WO2020143147A1 - 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
WO2020143147A1
WO2020143147A1 PCT/CN2019/086463 CN2019086463W WO2020143147A1 WO 2020143147 A1 WO2020143147 A1 WO 2020143147A1 CN 2019086463 W CN2019086463 W CN 2019086463W WO 2020143147 A1 WO2020143147 A1 WO 2020143147A1
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WIPO (PCT)
Prior art keywords
game
display area
scene
specific event
touch operation
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Ceased
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PCT/CN2019/086463
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English (en)
French (fr)
Inventor
邵堃
晋铮
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Priority to US16/638,148 priority Critical patent/US11511184B2/en
Publication of WO2020143147A1 publication Critical patent/WO2020143147A1/zh
Anticipated expiration legal-status Critical
Ceased legal-status Critical Current

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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
    • 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
    • A63F13/20Input 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
    • A63F13/50Controlling 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
    • A63F13/56Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
    • 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
    • A63F13/90Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
    • A63F13/92Video game devices specially adapted to be hand-held while playing

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. Contains 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:
  • Detect the first touch operation acting on a preset area of the graphical user interface update the scene display area according to the first touch operation; when the detected touch point corresponding to the first touch operation is detected, the memory of the preset range of the game scene position
  • the update method of the scene display area is adjusted according to the specific event.
  • adjusting the update method of the scene display area according to the specific event includes adjusting the update direction of the scene display area in the game scene according to the location where the specific event occurs.
  • updating the scene display area according to the first touch operation includes: determining the update direction of the scene display area in the game scene according to the moving direction of the touch point of the first touch operation; updating the scene display area according to the update direction;
  • the update method of adjusting the scene display area of the specific event includes: adjusting the update speed of the scene display area in the update direction of the game scene according to the position where the specific event occurs.
  • updating the scene display area according to the first touch operation includes: adjusting the update speed of the scene display area according to the first sensitivity according to the movement track of the touch point of the first touch operation.
  • adjusting the update speed of the scene display area according to the specific event includes: detecting the moving direction of the touch point of the first touch operation; when the game is detected When there is a specific event in the preset range of the scene position, and the moving direction is toward the specific event, the update speed of the scene display area is adjusted according to the second sensitivity.
  • a virtual camera corresponding to a preset 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 touch operation includes: controlling the virtual camera to move at a first preset speed according to the movement track of the touch point of the first touch operation, and adjusting the scene display area with the first sensitivity refresh speed.
  • adjusting the update speed of the scene display area according to the specific event includes: detecting the moving direction of the touch point of the first touch operation; when the game is detected There is a specific event within the preset range of the scene position, and when the moving direction is toward the specific event, the virtual camera is controlled to move at the second preset speed according to the movement track of the touch point of the first touch operation, and the scene is adjusted with the second sensitivity Update speed of the display area.
  • the above method further includes: detecting the moving direction; when the moving direction is away from the specific event, controlling the virtual camera to move according to the movement track of the touch point of the first touch operation Three preset speed moves to adjust the update speed of the scene display area.
  • the above method further includes: when the end of the first touch operation is detected, fixing the virtual camera at the specific event.
  • the above method further includes: detecting a second touch operation acting on a preset position in the graphical user interface; and controlling the virtual camera to restore to the preset virtual character according to the second touch operation.
  • the above method further includes: detecting a third touch operation acting on a movement control area in the graphical user interface; controlling the movement of the preset virtual character in the game scene according to the third touch operation; when the preset virtual character is detected Move to the preset range of a specific event and control the virtual camera to return to the preset virtual character.
  • the above method further includes: when detecting that the specific event ends, controlling the virtual camera to restore to the preset virtual character.
  • the above method further includes: when the end of the first touch operation is detected, controlling the virtual camera to restore to the preset virtual character.
  • 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 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:
  • the detection component is set to detect the first touch operation acting on a preset area of the graphical user interface; the update component is set to update the scene display area according to the first touch operation; and the adjustment component is set to detect when the first touch is detected When a preset specific event exists in the preset range of the game scene position corresponding to the operated touch point, the update method of the scene display area is adjusted according to the specific event.
  • the adjustment component is set to adjust the update direction of the scene display area in the game scene according to the position where the specific event occurs.
  • the update component includes: a determination element set to determine the update direction of the scene display area in the game scene according to the moving direction of the touch point of the first touch operation; an update element set to update the scene display area according to the update direction ; Adjustment component, set to adjust the update speed of the scene display area in the update direction of the game scene according to the location where the specific event occurs.
  • the update component is set to adjust the update speed of the scene display area according to the first sensitivity according to the movement track of the touch point of the first touch operation.
  • the adjustment component includes: a first detection element configured to detect the movement direction of the touch point of the first touch operation when a specific event is detected within the preset range of the game scene position; the first adjustment element, It is set to adjust the update speed of the scene display area according to the second sensitivity when a specific event exists in the preset range where the position of the game scene is detected and the moving direction is toward the specific event.
  • a virtual camera corresponding to a preset virtual character is set in the game scene, and the scene display area is an area photographed by the virtual camera.
  • the update component is configured to control the virtual camera to move at the first preset speed according to the movement track of the touch point of the first touch operation, and adjust the update speed of the scene display area at the first sensitivity.
  • the adjustment component includes: a second detection element configured to detect the movement direction of the touch point of the first touch operation when a specific event is detected within the preset range of the game scene position; the second adjustment element, Set to control the virtual camera to move at the second preset speed according to the movement trajectory of the touch point of the first touch operation when a specific event exists within the preset range of the detected game scene position and the movement direction is toward the specific event, and Adjust the update speed of the scene display area with the second sensitivity.
  • a second detection element configured to detect the movement direction of the touch point of the first touch operation when a specific event is detected within the preset range of the game scene position
  • the second adjustment element Set to control the virtual camera to move at the second preset speed according to the movement trajectory of the touch point of the first touch operation when a specific event exists within the preset range of the detected game scene position and the movement direction is toward the specific event, and Adjust the update speed of the scene display area with the second sensitivity.
  • the above device further includes: a first processing component configured to detect a moving direction, and when the moving direction is away from a specific event, control the virtual camera to a third preset according to the moving track of the touch point of the first touch operation The speed moves to adjust the update speed of the scene display area.
  • a first processing component configured to detect a moving direction, and when the moving direction is away from a specific event, control the virtual camera to a third preset according to the moving track of the touch point of the first touch operation The speed moves to adjust the update speed of the scene display area.
  • the above-mentioned device further includes: a second processing component configured to fix the virtual camera at a specific event when the end of the first touch operation is detected.
  • the above device further includes: a first reset component configured to detect a second touch operation acting on a preset position in the graphical user interface; and control the virtual camera to restore to the preset virtual character according to the second touch operation.
  • a first reset component configured to detect a second touch operation acting on a preset position in the graphical user interface; and control the virtual camera to restore to the preset virtual character according to the second touch operation.
  • the detection component is also used to detect a third touch operation acting on a mobile control area within the graphical user interface; the above device further includes: a control component configured to control the preset virtual character based on the third touch operation Move in the game scene; the second reset component is set to control the virtual camera to restore to the preset virtual character when it detects that the preset virtual character moves to a preset range of a specific event.
  • the above device further includes: a third reset component, configured to control the virtual camera to restore to the preset virtual character when the end of the specific event is detected.
