图1是根据本公开其中一实施例的游戏中的显示控制方法的流程图,如图1所示,该方法包括如下步骤:
步骤S10,在图形用户界面配置一触控区域;
步骤S11,响应作用于触控区域的第一触控操作,根据第一触控操作控制第一虚 拟角色在游戏场景中移动;
步骤S12,根据第一虚拟角色在游戏场景中的第一位置更新场景显示区域;
步骤S13,检测第一位置的预设范围内是否存在满足预设条件的第二虚拟角色;
步骤S14,若是,则获取第二虚拟角色的第二位置;
步骤S15,根据第一位置和第二位置更新场景显示区域。
通过上述步骤,可以采用在图形用户界面配置一触控区域,根据作用于触控区域的第一触控操作控制第一虚拟角色在游戏场景中移动,以及根据第一虚拟角色在游戏场景中的第一位置更新场景显示区域的方式,通过在检测到第一位置的预设范围内存在满足预设条件的第二虚拟角色的情况下,获取第二虚拟角色的第二位置,以便根据第一位置和第二位置更新场景显示区域,达到了根据第一虚拟角色在游戏场景中的第一位置以及在第一位置的预设范围内满足预设条件的第二虚拟角色的第二位置对场景显示区域进行更新的目的,从而实现了智能化的场景显示区域调整方式,以使得场景显示区域的调节方式更加灵活与智能的技术效果,进而解决了相关技术中所提供的游戏内虚拟镜头的调整方式操作方式单一、缺乏良好的适应性和扩展性,且无法满足不同层次游戏玩家的游戏体验需求的技术问题。
需要说明的是,上述步骤S11-步骤S12所描述的通过第一触控操作控制第一虚拟角色在游戏场景中移动以根据第一虚拟角色在游戏场景中的第一位置更新场景显示区域与上述步骤S15中所描述的根据第一位置和第二位置更新场景显示区域并没有严格的时序关系。换言之,上述步骤S11-步骤S12中所描述的更新场景显示区域既可以发生在上述步骤S15所描述的更新场景显示区域之前,也可以发生在上述步骤S15所描述的更新场景显示区域之后,当然还可以发生在上述步骤S15所描述的更新场景显示区域的同时。由此,在本公开实施例中不做严格限制。
上述触控区域可以是位于图形用户界面的左下方区域的方向控件。上述预设范围可以根据游戏场景尺寸灵活地设定。
相关技术中在检测到第一位置的预设范围内存在满足预设条件的第二虚拟角色时,并不会导致当前场景显示区域的更新,这样在游戏玩家还未及时执行下一步操作之前,第二虚拟角色已经脱离当前场景显示区域或者自身操控的第一虚拟角色被第二虚拟角色击杀,游戏体验较差。相反地,采用本公开实施例所提供的技术方案,在检测到第一位置的预设范围内存在满足预设条件的第二虚拟角色时,能够根据第一虚拟角色所在位置与第二虚拟角色所在位置更新场景显示区域,由此使得游戏玩家获得更佳的游戏视野,及时观察到二虚拟角色的实时动态,以便及时采取应对措施。
可选地,在步骤S13中,检测预设范围内是否存在满足预设条件的第二虚拟角色可以包括以下执行步骤:
步骤S131,获取第二虚拟角色相对第一虚拟角色的第一移动方向;
步骤S132,检测预设范围内是否存在第一移动方向满足预设条件的第二虚拟角色。
通过获取第二虚拟角色相对第一虚拟角色的第一移动方向,在判定第二虚拟角色的第一移动方向与第一虚拟角色的朝向相同时,确定预设范围内存在第一移动方向满足预设条件的第二虚拟角色。在判定第二虚拟角色的第一移动方向与第一虚拟角色的朝向相反时,则还需要进一步判定第二虚拟角色与第一虚拟角色属于相向移动还是背向移动。当判定第二虚拟角色相对于第一虚拟角色相向移动时,确定预设范围内存在第一移动方向满足预设条件的第二虚拟角色。而当判定第二虚拟角色相对于第一虚拟角色背向移动时,确定预设范围内不存在第一移动方向满足预设条件的第二虚拟角色。
