WO2020238067A1 - 游戏中的画面显示方法及装置、存储介质、电子设备 - Google Patents

游戏中的画面显示方法及装置、存储介质、电子设备 Download PDF

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Publication number
WO2020238067A1
WO2020238067A1 PCT/CN2019/118750 CN2019118750W WO2020238067A1 WO 2020238067 A1 WO2020238067 A1 WO 2020238067A1 CN 2019118750 W CN2019118750 W CN 2019118750W WO 2020238067 A1 WO2020238067 A1 WO 2020238067A1
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Prior art keywords
game
virtual object
screen
virtual
perspective
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PCT/CN2019/118750
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English (en)
French (fr)
Inventor
沈佳波
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网易(杭州)网络有限公司
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Priority to US16/960,631 priority Critical patent/US11771987B2/en
Publication of WO2020238067A1 publication Critical patent/WO2020238067A1/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
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/533Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
    • 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
    • A63F13/23Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console
    • 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
    • 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
    • A63F13/426Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving on-screen location information, e.g. screen coordinates of an area at which the player is aiming with a light gun
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
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    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • A63F13/5372Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for tagging characters, objects or locations in the game scene, e.g. displaying a circle under the character controlled by the player
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    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0481Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
    • G06F3/0482Interaction with lists of selectable items, e.g. menus
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    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0484Interaction techniques based on graphical user interfaces [GUI] for the control of specific functions or operations, e.g. selecting or manipulating an object, an image or a displayed text element, setting a parameter value or selecting a range
    • AHUMAN NECESSITIES
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    • 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
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    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/303Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display
    • A63F2300/306Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display for displaying a marker associated to an object or location in the game field
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/308Details of the user interface
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/66Methods for processing data by generating or executing the game program for rendering three dimensional images
    • A63F2300/6661Methods for processing data by generating or executing the game program for rendering three dimensional images for changing the position of the virtual camera
    • A63F2300/6684Methods for processing data by generating or executing the game program for rendering three dimensional images for changing the position of the virtual camera by dynamically adapting its position to keep a game object in its viewing frustrum, e.g. for tracking a character or a ball

Definitions

  • the embodiments of the present disclosure relate to the technical field of game screen processing, in particular, to a screen display method in a game, a screen display device in a game, a computer-readable storage medium, and an electronic device.
  • MOBA Multiplayer Online Battle Arena, that is, multiplayer online tactical competitive game
  • the purpose of the present disclosure is to provide a screen display method in a game, a screen display device in a game, a computer-readable storage medium, and an electronic device, so as to at least to some extent overcome the user's problems caused by the limitations and defects of related technologies.
  • the problem of low accuracy of the selection results and the inability to observe teammates and their surroundings.
  • a screen display method in a game which generates a graphical user interface by executing game application rendering, and the graphical user interface is used to display a game screen corresponding to a first game perspective corresponding to a first virtual object
  • the screen display method includes:
  • the control operation screen corresponding to the second virtual object is displayed in the graphical user interface; wherein the operation instruction information of the preset control in the control operation screen is the same as that of the second virtual character in the game screen. Virtual action correspondence.
  • the second virtual object is a virtual object that meets a preset condition and is in a second specific state.
  • the screen display method after displaying the game screen corresponding to the second game perspective in the graphical user interface, the screen display method further includes:
  • the object identification includes at least one of a text identification and an image identification.
  • the screen display method in the game further includes:
  • the game screen and the control operation screen are stored.
  • acquiring the second game perspective corresponding to the second virtual object includes:
  • the screen display method before determining the second virtual object according to a preset selection operation, the screen display method further includes:
  • a virtual object list is generated according to the role information.
  • determining the second virtual object according to a preset selection operation includes:
  • the character information includes the number of historical selections and/or the character name
  • generating a virtual object list according to the role information includes:
  • the virtual object list is generated according to the number of times of being selected in the history and/or the order of the first character included in the character name in the alphabetical list.
  • generating the virtual object list according to the number of times of being selected in the history includes:
  • the virtual object list is generated according to the number of times the history is selected.
  • a picture display device in a game which generates a graphical user interface by executing game application rendering, the graphical user interface is used to display a game picture corresponding to a first game perspective corresponding to a first virtual object
  • the picture display device includes:
  • the detection module is configured to determine the second virtual object according to a preset selection operation when it is detected that the first virtual object is in the first specific state;
  • the first display module is configured to obtain a second game perspective corresponding to the second virtual object, and display the game screen corresponding to the second game perspective in the graphical user interface;
  • the second display module is configured to display a control operation screen corresponding to the second virtual object in the graphical user interface; wherein the operation instruction information of the preset control in the control operation screen is the same as that in the game screen The virtual action of the second virtual character corresponds.