  • a third reset component configured to control the virtual camera to restore to the preset virtual character when the end of the specific event is detected.
  • the above device further includes: a fourth reset component, configured to control the virtual camera to restore to the preset virtual character when the end of the first touch operation is detected.
  • a fourth reset component configured to control the virtual camera to restore to the preset virtual character when the end of the first touch operation is detected.
  • 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 method of detecting the first touch operation acting on a preset area of the graphical user interface and updating the scene display area according to the first touch operation is adopted.
  • the update method of the scene display area is adjusted according to the specific event to achieve the game scene position corresponding to the touch point according to the first touch operation.
  • the in-game virtual lens adjustment method provided in the related art has a single operation mode, lacks good adaptability and expandability, and cannot meet the technical problems of game experience requirements of game players of different levels.
  • 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
  • FIG. 1 is a flow of a display control method in a game according to one embodiment of the present disclosure As shown in Figure 1, the method includes the following steps:
  • Step S10 detecting the first touch operation acting on a preset area of the graphical user interface
  • Step S11 Update the scene display area according to the first touch operation
  • Step S12 When it is detected that a preset specific event exists in the preset range of the game scene position corresponding to the touch point of the first touch operation, the update method of the scene display area is adjusted according to the specific event.
  • a method of detecting the first touch operation acting on a preset area of the graphical user interface and updating the scene display area according to the first touch operation may be adopted, by corresponding to the touch point where the first touch operation is detected
  • the update method of the scene display area is adjusted according to the specific event to reach the preset range of the game scene position corresponding to the touch point according to the first touch operation
  • the purpose of adjusting the update method of the scene display area by the existing specific events thereby realizing the intelligent scene display area adjustment method, so that the adjustment method of the scene display area is more flexible and intelligent, and thus solves the problems in related technologies.
  • the provided in-game virtual lens adjustment method has a single operation method, lacks good adaptability and scalability, and cannot meet the technical problems of game experience requirements of gamers of different levels.
  • the above-mentioned preset area may be a field of view adjustment area in a graphical user interface.
  • the field of view adjustment area may be a touch area without visual indication, and game players may operate by dragging the lens (equivalent to the above A touch operation) update the scene display area;
  • the above-mentioned preset area may also be a small map area in the graphical user interface, and the game player may update the scene display area by clicking or sliding operation (equivalent to the above-mentioned first touch operation).
  • the above-mentioned specific events may be events that have an important influence on the progress of the game, for example: team fights, chasing after blood, rescue, hunting important monsters, etc.
  • a specific area may be generated around the location where the specific event occurs, which may be the smallest circle covering all virtual characters participating in the specific event.
  • the game player can only perform a click operation in the small map area or a drag and drop operation in the field of view adjustment area to update the scene display area.
  • this operation method when viewing the above specific events, only the game player It is possible to observe this specific event by continuously adjusting the field of view manually, and at this time it is likely that the best fighter has been missed.
  • the scene display area can be automatically adjusted according to the specific event The update method of, so that you can view the specific event as soon as possible in the shortest time, in order to respond to the specific event in a timely manner.
  • step S12 adjusting the update method of the scene display area according to the specific event may include the following execution steps:
  • Step S121 Adjust the update direction of the scene display area in the game scene according to the location where the specific event occurs.
  • the scene is adjusted according to the position where the specific event occurs The update direction of the display area in the game scene.
  • the preset area is disabled. That is, during the process of the game player updating the scene display area through the first touch operation, if it is detected that there is a certain event in the preset range of the game scene position corresponding to the touch point of the first touch operation, the preset area is no longer In response to the game player updating the scene display area according to the first touch operation, at this time, the scene display area is automatically updated toward the location where the specific event occurs.
  • step S121 may further include: disabling the preset area.
  • the game player can determine whether to set the trigger condition for "adjust the update method of the scene display area according to a specific event" in the game settings according to actual needs. If the trigger condition is not set, when a specific event exists in the preset range of the game scene position corresponding to the touch point of the first touch operation, the "adjust the update method of the scene display area according to the specific event" will be automatically executed. Operation. If a trigger condition is set, a specific event exists within the preset range of the game scene position corresponding to the touch point where the first touch operation is detected, and when the preset action of the first touch operation is detected , Adjust the update method of the scene display area according to specific events. For example, only the long press action of the game player (equivalent to the above-mentioned preset action) is detected, and the operation of “adjusting the update method of the scene display area according to a specific event” is triggered.
  • updating the scene display area according to the first touch operation may include the following execution steps:
  • Step S111 Determine the update direction of the scene display area in the game scene according to the moving direction of the touch point of the first touch operation
  • Step S112 Update the scene display area according to the update direction
  • Step S12 Adjusting the update method of the scene display area according to the specific event may include the following execution steps:
  • Step S122 Adjust the update speed of the scene display area in the update direction of the game scene according to the position where the specific event occurs.
  • the touch point of the first touch operation is usually the contact position between the fingertip of the game player and the display device (for example: liquid crystal display) of the terminal.
  • the game player can determine the update direction of the scene display area in the game scene through the movement direction of the touch point, and then update the scene display according to the update direction area. If it is determined that there is a specific event in the above update direction and the specific event is within the preset range of the game scene position corresponding to the touch point, the update speed of the scene display area in the game scene along the update direction can be adjusted. That is, the update speed of the scene display area in the update direction in the game scene is accelerated, so that the game player can pay attention to the specific event as soon as possible.
  • updating the scene display area according to the first touch operation may include the following execution steps:
  • Step S113 Adjust the update speed of the scene display area according to the first sensitivity according to the movement track of the touch point of the first touch operation.
  • the movement trajectory is a collection of touch points generated by the first touch operation at consecutive times and at different positions.
  • the displacement change of the touch point can be determined according to the movement trajectory of the touch point, and then the first sensitivity can be determined according to the mapping relationship, so as to The first sensitivity adjusts the update speed of the scene display area.
  • the above displacement change can calculate the displacement change between two adjacent frames of images, and can also calculate the displacement change between the start touch point and the end touch point of the moving track.
  • step S12 adjusting the update speed of the scene display area according to the specific event may include the following execution step:
  • Step S123 Detect the moving direction of the touch point of the first touch operation
  • Step S124 When a specific event exists in the preset range of the game scene position corresponding to the touch point of the first touch operation and the moving direction is toward the specific event, the update speed of the scene display area is adjusted according to the second sensitivity.
  • the update speed of the scene display area can be adjusted according to the second sensitivity. That is, the update speed of the scene display area in the update direction in the game scene is accelerated, so that the game player can pay attention to the specific event as soon as possible.
  • a virtual camera corresponding to a preset virtual character is set in the game scene, and the scene display area is an area photographed by the virtual camera.
  • the virtual camera may be fixed on the preset 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 preset virtual character controlled by the game player, for example, at a preset position above the preset virtual character, and follow the virtual character to move, 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 are mainly described by taking a virtual camera fixed at a relative position of a virtual character controlled by a game player as an example.
  • the implementation process is also applicable to setting the game on a virtual character controlled by a game player.
  • updating the scene display area according to the first touch operation may include the following execution steps:
  • Step S114 Control the virtual camera to move at the first preset speed according to the movement track of the touch point of the first touch operation, and adjust the update speed of the scene display area with the first sensitivity.
  • the movement trajectory is a collection of touch points generated by the first touch operation at consecutive times and at different positions.