可选地,在步骤S11中,根据第一触控操作控制第一虚拟角色在游戏场景中移动可以包括以下执行步骤:
步骤S111,根据第一触控操作控制第一虚拟角色在游戏场景中的第二移动方向;
在步骤S13中,检测预设范围内是否存在满足预设条件的第二虚拟角色可以包括以下执行步骤:
步骤S133,检测预设范围内是否存在第一移动方向与第二移动方向相同的第二虚拟角色。
通过获取第二虚拟角色的第一移动方向以及第一虚拟角色的第二移动方向,可以确定第二虚拟角色与第一虚拟角色当前属于同向移动还是反向移动。如果发现第二虚拟角色与第一虚拟角色当前属于同向移动,则确定预设范围内存在第一移动方向与第二移动方向相同的第二虚拟角色。如果发现第二虚拟角色与第一虚拟角色当前属于反向移动,则确定预设范围内不存在第一移动方向与第二移动方向相同的第二虚拟角色。
可选地,在步骤S13中,检测预设范围内是否存在满足预设条件的第二虚拟角色可以包括以下执行步骤:
步骤S134,检测预设范围内是否存在虚拟角色属性值小于一第一预设阈值的第二虚拟角色。
上述第二虚拟角色的虚拟角色属性值可以为第二虚拟角色的血量值。当第二虚拟角色处于满血状态或者血量充足状态(即第二虚拟角色的血量值大于或等于第一预设阈值),则不需要获取第二虚拟角色在游戏场景中的第二位置。然而,当第二虚拟角色 处于残血状态(即第二虚拟角色的血量值小于第一预设阈值),此时,需要获取第二虚拟角色在游戏场景中的第二位置,同时还需要根据第一位置和第二位置更新场景显示区域,以通过获得更好的游戏视野来实现对第二虚拟角色的残血追击。
可选地,在步骤S15中,根据第一位置和第二位置更新场景显示区域可以包括以下执行步骤:
步骤S151,根据第一位置和第二位置确定一焦点位置;
步骤S152,根据焦点位置更新场景显示区域。即,可以根据焦点位置的移动控制场景显示区域的移动。
为了能够使得游戏玩家获得更好的游戏视野,在获取到第一虚拟角色的第一位置和第二虚拟角色的第二位置之后,可以在第一位置和第二位置之间的区域内确定一焦点位置。例如:在第一位置和第二位置的连线上确定一焦点位置。然后,再将虚拟摄像机从游戏玩家所操控的第一虚拟角色身上偏移至焦点位置,以便根据焦点位置更新场景显示区域。如果焦点位置发生移动,则虚拟摄像机也会跟随焦点位置发生移动,以进一步更新场景显示区域。
可选地,游戏场景中设置有与第一虚拟角色对应的虚拟摄像机,场景显示区域为虚拟摄像机拍摄的区域。
在一个可选实施例中,可以将虚拟摄像机固定在游戏玩家所操控的第一虚拟角色身上,并跟随虚拟角色的移动而发生移动,以及根据虚拟角色的转动而发生转动,其类似于该虚拟角色的主观视角。由此,游戏场景中的场景显示区域为虚拟摄像机拍摄的区域。当然,还可以将游戏设置在与游戏玩家所操控的第一虚拟角色相对位置处,例如设置在第一虚拟角色上方头顶预设位置,并跟随虚拟角色发生移动,其类似于针对该虚拟角色的旁观视角。由此,游戏场景中的场景显示区域为虚拟摄像机拍摄的区域。以下可选实施例主要以虚拟摄像机固定在游戏玩家所操控的虚拟角色相对位置处为例进行详细说明,其实施过程同样适用于将游戏设置在与游戏玩家所操控的虚拟角色身上
可选地,在步骤S15中,根据第一位置和第二位置更新场景显示区域可以包括以下执行步骤:
步骤S153,根据第一位置和第二位置确定虚拟摄像机的调整方向;
步骤S154,根据调整方向控制虚拟摄像机的移动;
步骤S155,根据虚拟摄像机的移动更新场景显示区域。