  • a computer-readable storage medium on which a computer program is stored, and when the computer program is executed by a processor, the screen display method described in any one of the above is implemented.
  • an electronic device including:
  • a memory for storing executable instructions of the processor
  • the processor is configured to execute any one of the above-mentioned screen display methods by executing the executable instructions.
  • Fig. 1 schematically shows a flowchart of a screen display method in a game according to an exemplary embodiment of the present disclosure.
  • Fig. 2 schematically shows a flowchart of another screen display method in a game according to an exemplary embodiment of the present disclosure.
  • Fig. 3 schematically shows an example diagram of an application scenario of a screen display method in a game according to an exemplary embodiment of the present disclosure.
  • Fig. 4 schematically illustrates an example diagram of an application scenario of another screen display method in a game according to an exemplary embodiment of the present disclosure.
  • Fig. 5 schematically shows a flowchart of another method for displaying a screen in a game according to an exemplary embodiment of the present disclosure.
  • Fig. 6 schematically shows a block diagram of a screen display device in a game according to an exemplary embodiment of the present disclosure.
  • Fig. 7 schematically shows an electronic device for implementing the above-mentioned screen display method in a game according to an exemplary embodiment of the present disclosure.
  • the two existing methods both have the following defects: on the one hand, if the user chooses a surviving user’s perspective to watch the game, he can only blindly select one user, which makes the selection result less accurate; on the other hand, if the user chooses If you quit the game, you cannot continue to participate in the game, which makes the user experience poor and easily causes the loss of users. On the other hand, if the scene of the dead user is suppressed, the user cannot interact with his teammates, and the user cannot observe his teammates and The surrounding war situation.
  • a method for displaying images in a game is first provided.
  • a graphical user interface is generated by performing rendering of a game application, and the graphical user interface is used to display a game screen corresponding to a first game perspective corresponding to a first virtual object.
  • a virtual camera is usually set in the game scene, and the game screen rendered on the graphical user interface is the game scene content captured by the virtual camera.
  • the first virtual object is configured to perform a preset virtual action in the game scene in response to a touch operation on the first device terminal, that is, the virtual object controlled by the current user.
  • the game screen corresponding to the first game perspective corresponding to the first virtual object that is, the game scene content captured by the virtual camera having a preset binding relationship with the first virtual object.
  • a virtual camera can be set on the head of a first virtual object, the virtual camera moves following the movement of the first virtual object, and the orientation of the virtual camera rotates following the rotation of the first virtual object.
  • the game picture corresponding to the first game angle of view corresponding to a virtual object is a game picture captured by the virtual camera following the movement and/or rotation of the first virtual object.
  • the virtual camera can be set behind or directly above the first virtual object. The virtual camera moves following the movement of the first virtual object.
  • the first game perspective corresponding to the first virtual object corresponds to The game picture is the game picture taken by the virtual camera following the movement of the first virtual object.
  • the method can be run on mobile terminals, such as mobile phones, tablets, PCs, etc.; of course, those skilled in the art can also run the method of the present disclosure on other platforms as required, which is not done in this exemplary embodiment. Special restrictions.
  • the screen display method in the game may include the following steps:
  • Step S110 When it is detected that the first virtual object is in the first specific state, the second virtual object is determined according to a preset selection operation.
  • Step S120 Obtain a second game perspective corresponding to the second virtual object, and display the game screen corresponding to the second game perspective in the graphical user interface.
  • Step S130 Display a control operation screen corresponding to the second virtual object in the graphical user interface; wherein the operation instruction information of the preset control in the control operation screen is the same as that of the second control in the game screen.
  • the virtual action of the virtual character corresponds.
  • the second virtual object when it is detected that the first virtual object is in the first specific state, the second virtual object is determined according to the preset selection operation; so that the user can select the desired one according to the preset selection operation
  • the second virtual object solves the problem that only one user can be selected blindly in the prior art, and the accuracy of the selection result is low, and the accuracy of the user selection result is improved; on the other hand, by obtaining the corresponding second virtual object
  • the second game perspective is displayed in the graphical user interface, and the game screen corresponding to the second game perspective is displayed in the graphical user interface; and the control operation screen corresponding to the second virtual object is displayed in the graphical user interface, so that the first virtual object controlled by the user is killed "After that, the user can continue to watch the game if they cannot play the game, and the game screen of the second virtual object controlled by the watcher, as well as the roulette and skill usage status of the watched party will be synchronized to the user, which is solved.