  • the displacement change of the touch point can be determined according to the movement trajectory of the touch point, and then according to the above mapping
  • the relationship controls the virtual camera to move at a first preset speed, and determines the first sensitivity according to the mapping relationship, so as to adjust the update speed of the scene display area according to the first sensitivity.
  • the above displacement change can calculate the displacement change between two adjacent frames of images, and can also calculate the displacement change between the start touch point and the end touch point of the moving track.
  • step S12 adjusting the update speed of the scene display area according to the specific event may include the following execution step:
  • Step S125 Detect the moving direction of the touch point of the first touch operation
  • Step S126 when it is detected that there is a specific event within the preset range of the game scene position corresponding to the touch point of the first touch operation, and the movement direction is toward the specific event, according to the movement trajectory of the touch point of the first touch operation
  • the virtual camera is controlled to move at the second preset speed, and the update speed of the scene display area is adjusted at the second sensitivity.
  • the displacement of the touch point can be determined according to the movement trajectory of the touch point, and then the virtual camera can be controlled to move at the second preset speed according to the mapping relationship, and according to the above
  • the mapping relationship determines the above second sensitivity, so as to adjust the update speed of the scene display area according to the second sensitivity. That is, at the same time, the moving speed of the virtual camera and the update speed of the scene display area in the update direction in the game scene are simultaneously increased, so that the game
  • step S126 when a predetermined event exists in the preset range of the game scene position corresponding to the touch point of the first touch operation, and the movement direction is toward the specific event, the touch according to the first touch operation
  • the movement trajectory of the control point controls the virtual camera to move at a second preset speed and adjusts the update speed of the scene display area at the second sensitivity.
  • the virtual camera when the position of the virtual camera is located in a specific area of a specific event, the virtual camera is controlled to move at a fourth preset speed according to the movement track of the touch point of the first touch operation, where the fourth preset speed is less than the second Preset speed.
  • the game player controls the movement of the virtual camera by dragging the lens in a preset area (for example, a field of view adjustment area or a small map area)
  • a preset area for example, a field of view adjustment area or a small map area
  • the virtual camera is controlled to move at the second preset speed, that is, the moving speed will increase immediately until the virtual camera enters a specific area where the specific event is located.
  • the virtual camera is controlled to move at a fourth preset speed, that is, the moving speed will be immediately reduced until the virtual camera leaves the specific area where the specific event is located.
  • the moving speed of the virtual camera will increase immediately until the virtual camera moves away from the specific area where the specific event is located.
  • step S126 after controlling the virtual camera to move to a specific event, the above method may further include the following execution steps:
  • Step S127 detecting the moving direction
  • Step S128 When the moving direction is far from a specific event, control the virtual camera to move at a third preset speed according to the moving track of the touch point of the first touch operation to adjust the update speed of the scene display area.
  • the virtual camera By accelerating the movement speed of the virtual camera and the update speed of the scene display area in the game scene in the update direction, the virtual camera is continuously approached in the movement direction until it enters the area where the specific event is located, and the touch point can be operated according to the first touch operation
  • the movement track determines the displacement change of the touch point, and then controls the virtual camera to move at the third preset speed according to a preset mapping relationship between the displacement change of the touch point and the movement speed of the virtual camera to adjust the update of the scene display area speed. That is, the moving speed of the virtual camera is accelerated to enable the game player to observe the remaining display area in the game scene as soon as possible.
  • step S126 after controlling the virtual camera to move to a specific event, the above method may further include the following execution steps:
  • Step S129 When it is detected that the first touch operation ends, the virtual camera is fixed at a specific event.
  • the virtual camera can be selected to be fixed in the area where the specific event is located In any position in the game, so that game players can continue to pay attention to the game progress of specific events.
  • Step S13 detecting the second touch operation acting on the preset position in the graphical user interface
  • step S14 the virtual camera is controlled to restore to the preset virtual character according to the second touch operation.
  • the game player performs a drag operation on the display device (equivalent to the above-mentioned first touch operation), and determines to fix the virtual camera at any position in the area where the specific event is located, then the corresponding virtual
  • the camera reset operation (equivalent to the above-mentioned second touch operation) may be a touch operation acting on a specific cancel control, or a touch operation acting on any blank area in the graphical interface. Therefore, the virtual camera can be controlled to return to the preset virtual character controlled by the game player 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 preset virtual character to restore the original scene display area.
  • Step S15 Detect the third touch operation acting on a mobile control area in the graphical user interface
  • Step S16 controlling the preset virtual character to move in the game scene according to the third touch operation
  • Step S17 when it is detected that the preset virtual character moves into a preset range of a specific event, the virtual camera is controlled to be restored to the preset virtual character.
  • the above-mentioned movement control area may be a direction control (for example: a virtual joystick for controlling the direction in a graphical user interface).
  • the game player can control the movement of the preset virtual character in the game scene during the drag operation (equivalent to the above-mentioned third touch operation) on the movement control area.
  • the preset virtual character moves to the area where the specific event is located (that is, the scene display area containing the specific event)
  • the virtual camera can be controlled to be restored to the preset virtual character. That is, when the preset virtual character is outside the area where the specific event is located, the position of the virtual camera will continuously shift to the area where the specific event is located until it enters the area where the specific event is located. Further, when the preset virtual character moves into the area where the specific event is located, the virtual camera will be restored to the preset virtual character.
  • Step S18 when it is detected that the specific event ends, the virtual camera is controlled to be restored to the preset virtual character.
  • the preset virtual character can be reset to the preset virtual character regardless of whether it moves in the initial position. That is, the virtual camera is positioned at the current position of the preset virtual character.
  • Step S19 when it is detected that the first touch operation ends, the virtual camera is controlled to be restored to the preset virtual character.
  • the virtual camera can be selected to be reset to the preset virtual character Body, so that the game player can determine the direction of the next step of the preset virtual character. For example: controlling the preset virtual character to move towards the area where the specific event is located.
  • FIG. 2 is a schematic diagram of a display control method in a game according to an alternative embodiment 1 of the present disclosure.
  • a game player performs dragging of a virtual camera lens in an area not blocked by controls and a small map in a graphical user interface
  • a corresponding movement track will be generated.
  • the displacement of the touch point can be determined according to the movement track of the touch point by the drag operation, and then the moving speed of the virtual camera can be determined.
  • the scene display area is continuously updated according to the sensitivity corresponding to the moving speed of the virtual camera.
  • the moving speed of the virtual camera will gradually increase, and the initial motion state is adjusted to the accelerated motion state until the area where the specific event is entered.
  • the scene display area will be continuously updated according to the sensitivity corresponding to the acceleration speed of the virtual camera.
  • the moving speed of the virtual camera gradually decreases, and the acceleration motion state is adjusted to the deceleration motion state until it leaves the area where the specific event is located.
  • the scene display area will be continuously updated according to the sensitivity corresponding to the speed of the deceleration change of the virtual camera.
  • the moving speed of the virtual camera will gradually increase, from the deceleration movement state to the acceleration movement state, until it is away from the area where the specific event is located.
  • the scene display area will be continuously updated according to the sensitivity corresponding to the acceleration speed of the virtual camera.
  • FIG. 3 is a schematic diagram of a display control method in a game according to optional embodiment 2 of the present disclosure.