为了能够使得游戏玩家获得更好的游戏视野,在获取到第一虚拟角色的第一位置和第二虚拟角色的第二位置之后,可以根据第一位置和第二位置确定虚拟摄像机的调整方向。换言之,可以将虚拟摄像机由固定在游戏玩家所操控的第一虚拟角色身上向第二虚拟角色所在的第二位置发生偏移(即,虚拟摄像机沿第一位置指向第二位置的方向上发生移动)。此时,伴随着虚拟摄像机的偏移,场景显示区域不断更新,并在场景显示区域不断更新的过程中保持双方虚拟角色在更新后的场景显示区域内始终处于同屏状态。在本实施例中,将虚拟摄像机由固定在游戏玩家所操控的第一虚拟角色身上向第二虚拟角色所在的第二位置发生偏移,可以是将虚拟摄像机由固定在游戏玩家所操控的第一虚拟角色身上(即第一位置)移动至第一位置和第二位置之间的一焦点位置,以使第一虚拟角色和第二虚拟角色同屏显示。
可选地,在上述步骤S10-步骤S15的基础上,还可以包括以下执行步骤:
步骤S16,判断第一虚拟角色的虚拟角色属性值是否小于一第二预设阈值;
步骤S17,若是,则获取第一虚拟角色在游戏场景中的第一位置。
上述第一虚拟角色的虚拟角色属性值可以为第一虚拟角色的血量值。当第一虚拟角色处于满血状态或者血量充足状态(即第一虚拟角色的血量值大于或等于第二预设阈值),则不需要获取第一虚拟角色在游戏场景中的第一位置。然而,当第一虚拟角色处于残血状态(即第一虚拟角色的血量值小于第二预设阈值),此时,需要获取第一虚拟角色在游戏场景中的第一位置,同时如果检测到第一位置的预设范围内存在满足预设条件的第二虚拟角色,则还需要根据第一位置和第二位置更新场景显示区域,以通过获得更好的游戏视野来避免遭到第二虚拟角色的追击。
可选地,在上述步骤S10-步骤S15的基础上,还可以包括以下执行步骤:
步骤S18,检测作用于图形用户界面中预设位置的第二触控操作,以及根据第二触控操作控制场景显示区域恢复至根据第一位置和第二位置更新场景显示区域之前的状态。
上述作用于图形用户界面中预设位置的第二触控操作的作用在于:取消视野调整并使得虚拟摄像机复位,其既可以是作用于特定取消控件的触控操作,也可以是作用于图形界面中任一空白区域的触控操作,还可以在方向控件所控制的当前移动方向的基础上在方向控件上向相反方向滑动至预设位置。由此通过第二触控操作可以控制场景显示区域恢复至根据第一位置和第二位置更新场景显示区域之前的状态。该状态可以通过镜头逻辑计算,将虚拟摄像机自动复位至第一虚拟角色当前所在位置,以恢复原有场景显示区域。
可选地,在步骤S15,根据第一位置和第二位置更新场景显示区域之后,上述方法还可以包括以下执行步骤:
步骤S19,当第二虚拟角色位于预设范围之外时,控制场景显示区域恢复至根据第一位置和第二位置更新场景显示区域之前的状态。
如果发现第二虚拟角色已经脱离预设范围,例如:第二虚拟角色通过使用瞬移、疾跑、隐身等特殊技能脱离预设范围,则此时需要控制场景显示区域恢复至根据第一位置和第二位置更新场景显示区域之前的状态。该状态可以通过镜头逻辑计算,将虚拟摄像机自动复位至第一虚拟角色当前所在位置,以恢复原有场景显示区域。
下面将结合以下两个示例性实施例对上述可选实施过程作进一步地详细描述。
为了有效地避免触控显示器的边缘以及图形用户界面内预设控件对游戏玩家视野的遮挡,图2是根据本公开可选实施例一的游戏中的显示控制方法的示意图,如图2所示,当游戏玩家所操控的第一虚拟角色周边的预设范围内出现可见的残血第二虚拟角色,和/或第二虚拟角色在当前所在位置上的移动方向与第一虚拟角色的移动方向一致时,虚拟摄像机会自动向第二虚拟角色偏移,并在场景显示区域不断更新的过程中保持第一虚拟角色与第二虚拟角色在更新后的场景显示区域内始终处于同屏状态。