  • step S110 when it is detected that the first virtual object is in the first specific state, the second virtual object is determined according to a preset selection operation.
  • the first virtual object is a virtual object that can be controlled by the current player controlling the first device terminal
  • the first specific state is a dead state, that is, the first virtual object controlled by the player is in the game.
  • the second virtual object refers to a virtual object controlled by another device terminal controlled by a user other than the virtual object controlled by the current user in a multiplayer online tactical competitive game.
  • the second virtual object is a virtual object that meets a preset condition and is in a second specific state.
  • the second specific state is a surviving state, that is, a state in which virtual objects controlled by other players can continue to compete in the game.
  • the preset condition is that it belongs to the same queue as the first virtual object, and the spectator mode function is enabled.
  • the screen display method in the game is also It may include step S210 and step S220, which will be described in detail below.
  • step S210 the role information of other virtual objects in the same queue as the first virtual object is acquired.
  • step S220 a virtual object list is generated according to the character information.
  • step S210 and step S220 will be explained and described.
  • the role information of other virtual objects that are in the same queue (teammate) as the first virtual object can be obtained; where the role information can include the number of historical selections (for example, refer to the 301 shown in the upper part of FIG. The number of times the user has been selected is 2) and the role name (user name in the game), or the current remaining HP value, etc. This example does not impose special restrictions on this.
  • the first letter included in the character name of the virtual object (the order of the first character in the alphabetical list) or the current remaining virtual object can be based on the number of historical selections or the first letter included in the character name of the virtual object.
  • the other virtual objects are sorted according to the level of the blood volume, and then a virtual object list is generated according to the sorted other virtual objects.
  • the virtual object list is obtained, in response to the preset selection operation acting on the virtual object list, it may be determined that the virtual object corresponding to the preset selection operation in the virtual object list is the second Virtual object. For example, after detecting that each other virtual object has activated the above-mentioned battle-watching mode, the user can determine a second virtual object according to the virtual object list, which is convenient for viewing.
  • the screen display method may further include: judging whether the number of historical selections is greater than a preset threshold; if the number of historical selections is greater than the preset threshold, generating the virtual object list according to the number of historical selections. For example, when the number of selections is less than the above preset threshold, such as 0 or 1 time, users of this type can be directly filtered out, and then virtual objects larger than the preset threshold can be sorted. Through this method, the accuracy of the selection result can be further improved, thereby enhancing the user experience.
  • step S120 a second game perspective corresponding to the second virtual object is acquired, and a game screen corresponding to the second game perspective is displayed in the graphical user interface.
  • the second virtual object is configured to perform a preset virtual action in the game scene in response to a touch operation on the second device terminal, that is, a virtual object controlled by another user corresponding to the current user .
  • the game screen corresponding to the second game perspective corresponding to the second virtual object is the game scene content captured by the virtual camera having a preset binding relationship with the second virtual object.
  • the virtual camera can be set on the head of the second virtual object, the virtual camera moves following the movement of the second virtual object, and the orientation of the virtual camera rotates following the rotation of the second virtual object.
  • the game picture corresponding to the second game angle of view corresponding to the two virtual objects is a game picture captured by the virtual camera following the movement and/or rotation of the second virtual object.
  • the virtual camera can be set behind or directly above the second virtual object. The virtual camera moves with the movement of the second virtual object.
  • the second game perspective corresponding to the second virtual object corresponds to The game picture is the game picture taken by the virtual camera following the movement of the second virtual object.
  • the second game perspective of the second virtual object can be acquired, and then the game screen corresponding to the second game perspective is displayed in the graphical user interface.
  • acquiring the second game perspective corresponding to the second virtual object may include: invoking a perspective interface corresponding to the second virtual object, and acquiring the second game perspective based on the perspective interface. Specifically, since the game perspective of each virtual object has a corresponding perspective interface, the perspective interface of the game perspective can be called, and then the corresponding game perspective can be obtained through the perspective interface.