  • the game player moves a virtual camera in a small map area of a graphical user interface
  • the game player passes the small map area
  • it usually directly clicks near the area where the specific event is located, but fails to fall into the area where the specific event is located. Therefore, when a specific event exists around the touch point where the game player performs the click operation, the virtual camera automatically sends a specific event The area is offset until it enters the area where the specific event is located.
  • 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 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 detection component 10, which is set to detect the effect on the graphics
  • the update component 20 is set to update the scene display area according to the first touch operation
  • the adjustment component 30 is set to correspond to the touch point when the first touch operation is detected
  • the update method of the scene display area is adjusted according to the specific event.
  • the adjustment component 30 is set to adjust the update direction of the scene display area in the game scene according to the position where the specific event occurs.
  • the update component 20 includes: a determining element (not shown in the figure), configured to determine an update direction of the scene display area in the game scene according to the moving direction of the touch point of the first touch operation; (Not shown in ), set to update the scene display area according to the update direction; the adjustment component 30 is set to adjust the update speed of the scene display area along the update direction in the game scene according to the location where the specific event occurs.
  • a determining element not shown in the figure
  • the adjustment component 30 is set to adjust the update speed of the scene display area along the update direction in the game scene according to the location where the specific event occurs.
  • the update component 20 is configured to adjust the update speed of the scene display area according to the first sensitivity according to the movement track of the touch point of the first touch operation.
  • the adjustment component 30 includes a first detection element (not shown in the figure), which is configured to detect that when a specific event exists within a preset range of the game scene position corresponding to the touch point of the first touch operation, Detecting the moving direction of the touch point of the first touch operation; the first adjustment element (not shown in the figure) is set as a memory within a preset range of the game scene position corresponding to the touch point of the first touch operation In a specific event, and the moving direction is toward the specific event, the update speed of the scene display area is adjusted according to the second sensitivity.
  • a first detection element not shown in the figure
  • a virtual camera corresponding to a preset virtual character is set in the game scene, and the scene display area is an area photographed by the virtual camera.
  • the update component 20 is configured to control the virtual camera to move at a first preset speed according to the movement trajectory of the touch point of the first touch operation, and adjust the update speed of the scene display area at the first sensitivity.
  • the adjustment component 30 includes: a second detection element (not shown in the figure), which is configured to detect that when a specific event exists in the preset range of the game scene position corresponding to the touch point of the first touch operation, Detecting the moving direction of the touch point of the first touch operation; the second adjustment element (not shown in the figure), which is set as a preset range memory of the game scene position corresponding to the touch point of the first touch operation In a specific event, and when the moving direction is toward a specific event, the virtual camera is controlled to move at a second preset speed according to the movement track of the touch point of the first touch operation, and the update speed of the scene display area is adjusted with the second sensitivity.