同样为了有效地避免触控显示器的边缘以及图形用户界面内预设控件对游戏玩家视野的遮挡,图3是根据本公开可选实施例二的游戏中的显示控制方法的示意图,如图3所示,当游戏玩家所操控的第一虚拟角色处于残血状态,第一虚拟角色周边的预设范围内出现可见的第二虚拟角色,且第二虚拟角色在当前所在位置上的移动方向与第一虚拟角色的移动方向一致时,虚拟摄像机会自动向第二虚拟角色偏移,并在场景显示区域不断更新的过程中保持第一虚拟角色与第二虚拟角色在更新后的场景显示区域内始终处于同屏状态。
综合上述各个实施例,可以实现如下技术效果:
(1)综合优化了当前主流的镜头方案,弥补了当前主流MOBA类手游镜头方案中镜头方式固定僵化,依赖游戏玩家频繁操作等缺陷,从而使得游戏镜头的操作更加灵活与智能。而且,具有良好的延展性,为游戏新玩法、新角色等变动留有较多的设计空间,以使游戏的镜头方案更加多元化、定制化。
(2)智能化的镜头调整方式,根据游戏玩家的操作行为差异和游戏玩家所处游戏情境差异,提供不同方式的镜头辅助,以满足游戏视野的特殊需求,并将镜头精细调节的操作智能化,减少游戏玩家的操作负担,使得游戏玩家能够以最轻松的方式获得当前最需要的游戏信息,从而提升了游戏信息传递效率,提供给游戏玩家更加流畅的 游戏体验。
(3)可以让无法熟练使用镜头操作,也无法很好接收战场信息的操作水平有限的游戏玩家和新手玩家能够更快的适应游戏,掌握游戏镜头操作方法,而且在特定特殊镜头操作上,给予智能化解决方式,降低游戏玩家的学习成本,降低了游戏整体的操作门槛,提升游戏对应用户群的覆盖面积。
(4)能够使得操作水平高超的游戏玩家能够以最便利的操作完成更多精细的游戏操作,为此类游戏玩家的游戏技能提供了更多改进空间,提升了此类游戏玩家的游戏体验,有利于该层次游戏玩家的留存。
(5)作为一个整体优化方案,能够适应不同层次的游戏玩家的需求,为游戏整体的推广传播提供有利条件。
通过以上的实施方式的描述,本领域的技术人员可以清楚地了解到根据上述实施例的方法可借助软件加必需的通用硬件平台的方式来实现,当然也可以通过硬件,但很多情况下前者是更佳的实施方式。基于这样的理解,本公开的技术方案本质上或者说对现有技术做出贡献的部分可以以软件产品的形式体现出来,该计算机软件产品存储在一个存储介质(如ROM/RAM、磁碟、光盘)中,包括若干指令用以使得一台终端设备(可以是手机,计算机,服务器,或者网络设备等)执行本公开各个实施例所述的方法。
在本实施例中还提供了一种游戏中的显示控制装置,该装置用于实现上述实施例及优选实施方式,已经进行过说明的不再赘述。如以下所使用的,术语“组件”可以实现预定功能的软件和/或硬件的组合。尽管以下实施例所描述的装置较佳地以软件来实现,但是硬件,或者软件和硬件的组合的实现也是可能并被构想的。
图4是根据本公开其中一实施例的游戏中的显示控制装置的结构框图,如图4所示,通过在移动终端的处理器上执行软件应用并在移动终端的触控显示器上渲染得到图形用户界面,游戏的游戏场景中包含一预设的第一虚拟角色和一场景显示区域,场景显示区域为至少部分的游戏场景,图形用户界面所显示的内容包含场景显示区域,该装置包括:配置组件10,设置为在图形用户界面配置一触控区域;控制组件20,设置为响应作用于触控区域的第一触控操作,根据第一触控操作控制第一虚拟角色在游戏场景中移动;第一更新组件30,设置为根据第一虚拟角色在游戏场景中的第一位置更新场景显示区域;检测组件40,设置为检测第一位置的预设范围内是否存在满足预设条件的第二虚拟角色;获取组件50,设置为在检测组件输出为是时,获取第二虚拟角色的第二位置;第二更新组件60,设置为根据第一位置和第二位置更新场景显示区域。
可选地,检测组件40包括:获取元件(图中未示出),设置为获取第二虚拟角色相对第一虚拟角色的第一移动方向;检测元件(图中未示出),设置为检测预设范围内是否存在第一移动方向满足预设条件的第二虚拟角色。