  • step S130 a control operation screen corresponding to the second virtual object is displayed in the graphical user interface; wherein the operation instruction information of the preset control in the control operation screen is the same as that in the game screen.
  • the virtual action of the second virtual character corresponds.
  • the control operation screen corresponding to the second virtual object can be obtained through the above-mentioned perspective interface, and then the control operation screen corresponding to the second virtual object is displayed in the graphical user interface.
  • the operation instruction information of the preset control in the control operation screen corresponds to the virtual action of the second virtual character in the game screen.
  • the moving joystick will display an arrow pointing to the upper right (other visual indication methods can also be used).
  • the skill control on the right side synchronously gives visual instructions, such as highlighting, according to the execution order of the virtual object.
  • the operation interface of the teammate will be simultaneously displayed to the first terminal (the terminal that controls the first virtual object).
  • the screen display method in the game may further include: in the graphical user interface, performing object identification corresponding to the second virtual object Mark; wherein, the object identification includes at least one of text identification and image identification.
  • a box or text mark may be used to identify the object identifier (text or picture) corresponding to the second virtual object in the graphical user interface, so that the user can view the operating skills of the second virtual object in time.
  • Fig. 5 exemplarily shows a flowchart of another screen display method in a game according to an example embodiment of the present disclosure.
  • the screen display method in the game may further include step S510 and step S520, which will be described in detail below.
  • step S510 the game screen corresponding to the second game perspective and the control operation screen are captured.
  • step S520 when it is detected that the game application is in a preset network environment, the game screen and the control operation screen are stored.
  • step S510 and step S520 will be explained and described.
  • the game screen and the control operation screen corresponding to the second game perspective can be intercepted, and when it is detected that the game application is in the preset network environment (WiFi environment), the game screen and the control operation screen are stored; by this method . On the one hand, it can save the user's network traffic; on the other hand, the user can also view the stored operation screen and virtual actions for easy learning.
  • WiFi environment WiFi environment
  • the player who controls the first virtual object can select other virtual objects surviving on the field to watch the game; the second game view of the second virtual object being watched, and the control of the second
  • the player's roulette and skill control usage status of the virtual object will be simultaneously broadcasted to the terminal that controls the first virtual object, that is, the player who controls the first virtual object can view the control process of the second virtual object by watching the game; kills in the game toast (provides a simple feedback message for the operation) prioritizes the use of skills and damage/kills of the players being watched; the operation history list will record the operation records of the players being watched, and record the instant video of the damage/kill. For players to watch and learn repeatedly.
  • the system will evaluate the damage value caused by the operation of the watched player, which is indicated by a grade mark of different colors to help the player screen and watch.
  • the watched player can get extra rewards after the game by the number of watched matches.
  • this disclosure can learn more about the operations of players on the field through a variety of methods provided by the system, and provide more operation possibilities for players in death mode, so that they will not immediately exit the game.
  • the purpose of viewing partly offsets the player’s frustration after being defeated during the learning period, allowing players to have a certain degree of loyalty to the game, and at the same time enhancing the ease of use of the game; for high-end players, this mode can satisfy them to show off their skills.
  • through rewards they will stimulate their continued interest in the game and offset the boredom of this type of player.
  • the present disclosure also provides a picture display device in a game, which generates a graphical user interface by executing game application rendering, and the graphical user interface is used to display a game picture corresponding to a first game perspective corresponding to a first virtual object.
  • the screen display device in the game may include a detection module 610, a first display module 620, and a second display module 630. among them:
  • the detection module 610 may be configured to determine the second virtual object according to a preset selection operation when it is detected that the first virtual object is in the first specific state.
  • the first display module 620 may be used to obtain a second game perspective corresponding to the second virtual object, and display the game screen corresponding to the second game perspective in the graphical user interface.
  • the second display module 630 may be configured to display a control operation screen corresponding to the second virtual object in the graphical user interface; wherein the operation instruction information of the preset control in the control operation screen is the same as that in the game screen Corresponds to the virtual action of the second virtual character.
  • the second virtual object is a virtual object that meets a preset condition and is in a second specific state.
  • the screen display device may further include:
  • the marking module may be used to mark the object identification corresponding to the second virtual object in the graphical user interface; wherein the object identification includes at least one of a text identification and an image identification.
  • the screen display device in the game may further include:
  • the screen interception module may be used to intercept the game screen corresponding to the second game perspective and the control operation screen;
  • the storage module may be used to store the game screen and the control operation screen when it is detected that the game application is in a preset network environment.