  • a second detection element not shown in the figure
  • 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 first processing component 40 is configured to detect the moving direction, and when the moving direction is away from a specific event, the virtual camera is controlled to move at a third preset speed according to the moving track of the touch point of the first touch operation to adjust the scene display The update rate of the area.
  • the above-mentioned device further includes: a second processing component 50, configured to fix the virtual camera at a specific event when detecting the end of the first touch operation.
  • the above device further includes: a first reset component 60 configured to detect a second touch operation that acts on a preset position in the graphical user interface; and control the virtual camera to resume according to the second touch operation To the preset virtual character.
  • a first reset component 60 configured to detect a second touch operation that acts on a preset position in the graphical user interface; and control the virtual camera to resume according to the second touch operation To the preset virtual character.
  • the detection component 10 is also used to detect the third touch operation acting on a mobile control area in the graphical user interface; as shown in FIG. 5, the above device further includes: a control component 70 configured to The control operation controls the movement of the preset virtual character in the game scene; the second reset component 80 is set to control the virtual camera to recover to the preset virtual character when it is detected that the preset virtual character moves within a preset range of a specific event.
  • a control component 70 configured to The control operation controls the movement of the preset virtual character in the game scene
  • the second reset component 80 is set to control the virtual camera to recover to the preset virtual character when it is detected that the preset virtual character moves within a preset range of a specific event.
  • the above device further includes: a third reset component 90 configured to control the virtual camera to restore to the preset virtual character when the end of the specific event is detected.
  • a third reset component 90 configured to control the virtual camera to restore to the preset virtual character when the end of the specific event is detected.
  • the above device further includes: a fourth reset component 100, configured to control the virtual camera to restore to the preset virtual character when it is detected that the first touch operation ends.
  • a fourth reset component 100 configured to control the virtual camera to restore to the preset virtual character when it is detected that the first touch operation ends.
  • the above components can be implemented by software or hardware. For the latter, they can be implemented in the following ways, 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 configured to execute any of the steps in the above method embodiments during runtime.
  • 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:检测作用于图形用户界面一预设区域的第一触控操作;根据第一触控操作更新场景显示区域;当检测到第一触控操作的触控点对应的游戏场景位置的预设范围内存在预设的特定事件时,根据特定事件调整场景显示区域的更新方式。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201910024148.1、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:
检测作用于图形用户界面一预设区域的第一触控操作;根据第一触控操作更新场景显示区域;当检测到第一触控操作的触控点对应的游戏场景位置的预设范围内存在预设的特定事件时,根据特定事件调整场景显示区域的更新方式。
可选地,根据特定事件调整场景显示区域的更新方式包括:根据特定事件发生的位置调整场景显示区域在游戏场景中的更新方向。
可选地,根据第一触控操作更新场景显示区域包括:根据第一触控操作的触控点的移动方向确定场景显示区域在游戏场景中的更新方向;根据更新方向更新场景显示区域;根据特定事件调整场景显示区域的更新方式包括:根据特定事件发生的位置调整场景显示区域在游戏场景中沿更新方向的更新速度。
可选地,根据第一触控操作更新场景显示区域包括:根据第一触控操作的触控点的移动轨迹,按照第一灵敏度调整场景显示区域的更新速度。
可选地,当检测到游戏场景位置的预设范围内存在特定事件时,根据特定事件调整场景显示区域的更新速度包括:检测第一触控操作的触控点的移动方向;当检测到游戏场景位置的预设范围内存在特定事件,且移动方向朝向特定事件时,按照第二灵敏度调整场景显示区域的更新速度。
可选地,游戏场景中设置有与预设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,根据第一触控操作更新场景显示区域包括:根据第一触控操作的触控点的移动轨迹控制虚拟摄像机以第一预设速度移动,并且以第一灵敏度调整场景显示区域的更新速度。
可选地,当检测到游戏场景位置的预设范围内存在特定事件时,根据特定事件调 整场景显示区域的更新速度包括:检测第一触控操作的触控点的移动方向;当检测到游戏场景位置的预设范围内存在特定事件,且移动方向朝向特定事件时,根据第一触控操作的触控点的移动轨迹控制虚拟摄像机以第二预设速度移动,并且以第二灵敏度调整场景显示区域的更新速度。
可选地,在控制虚拟摄像机移动至特定事件处之后,上述方法还包括:检测移动方向;当移动方向远离特定事件时,根据第一触控操作的触控点的移动轨迹控制虚拟摄像机以第三预设速度移动,以调整场景显示区域的更新速度。