可选地,控制组件20,设置为根据第一触控操作控制第一虚拟角色在游戏场景中的第二移动方向;检测组件40,设置为检测预设范围内是否存在第一移动方向与第二移动方向相同的第二虚拟角色。
可选地,检测组件40,设置为检测预设范围内是否存在虚拟角色属性值小于一第一预设阈值的第二虚拟角色。
可选地,第二更新组件60包括:第一确定元件(图中未示出),设置为根据第一位置和第二位置确定一焦点位置;第一更新元件(图中未示出),设置为根据焦点位置更新场景显示区域。
可选地,第一更新元件(图中未示出),设置为根据焦点位置的移动控制场景显示区域的移动。
可选地,游戏场景中设置有与第一虚拟角色对应的虚拟摄像机,场景显示区域为虚拟摄像机拍摄的区域。
可选地,第二更新组件60包括:第二确定元件(图中未示出),设置为根据第一位置和第二位置确定虚拟摄像机的调整方向;控制元件(图中未示出),设置为根据调整方向控制虚拟摄像机的移动;第二更新元件(图中未示出),设置为根据虚拟摄像机的移动更新场景显示区域。
可选地,图5是根据本公开其中一可选实施例的游戏中的显示控制装置的结构框图,如图5所示,该装置除包括图4所示的所有组件外,上述装置还包括:处理组件70,设置为在确定第一虚拟角色的虚拟角色属性值小于一第二预设阈值时,获取第一虚拟角色在游戏场景中的第一位置。
可选地,如图5所示,上述装置还包括:第一复位组件80,设置为检测作用于图形用户界面中预设位置的第二触控操作;根据第二触控操作控制场景显示区域恢复至根据第一位置和第二位置更新场景显示区域之前的状态。
可选地,如图5所示,上述装置还包括:第二复位组件90,设置为当第二虚拟角色位于预设范围之外时,控制场景显示区域恢复至根据第一位置和第二位置更新场景显示区域之前的状态。
需要说明的是,上述各个组件是可以通过软件或硬件来实现的,对于后者,可以 通过以下方式实现,但不限于此:上述组件均位于同一处理器中;或者,上述各个组件以任意组合的形式分别位于不同的处理器中。
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,上述存储介质可以被设置为存储用于执行以下步骤的计算机程序:
S1,在图形用户界面配置一触控区域;
S2,响应作用于触控区域的第一触控操作,根据第一触控操作控制第一虚拟角色在游戏场景中移动;
S3,根据第一虚拟角色在游戏场景中的第一位置更新场景显示区域;
S4,检测第一位置的预设范围内是否存在满足预设条件的第二虚拟角色;
S5,若是,则获取第二虚拟角色的第二位置;
S6,根据第一位置和第二位置更新场景显示区域。
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处理器,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,在本实施例中,上述处理器可以被设置为通过计算机程序执行以下步骤:
S1,在图形用户界面配置一触控区域;
S2,响应作用于触控区域的第一触控操作,根据第一触控操作控制第一虚拟角色在游戏场景中移动;
S3,根据第一虚拟角色在游戏场景中的第一位置更新场景显示区域;
S4,检测第一位置的预设范围内是否存在满足预设条件的第二虚拟角色;
S5,若是,则获取第二虚拟角色的第二位置;
S6,根据第一位置和第二位置更新场景显示区域。
上述本公开实施例序号仅仅为了描述,不代表实施例的优劣。
在本公开的上述实施例中,对各个实施例的描述都各有侧重,某个实施例中没有详述的部分,可以参见其他实施例的相关描述。