可选地,在控制虚拟摄像机移动至特定事件处之后,上述方法还包括:当检测到第一触控操作结束时,将虚拟摄像机固定于特定事件处。
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虚拟摄像机恢复至预设虚拟角色上。
可选地,上述方法还包括:检测作用于图形用户界面内一移动控制区域的第三触控操作;根据第三触控操作控制预设虚拟角色在游戏场景中移动;当检测到预设虚拟角色移动至特定事件的预设范围内,控制虚拟摄像机恢复至预设虚拟角色上。
可选地,上述方法还包括:当检测到特定事件结束时,控制虚拟摄像机恢复至预设虚拟角色上。
可选地,上述方法还包括:当检测到第一触控操作结束时,控制虚拟摄像机恢复至预设虚拟角色上。
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:
检测组件,设置为检测作用于图形用户界面一预设区域的第一触控操作;更新组件,设置为根据第一触控操作更新场景显示区域;调整组件,设置为当检测到第一触控操作的触控点对应的游戏场景位置的预设范围内存在预设的特定事件时,根据特定事件调整场景显示区域的更新方式。
可选地,调整组件,设置为根据特定事件发生的位置调整场景显示区域在游戏场景中的更新方向。
可选地,更新组件包括:确定元件,设置为根据第一触控操作的触控点的移动方向确定场景显示区域在游戏场景中的更新方向;更新元件,设置为根据更新方向更新 场景显示区域;调整组件,设置为根据特定事件发生的位置调整场景显示区域在游戏场景中沿更新方向的更新速度。
可选地,更新组件,设置为根据第一触控操作的触控点的移动轨迹,按照第一灵敏度调整场景显示区域的更新速度。
可选地,调整组件包括:第一检测元件,设置为当检测到游戏场景位置的预设范围内存在特定事件时,检测第一触控操作的触控点的移动方向;第一调整元件,设置为当检测到游戏场景位置的预设范围内存在特定事件,且移动方向朝向特定事件时,按照第二灵敏度调整场景显示区域的更新速度。
可选地,游戏场景中设置有与预设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,更新组件,设置为根据第一触控操作的触控点的移动轨迹控制虚拟摄像机以第一预设速度移动,并且以第一灵敏度调整场景显示区域的更新速度。
可选地,调整组件包括:第二检测元件,设置为当检测到游戏场景位置的预设范围内存在特定事件时,检测第一触控操作的触控点的移动方向;第二调整元件,设置为当检测到游戏场景位置的预设范围内存在特定事件,且移动方向朝向特定事件时,根据第一触控操作的触控点的移动轨迹控制虚拟摄像机以第二预设速度移动,并且以第二灵敏度调整场景显示区域的更新速度。
可选地,上述装置还包括:第一处理组件,设置为检测移动方向,并且当移动方向远离特定事件时,根据第一触控操作的触控点的移动轨迹控制虚拟摄像机以第三预设速度移动,以调整场景显示区域的更新速度。
可选地,上述装置还包括:第二处理组件,设置为当检测到第一触控操作结束时,将虚拟摄像机固定于特定事件处。
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虚拟摄像机恢复至预设虚拟角色上。
可选地,检测组件,还用于检测作用于图形用户界面内一移动控制区域的第三触控操作;上述装置还包括:控制组件,设置为根据第三触控操作控制预设虚拟角色在游戏场景中移动;第二复位组件,设置为当检测到预设虚拟角色移动至特定事件的预设范围内,控制虚拟摄像机恢复至预设虚拟角色上。
可选地,上述装置还包括:第三复位组件,设置为当检测到特定事件结束时,控制虚拟摄像机恢复至预设虚拟角色上。
可选地,上述装置还包括:第四复位组件,设置为当检测到第一触控操作结束时,控制虚拟摄像机恢复至预设虚拟角色上。
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,采用检测作用于图形用户界面一预设区域的第一触控操作并根据第一触控操作更新场景显示区域的方式,通过在检测到第一触控操作的触控点对应的游戏场景位置的预设范围内存在预设的特定事件时,根据特定事件调整场景显示区域的更新方式,达到了根据第一触控操作的触控点对应的游戏场景位置的预设范围内所存在的特定事件调整场景显示区域的更新方式的目的,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,检测作用于图形用户界面一预设区域的第一触控操作;
步骤S11,根据第一触控操作更新场景显示区域;
步骤S12,当检测到第一触控操作的触控点对应的游戏场景位置的预设范围内存在预设的特定事件时,根据特定事件调整场景显示区域的更新方式。
通过上述步骤,可以采用检测作用于图形用户界面一预设区域的第一触控操作并根据第一触控操作更新场景显示区域的方式,通过在检测到第一触控操作的触控点对应的游戏场景位置的预设范围内存在预设的特定事件时,根据特定事件调整场景显示区域的更新方式,达到了根据第一触控操作的触控点对应的游戏场景位置的预设范围内所存在的特定事件调整场景显示区域的更新方式的目的,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。
上述预设区域既可以是图形用户界面内的视野调整区域,在本实施例中,视野调整区域可以是一不具有视觉指示的触控区域,游戏玩家可以通过拖拽镜头操作(相当于上述第一触控操作)更新场景显示区域;上述预设区域也可以是图形用户界面内的小地图区域,游戏玩家可以通过点击或滑动操作(相当于上述第一触控操作)更新场景显示区域。
上述特定事件可以是对游戏进程产生重要影响的事件,例如:团战,残血追杀,救援,狩猎重要野怪等。在判定为特定事件之后,可以在特定事件发生的位置周围生成一个特定区域,其可以为覆盖参与该特定事件中全部虚拟角色的最小圆。
相关技术中,通常只能通过游戏玩家在小地图区域执行点击操作或者在视野调整区域内通过拖拽操作来更新场景显示区域,然而,此种操作方式在查看上述特定事件时,只有通过游戏玩家不断地手动调整视野范围才有可能观察到该特定事件,而此时很有可能已经错失最佳战机。相反地,通过本公开实施例提供的技术方案,只要能够检测到第一触控操作的触控点对应的游戏场景位置的预设范围内存在特定事件,便可以自动根据特定事件调整场景显示区域的更新方式,由此,可以在最短时间内尽快查看到该特定事件,以便及时应对该特定事件。
可选地,在步骤S12中,根据特定事件调整场景显示区域的更新方式可以包括以下执行步骤:
步骤S121,根据特定事件发生的位置调整场景显示区域在游戏场景中的更新方向。
在通过上述第一触控操作更新场景显示区域的过程中,如果检测到第一触控操作的触控点对应的游戏场景位置的预设范围内存在特定事件,根据特定事件发生的位置调整场景显示区域在游戏场景中的更新方向,此时,禁用预设区域。即,在游戏玩家通过第一触控操作更新场景显示区域的过程中,如果检测到第一触控操作的触控点对应的游戏场景位置的预设范围内存在特定事件,预设区域不再响应游戏玩家的根据第一触控操作更新场景显示区域,此时,场景显示区域自动朝特定事件发生的位置更新。
在其他实施例中,当检测到第一触控操作的触控点对应的游戏场景位置的预设范围内存在预设的特定事件时,步骤S121还可以包括:禁用预设区域。
在一个可选实施例中,游戏玩家可以根据实际需求在游戏设置中确定是否为“根据特定事件调整场景显示区域的更新方式”设置触发条件。如果未设置触发条件,则在检测到第一触控操作的触控点对应的游戏场景位置的预设范围内存在特定事件时,便会自动执行“根据特定事件调整场景显示区域的更新方式”的操作。如果设置触发条件,则在检测到第一触控操作的触控点对应的游戏场景位置的预设范围内存在特定事件的基础上,还需要在检测到第一触控操作的预设动作时,根据特定事件调整场景显示区域的更新方式。例如:只有检测到游戏玩家的长按动作(相当于上述预设动作),才会触发执行“根据特定事件调整场景显示区域的更新方式”的操作。
可选地,在步骤S11中,根据第一触控操作更新场景显示区域可以包括以下执行步骤:
步骤S111,根据第一触控操作的触控点的移动方向确定场景显示区域在游戏场景中的更新方向;
步骤S112,根据更新方向更新场景显示区域;
步骤S12,根据特定事件调整场景显示区域的更新方式可以包括以下执行步骤:
步骤S122,根据特定事件发生的位置调整场景显示区域在游戏场景中沿更新方向的更新速度。
上述第一触控操作的触控点通常为游戏玩家的手指指尖与终端的显示装置(例如:液晶显示屏)的接触位置。游戏玩家在显示装置上执行拖拽操作(相当于上述第一触控操作)过程中,通过触控点的移动方向能够确定场景显示区域在游戏场景中的更新方向,进而按照更新方向更新场景显示区域。如果确定上述更新方向上存在特定事件且该特定事件位于触控点对应的游戏场景位置的预设范围内,则可以调整场景显示区域在游戏场景中沿更新方向的更新速度。即,加快场景显示区域在游戏场景中沿更新方向的更新速度,以使游戏玩家能够尽快关注到该特定事件。
可选地,步骤S11,根据第一触控操作更新场景显示区域可以包括以下执行步骤:
步骤S113,根据第一触控操作的触控点的移动轨迹,按照第一灵敏度调整场景显示区域的更新速度。
游戏玩家在显示装置上执行拖拽操作(相当于上述第一触控操作)过程中,会产生相应的移动轨迹。该移动轨迹是第一触控操作在连续时刻、不同位置上产生的触控点的集合。鉴于触控点的位移变化与上述第一灵敏度存在预设的映射关系,因此,根据触控点的移动轨迹能够确定触控点的位移变化,进而根据上述映射关系确定上述第一灵敏度,以便按照第一灵敏度调整场景显示区域的更新速度。上述位移变化既可以计算相邻两帧图像之间的位移变化,也可以计算移动轨迹的起始触控点与终止触控点之间的位移变化。
可选地,当检测到第一触控操作的触控点对应的游戏场景位置的预设范围内存在特定事件时,在步骤S12中,根据特定事件调整场景显示区域的更新速度可以包括以下执行步骤:
步骤S123,检测第一触控操作的触控点的移动方向;
步骤S124,当检测到第一触控操作的触控点对应的游戏场景位置的预设范围内存在特定事件,且移动方向朝向特定事件时,按照第二灵敏度调整场景显示区域的更新速度。
在检测到第一触控操作的触控点对应的游戏场景位置的预设范围内存在特定事件之后,还需要进一步检测第一触控操作的触控点的移动方向。如果检测到第一触控操作的触控点对应的游戏场景位置的预设范围内存在特定事件,且移动方向朝向特定事 件,那么便可以按照第二灵敏度调整场景显示区域的更新速度。即,加快场景显示区域在游戏场景中沿更新方向的更新速度,以使游戏玩家能够尽快关注到该特定事件。
可选地,游戏场景中设置有与预设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预设虚拟角色身上,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预设虚拟角色相对位置处,例如设置在预设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S11中,根据第一触控操作更新场景显示区域可以包括以下执行步骤:
步骤S114,根据第一触控操作的触控点的移动轨迹控制虚拟摄像机以第一预设速度移动,并且以第一灵敏度调整场景显示区域的更新速度。
游戏玩家在显示装置上执行拖拽操作(相当于上述第一触控操作)过程中,会产生相应的移动轨迹。该移动轨迹是第一触控操作在连续时刻、不同位置上产生的触控点的集合。鉴于触控点的位移变化、虚拟摄像机的移动速度以及上述第一灵敏度这三者存在预设的映射关系,因此,根据触控点的移动轨迹能够确定触控点的位移变化,进而根据上述映射关系控制虚拟摄像机以第一预设速度移动,并且根据上述映射关系确定上述第一灵敏度,以便按照第一灵敏度调整场景显示区域的更新速度。上述位移变化既可以计算相邻两帧图像之间的位移变化,也可以计算移动轨迹的起始触控点与终止触控点之间的位移变化。
可选地,当检测到第一触控操作的触控点对应的游戏场景位置的预设范围内存在特定事件时,在步骤S12中,根据特定事件调整场景显示区域的更新速度可以包括以下执行步骤:
步骤S125,检测第一触控操作的触控点的移动方向;
步骤S126,当检测到第一触控操作的触控点对应的游戏场景位置的预设范围内存在特定事件,且移动方向朝向特定事件时,根据第一触控操作的触控点的移动轨迹控 制虚拟摄像机以第二预设速度移动,并且以第二灵敏度调整场景显示区域的更新速度。
在检测到第一触控操作的触控点对应的游戏场景位置的预设范围内存在特定事件之后,还需要进一步检测第一触控操作的触控点的移动方向。如果检测到第一触控操作的触控点对应的游戏场景位置的预设范围内存在特定事件,且移动方向朝向特定事件,以及鉴于触控点的位移变化、虚拟摄像机的移动速度以及上述第二灵敏度这三者存在预设的映射关系,那么便可以根据触控点的移动轨迹能够确定触控点的位移变化,进而根据上述映射关系控制虚拟摄像机以第二预设速度移动,并且根据上述映射关系确定上述第二灵敏度,以便按照第二灵敏度调整场景显示区域的更新速度。即,同时加快虚拟摄像机的移动速度以及场景显示区域在游戏场景中沿更新方向的更新速度,以使游戏玩家能够尽快关注到该特定事件。
可选地,在步骤S126,当检测到第一触控操作的触控点对应的游戏场景位置的预设范围内存在特定事件,且移动方向朝向特定事件时,根据第一触控操作的触控点的移动轨迹控制虚拟摄像机以第二预设速度移动,并且以第二灵敏度调整场景显示区域的更新速度,上述方法还可以包括以下执行步骤:
S1261,获取虚拟摄像机在游戏场景中的位置;
S1262,当虚拟摄像机的位置位于特定事件的特定区域外时,根据第一触控操作的触控点的移动轨迹控制虚拟摄像机以第二预设速度朝向特定区域移动;
S1263,当虚拟摄像机的位置位于特定事件的特定区域内时,根据第一触控操作的触控点的移动轨迹控制虚拟摄像机以第四预设速度移动,其中,第四预设速度小于第二预设速度。
具体而言,在一个可选实施过程中,如果游戏玩家在预设区域(例如:视野调整区域或小地图区域)内通过点按操作拖拽镜头控制虚拟摄像机移动时,如果在拖拽方向(即上述移动方向)上存在特定事件,则控制虚拟摄像机以第二预设速度移动,即移动速度将会立刻增加,直至虚拟摄像机进入特定事件所在的特定区域。在虚拟摄像机进入特定事件所在的特定区域之后,控制虚拟摄像机以第四预设速度移动,即移动速度将会立刻降低,直至虚拟摄像机离开特定事件所在的特定区域。在虚拟摄像机离开特定事件所在的特定区域之后,虚拟摄像机的移动速度将会立刻增加,直至虚拟摄像机远离特定事件所在的特定区域。
可选地,在步骤S126,控制虚拟摄像机移动至特定事件处之后,上述方法还可以包括以下执行步骤:
步骤S127,检测移动方向;
步骤S128,当移动方向远离特定事件时,根据第一触控操作的触控点的移动轨迹控制虚拟摄像机以第三预设速度移动,以调整场景显示区域的更新速度。
在通过加快虚拟摄像机的移动速度以及场景显示区域在游戏场景中沿更新方向的更新速度,使得虚拟摄像机沿移动方向不断接近直至进入特定事件所在区域之后可以根据第一触控操作的触控点的移动轨迹确定触控点的位移变化,进而根据触控点的位移变化与虚拟摄像机的移动速度之间存在预设的映射关系控制虚拟摄像机以第三预设速度移动,以调整场景显示区域的更新速度。即,加快虚拟摄像机的移动速度,以使游戏玩家能够尽快观察到游戏场景中的其余显示区域。
可选地,在步骤S126,控制虚拟摄像机移动至特定事件处之后,上述方法还可以包括以下执行步骤:
步骤S129,当检测到第一触控操作结束时,将虚拟摄像机固定于特定事件处。
在一个可选实施例中,如果能够确定游戏玩家在显示装置上执行拖拽操作(相当于上述第一触控操作)的操作过程结束,则此时可以选择将虚拟摄像机固定于特定事件所在区域中的任一位置,以便游戏玩家持续关注特定事件的游戏进程。
可选地,在上述步骤S10-步骤S12的基础上,还可以包括以下执行步骤:
步骤S13,检测作用于图形用户界面中预设位置的第二触控操作;
步骤S14,根据第二触控操作控制虚拟摄像机恢复至预设虚拟角色上。
如果游戏玩家在显示装置上执行拖拽操作(相当于上述第一触控操作)的操作过程结束之后,确定将虚拟摄像机固定于特定事件所在区域中的任一位置,那么还需要设置相应的虚拟摄像机复位操作(相当于上述第二触控操作),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。由此通过第二触控操作可以控制虚拟摄像机恢复至游戏玩家操控的预设虚拟角色的身上。该状态可以通过镜头逻辑计算,将虚拟摄像机自动复位至预设虚拟角色当前所在位置,以恢复原有场景显示区域。
可选地,在上述步骤S10-步骤S12的基础上,还可以包括以下执行步骤:
步骤S15,检测作用于图形用户界面内一移动控制区域的第三触控操作;
步骤S16,根据第三触控操作控制预设虚拟角色在游戏场景中移动;
步骤S17,当检测到预设虚拟角色移动至特定事件的预设范围内,控制虚拟摄像机恢复至预设虚拟角色上。
上述移动控制区域可以为方向控件(例如:图形用户界面内用于控制方向的虚拟摇杆)。游戏玩家在移动控制区域上执行拖拽操作(相当于上述第三触控操作)过程中,能够控制预设虚拟角色在游戏场景中移动。如果预设虚拟角色移动至特定事件所在区域(即包含特定事件的场景显示区域)内,则可以控制虚拟摄像机恢复至预设虚拟角色上。即,预设虚拟角色在特定事件所在区域外时,虚拟摄像机所在位置会不断向特定事件所在区域偏移,直至进入特定事件所在区域。进一步地,当预设虚拟角色移动至特定事件所在区域内时,虚拟摄像机会恢复至预设虚拟角色的身上。
可选地,在上述步骤S10-步骤S12的基础上,还可以包括以下执行步骤:
步骤S18,当检测到特定事件结束时,控制虚拟摄像机恢复至预设虚拟角色上。
如果检测到特定事件结束(例如:团战结束),则此时预设虚拟角色无论是否在初始位置上发生移动,均可以将虚拟摄像机复位至预设虚拟角色身上。即,将虚拟摄像机定位在预设虚拟角色当前所在位置处。
可选地,在上述步骤S10-步骤S12的基础上,还可以包括以下执行步骤:
步骤S19,当检测到第一触控操作结束时,控制虚拟摄像机恢复至预设虚拟角色上。
在一个可选实施例中,如果能够确定游戏玩家在显示装置上执行拖拽操作(相当于上述第一触控操作)的操作过程结束,则此时可以选择将虚拟摄像机复位至预设虚拟角色身上,以便游戏玩家确定预设虚拟角色下一步的移动方向。例如:控制预设虚拟角色朝向特定事件所在区域移动。
下面将结合以下两个可选实施例对上述可选实施过程作进一步地详细描述。
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,当游戏玩家在图形用户界面内未被控件和小地图遮挡区域执行拖拽虚拟摄像机镜头的操作,以使虚拟摄像机发生移动时,会产生相应的移动轨迹。根据拖拽操作触控点的移动轨迹能够确定触控点的位移变化,进而确定虚拟摄像机的移动速度,此时场景显示区域会按照与虚拟摄像机的移动速度对应的灵敏度不断更新。如果确定拖拽方向指向有特定事件所在区域,则虚拟摄像机的移动速度会逐渐增加,由初始运动状态调整为加速运动状态,直至进入特定事件所在区域。此时,场景显示区域会按照与虚拟摄像机的加速变化后速度对应的灵敏度不断更新。在虚拟摄像机进入特定事件所在区域之后,虚拟摄像机的移动速度会逐渐减小,由加速运动状态调整为减速运动状态,直至离开特定事件所在区域。此时,场景显示区域会按照与虚拟摄像机的减速变化后速度对应的灵敏度不断更新。在虚拟摄像机离开特定事件所在区域之后,虚拟摄像机的 移动速度会逐渐增加,由减速运动状态调整为加速运动状态,直至远离特定事件所在区域。此时,场景显示区域会按照与虚拟摄像机的加速变化后速度对应的灵敏度不断更新。
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,游戏玩家在图形用户界面的小地图区域移动虚拟摄像机时,由于游戏玩家通过在小地图区域执行点击操作,通常会直接点击到特定事件所在区域附近,但未能落入特定事件所在区域,因此,当游戏玩家执行点击操作的触控点周围存在特定事件时,虚拟摄像机会自动向特定事件所在区域偏移,直至进入特定事件所在区域。