在本申请所提供的几个实施例中,应该理解到,所揭露的技术内容,可通过其它的方式实现。其中,以上所描述的装置实施例仅仅是示意性的,例如所述元件的划分,可以为一种逻辑功能划分,实际实现时可以有另外的划分方式,例如多个元件或组件可以结合或者可以集成到另一个系统,或一些特征可以忽略,或不执行。另一点,所显示或讨论的相互之间的耦合或直接耦合或通信连接可以是通过一些接口,元件或组件的间接耦合或通信连接,可以是电性或其它的形式。
所述作为分离部件说明的元件可以是或者也可以不是物理上分开的,作为元件显示的部件可以是或者也可以不是物理元件,即可以位于一个地方,或者也可以分布到多个元件上。可以根据实际的需要选择其中的部分或者全部元件来实现本实施例方案的目的。
另外,在本公开各个实施例中的各功能元件可以集成在一个处理元件中,也可以是各个元件单独物理存在,也可以两个或两个以上元件集成在一个元件中。上述集成的元件既可以采用硬件的形式实现,也可以采用软件功能元件的形式实现。
所述集成的元件如果以软件功能元件的形式实现并作为独立的产品销售或使用时,可以存储在一个计算机可读取存储介质中。基于这样的理解,本公开的技术方案本质上或者说对现有技术做出贡献的部分或者该技术方案的全部或部分可以以软件产品的形式体现出来,该计算机软件产品存储在一个存储介质中,包括若干指令用以使得一台计算机设备(可为个人计算机、服务器或者网络设备等)执行本公开各个实施例所述方法的全部或部分步骤。而前述的存储介质包括:U盘、只读存储器(ROM,Read-Only Memory)、随机存取存储器(RAM,Random Access Memory)、移动硬盘、磁碟或者光盘等各种可以存储程序代码的介质。
以上所述仅是本公开的优选实施方式,应当指出,对于本技术领域的普通技术人员来说,在不脱离本公开原理的前提下,还可以做出若干改进和润饰,这些改进和润饰也应视为本公开的保护范围。

Claims (15)

  1. 一种游戏中的显示控制方法,通过在移动终端的处理器上执行软件应用并在所述移动终端的触控显示器上渲染得到图形用户界面,所述游戏的游戏场景中包含一预设的第一虚拟角色和一场景显示区域,所述场景显示区域为至少部分的所述游戏场景,所述图形用户界面所显示的内容包含所述场景显示区域,所述方法包括:
    在所述图形用户界面配置一触控区域;
    响应作用于所述触控区域的第一触控操作,根据所述第一触控操作控制所述第一虚拟角色在所述游戏场景中移动;
    根据所述第一虚拟角色在所述游戏场景中的第一位置更新所述场景显示区域;
    检测所述第一位置的预设范围内是否存在满足预设条件的第二虚拟角色;
    若是,则获取所述第二虚拟角色的第二位置;
    根据所述第一位置和所述第二位置更新所述场景显示区域。
  2. 根据权利要求1所述的方法,其中,检测所述预设范围内是否存在满足所述预设条件的所述第二虚拟角色包括:
    获取所述第二虚拟角色相对所述第一虚拟角色的第一移动方向;
    检测所述预设范围内是否存在所述第一移动方向满足所述预设条件的所述第二虚拟角色。
  3. 根据权利要求2所述的方法,其中,
    根据所述第一触控操作控制所述第一虚拟角色在所述游戏场景中移动包括:
    根据所述第一触控操作控制所述第一虚拟角色在所述游戏场景中的第二移动方向;
    检测所述预设范围内是否存在满足所述预设条件的所述第二虚拟角色包括:
    检测所述预设范围内是否存在所述第一移动方向与所述第二移动方向相同的所述第二虚拟角色。
  4. 根据权利要求1所述的方法,其中,检测所述预设范围内是否存在满足所述预设条件的所述第二虚拟角色包括:
    检测所述预设范围内是否存在虚拟角色属性值小于一第一预设阈值的所述第二虚拟角色。
  5. 根据权利要求1所述的方法,其中,根据所述第一位置和所述第二位置更新所述场景显示区域包括:
    根据所述第一位置和所述第二位置确定一焦点位置;
    根据所述焦点位置更新所述场景显示区域。
  6. 根据权利要求5所述的方法,其中,根据所述焦点位置更新所述场景显示区域包括:
    根据所述焦点位置的移动控制所述场景显示区域的移动。
  7. 根据权利要求1所述的方法,其中,所述游戏场景中设置有与所述第一虚拟角色对应的虚拟摄像机,所述场景显示区域为所述虚拟摄像机拍摄的区域。
  8. 根据权利要求7所述的方法,其中,根据所述第一位置和所述第二位置更新所述场景显示区域包括:
    根据所述第一位置和所述第二位置确定所述虚拟摄像机的调整方向;
    根据所述调整方向控制所述虚拟摄像机的移动;
    根据所述虚拟摄像机的移动更新所述场景显示区域。
  9. 根据权利要求1所述的方法,其中,所述方法还包括:
    判断所述第一虚拟角色的虚拟角色属性值是否小于一第二预设阈值;
    若是,则获取所述第一虚拟角色在所述游戏场景中的所述第一位置。
  10. 根据权利要求1所述的方法,其中,所述方法还包括:
    检测作用于所述图形用户界面中预设位置的第二触控操作;
    根据所述第二触控操作控制所述场景显示区域恢复至根据所述第一位置和所述第二位置更新所述场景显示区域之前的状态。
  11. 根据权利要求1所述的方法,其中,在根据所述第一位置和所述第二位置更新所述场景显示区域之后,所述方法还包括:
    当所述第二虚拟角色位于所述预设范围之外时,控制所述场景显示区域恢复至根据所述第一位置和所述第二位置更新所述场景显示区域之前的状态。
  12. 一种游戏中的显示控制装置,通过在移动终端的处理器上执行软件应用并在所述移动终端的触控显示器上渲染得到图形用户界面,所述游戏的游戏场景中包含一预设的第一虚拟角色和一场景显示区域,所述场景显示区域为至少部分的所述游戏场景,所述图形用户界面所显示的内容包含所述场景显示区域,所述装置包括:
    配置组件,设置为在所述图形用户界面配置一触控区域;
    控制组件,设置为响应作用于所述触控区域的第一触控操作,根据所述第一触控操作控制所述第一虚拟角色在所述游戏场景中移动;
    第一更新组件,设置为根据所述第一虚拟角色在所述游戏场景中的第一位置更新所述场景显示区域;
    检测组件,设置为检测所述第一位置的预设范围内是否存在满足预设条件的第二虚拟角色;
    获取组件,设置为在所述检测组件输出为是时,获取所述第二虚拟角色的第二位置;
    第二更新组件,设置为根据所述第一位置和所述第二位置更新所述场景显示区域。
  13. 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权利要求1至11中任意一项所述的游戏中的显示控制方法。
  14. 一种处理器,所述处理器用于运行程序,其中,所述程序运行时执行权利要求1至11中任意一项所述的游戏中的显示控制方法。
  15. 一种终端,包括:一个或多个处理器,存储器,显示装置以及一个或多个程序,其中,所述一个或多个程序被存储在所述存储器中,并且被配置为由所述一个或多个处理器执行,所述一个或多个程序用于执行权利要求1至11中任意一项所述的游戏中的显示控制方法。
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