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:检测组件10,设置为检测作用于图形用户界面一预设区域的第一触控操作;更新组件20,设置为根据第一触控操作更新场景显示区域;调整组件30,设置为当检测到第一触控操作的触控点对应的游戏场景位置的预设范围内存在预设的特定事件时,根据特定事件调整场景显示区域的更新方式。
可选地,调整组件30,设置为根据特定事件发生的位置调整场景显示区域在游戏场景中的更新方向。
可选地,更新组件20包括:确定元件(图中未示出),设置为根据第一触控操作的触控点的移动方向确定场景显示区域在游戏场景中的更新方向;更新元件(图中未示出),设置为根据更新方向更新场景显示区域;调整组件30,设置为根据特定事件发生的位置调整场景显示区域在游戏场景中沿更新方向的更新速度。
可选地,更新组件20,设置为根据第一触控操作的触控点的移动轨迹,按照第一灵敏度调整场景显示区域的更新速度。
可选地,调整组件30包括:第一检测元件(图中未示出),设置为当检测到第一触控操作的触控点对应的游戏场景位置的预设范围内存在特定事件时,检测第一触控操作的触控点的移动方向;第一调整元件(图中未示出),设置为当检测到第一触控操作的触控点对应的游戏场景位置的预设范围内存在特定事件,且移动方向朝向特定事件时,按照第二灵敏度调整场景显示区域的更新速度。
可选地,游戏场景中设置有与预设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,更新组件20,设置为根据第一触控操作的触控点的移动轨迹控制虚拟摄 像机以第一预设速度移动,并且以第一灵敏度调整场景显示区域的更新速度。
可选地,调整组件30包括:第二检测元件(图中未示出),设置为当检测到第一触控操作的触控点对应的游戏场景位置的预设范围内存在特定事件时,检测第一触控操作的触控点的移动方向;第二调整元件(图中未示出),设置为当检测到第一触控操作的触控点对应的游戏场景位置的预设范围内存在特定事件,且移动方向朝向特定事件时,根据第一触控操作的触控点的移动轨迹控制虚拟摄像机以第二预设速度移动,并且以第二灵敏度调整场景显示区域的更新速度。
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:第一处理组件40,设置为检测移动方向,并且当移动方向远离特定事件时,根据第一触控操作的触控点的移动轨迹控制虚拟摄像机以第三预设速度移动,以调整场景显示区域的更新速度。
可选地,如图5所示,上述装置还包括:第二处理组件50,设置为当检测到第一触控操作结束时,将虚拟摄像机固定于特定事件处。
可选地,如图5所示,上述装置还包括:第一复位组件60,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虚拟摄像机恢复至预设虚拟角色上。
可选地,检测组件10,还用于检测作用于图形用户界面内一移动控制区域的第三触控操作;如图5所示,上述装置还包括:控制组件70,设置为根据第三触控操作控制预设虚拟角色在游戏场景中移动;第二复位组件80,设置为当检测到预设虚拟角色移动至特定事件的预设范围内,控制虚拟摄像机恢复至预设虚拟角色上。
可选地,如图5所示,上述装置还包括:第三复位组件90,设置为当检测到特定事件结束时,控制虚拟摄像机恢复至预设虚拟角色上。
可选地,如图5所示,上述装置还包括:第四复位组件100,设置为当检测到第一触控操作结束时,控制虚拟摄像机恢复至预设虚拟角色上。
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,检测作用于图形用户界面一预设区域的第一触控操作;
S2,根据第一触控操作更新场景显示区域;
S3,当检测到第一触控操作的触控点对应的游戏场景位置的预设范围内存在预设的特定事件时,根据特定事件调整场景显示区域的更新方式。
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,检测作用于图形用户界面一预设区域的第一触控操作;
S2,根据第一触控操作更新场景显示区域;
S3,当检测到第一触控操作的触控点对应的游戏场景位置的预设范围内存在预设的特定事件时,根据特定事件调整场景显示区域的更新方式。
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 (18)

  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:
    检测作用于所述图形用户界面一预设区域的第一触控操作;
    根据所述第一触控操作更新所述场景显示区域;
    当检测到所述第一触控操作的触控点对应的游戏场景位置的预设范围内存在预设的特定事件时,根据所述特定事件调整所述场景显示区域的更新方式。
  2. 根据权利要求1所述的方法,其中,根据所述特定事件调整所述场景显示区域的更新方式包括:
    根据所述特定事件发生的位置调整所述场景显示区域在所述游戏场景中的更新方向。
  3. 根据权利要求1所述的方法,其中,
    根据所述第一触控操作更新所述场景显示区域包括:
    根据所述第一触控操作的触控点的移动方向确定所述场景显示区域在所述游戏场景中的更新方向;根据所述更新方向更新所述场景显示区域;
    根据所述特定事件调整所述场景显示区域的更新方式包括:
    根据所述特定事件发生的位置调整所述场景显示区域在所述游戏场景中沿所述更新方向的更新速度。
  4. 根据权利要求1所述的方法,其中,根据所述第一触控操作更新所述场景显示区域包括:
    根据所述第一触控操作的触控点的移动轨迹,按照第一灵敏度调整所述场景显示区域的更新速度。
  5. 根据权利要求4所述的方法,其中,当检测到所述游戏场景位置的预设范围内存在所述特定事件时,根据所述特定事件调整所述场景显示区域的更新速度包括:
    检测所述第一触控操作的触控点的移动方向;
    当检测到所述游戏场景位置的预设范围内存在所述特定事件,且所述移动方向朝向所述特定事件时,按照第二灵敏度调整所述场景显示区域的更新速度。
  6. 根据权利要求4所述的方法,其中,所述游戏场景中设置有与所述预设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。
  7. 根据权利要求6所述的方法,其中,根据所述第一触控操作更新所述场景显示区域包括:
    根据所述第一触控操作的触控点的移动轨迹控制所述虚拟摄像机以第一预设速度移动,并且以第一灵敏度调整所述场景显示区域的更新速度。
  8. 根据权利要求7所述的方法,其中,当检测到所述游戏场景位置的预设范围内存在所述特定事件时,根据所述特定事件调整所述场景显示区域的更新速度包括:
    检测所述第一触控操作的触控点的移动方向;
    当检测到所述游戏场景位置的预设范围内存在所述特定事件,且所述移动方向朝向所述特定事件时,根据所述第一触控操作的触控点的移动轨迹控制所述虚拟摄像机以第二预设速度移动,并且以第二灵敏度调整所述场景显示区域的更新速度。
  9. 根据权利要求8所述的方法,其中,在控制所述虚拟摄像机移动至所述特定事件处之后,所述方法还包括:
    检测所述移动方向;
    当所述移动方向远离所述特定事件时,根据所述第一触控操作的触控点的移动轨迹控制所述虚拟摄像机以第三预设速度移动,以调整所述场景显示区域的更新速度。
  10. 根据权利要求6所述的方法,其中,在控制所述虚拟摄像机移动至所述特定事件处之后,所述方法还包括:
    当检测到所述第一触控操作结束时,将所述虚拟摄像机固定于所述特定事件处。
  11. 根据权利要求10所述的方法,其中,所述方法还包括:
    检测作用于图形用户界面中预设位置的第二触控操作;
    根据所述第二触控操作控制所述虚拟摄像机恢复至预设虚拟角色上。
  12. 根据权利要求6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内一移动控制区域的第三触控操作;
    根据所述第三触控操作控制预设虚拟角色在所述游戏场景中移动;
    当检测到所述预设虚拟角色移动至所述特定事件的预设范围内,控制所述虚拟摄像机恢复至所述预设虚拟角色上。
  13. 根据权利要求6所述的方法,其中,所述方法还包括:
    当检测到所述特定事件结束时,控制所述虚拟摄像机恢复至预设虚拟角色上。
  14. 根据权利要求6所述的方法,其中,所述方法还包括:
    当检测到所述第一触控操作结束时,控制所述虚拟摄像机恢复至预设虚拟角色上。
  15. 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:
    检测组件,设置为检测作用于所述图形用户界面一预设区域的第一触控操作;
    更新组件,设置为根据所述第一触控操作更新所述场景显示区域;
    调整组件,设置为当检测到所述第一触控操作的触控点对应的游戏场景位置的预设范围内存在预设的特定事件时,根据所述特定事件调整所述场景显示区域的更新方式。
  16. 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14中任意一项所述的游戏中的显示控制方法。
  17. 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14中任意一项所述的游戏中的显示控制方法。
  18. 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14中任意一项所述的游戏中的显示控制方法。
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