  • acquiring the second game perspective corresponding to the second virtual object includes:
  • the above-mentioned screen display device in the game may further include:
  • the role information acquiring module may be used to acquire role information of other virtual objects in the same queue as the first virtual object;
  • the virtual object list generating module can be used to generate a virtual object list according to the role information.
  • determining the second virtual object according to a preset selection operation includes:
  • the character information includes the number of historical selections and/or the character name
  • generating a virtual object list according to the role information includes:
  • the virtual object list is generated according to the number of times of being selected in the history and/or the order of the first character included in the character name in the alphabetical list.
  • generating the virtual object list according to the number of times of being selected in the history includes:
  • the virtual object list is generated according to the number of times the history is selected.
  • modules or units of the device for action execution are mentioned in the above detailed description, this division is not mandatory.
  • the features and functions of two or more modules or units described above may be embodied in one module or unit.
  • the features and functions of a module or unit described above can be further divided into multiple modules or units to be embodied.
  • the exemplary embodiments described herein can be implemented by software, or can be implemented by combining software with necessary hardware. Therefore, the technical solution according to the embodiments of the present disclosure can be embodied in the form of a software product, which can be stored in a non-volatile storage medium (can be a CD-ROM, U disk, mobile hard disk, etc.) or on the network , Including several instructions to make a computing device (which may be a personal computer, a server, a mobile terminal, or a network device, etc.) execute the method according to the embodiment of the present disclosure.
  • a computing device which may be a personal computer, a server, a mobile terminal, or a network device, etc.
  • an electronic device capable of implementing the above method is also provided.
  • the electronic device 700 according to this embodiment of the present disclosure will be described below with reference to FIG. 7.
  • the electronic device 700 shown in FIG. 7 is only an example, and should not bring any limitation to the function and scope of use of the embodiments of the present disclosure.
  • the electronic device 700 is represented in the form of a general-purpose computing device.
  • the components of the electronic device 700 may include, but are not limited to: the aforementioned at least one processing unit 710, the aforementioned at least one storage unit 720, and a bus 730 connecting different system components (including the storage unit 720 and the processing unit 710).
  • the storage unit stores program code, and the program code can be executed by the processing unit 710, so that the processing unit 710 executes the various exemplary methods described in the "Exemplary Method" section of this specification.
  • the processing unit 710 may perform step S110 as shown in FIG. 1: when it is detected that the first virtual object is in the first specific state, determine the second virtual object according to a preset selection operation; step S120: obtain The second game perspective corresponding to the second virtual object, and the game screen corresponding to the second game perspective is displayed in the graphical user interface; step S130: the second virtual object is displayed in the graphical user interface.
  • the control operation screen corresponding to the object; wherein the operation instruction information of the preset control in the control operation screen corresponds to the virtual action of the second virtual character in the game screen.
  • the storage unit 720 may include a readable medium in the form of a volatile storage unit, such as a random access storage unit (RAM) 7201 and/or a cache storage unit 7202, and may further include a read-only storage unit (ROM) 7203.
  • RAM random access storage unit
  • ROM read-only storage unit
  • the storage unit 720 may also include a program/utility tool 7204 having a set (at least one) program module 7205.
  • program module 7205 includes but is not limited to: an operating system, one or more application programs, other program modules, and program data, Each of these examples or some combination may include the implementation of a network environment.
  • the bus 730 may represent one or more of several types of bus structures, including a storage unit bus or a storage unit controller, a peripheral bus, a graphics acceleration port, a processing unit, or a local area using any bus structure among multiple bus structures. bus.
  • the electronic device 700 may also communicate with one or more external devices 770 (such as keyboards, pointing devices, Bluetooth devices, etc.), and may also communicate with one or more devices that enable a user to interact with the electronic device 700, and/or communicate with Any device (such as a router, modem, etc.) that enables the electronic device 700 to communicate with one or more other computing devices. This communication can be performed through an input/output (I/O) interface 750.
  • the electronic device 700 may also communicate with one or more networks (for example, a local area network (LAN), a wide area network (WAN), and/or a public network, such as the Internet) through the network adapter 760.
  • networks for example, a local area network (LAN), a wide area network (WAN), and/or a public network, such as the Internet
  • the network adapter 760 communicates with other modules of the electronic device 700 through the bus 730. It should be understood that although not shown in the figure, other hardware and/or software modules can be used in conjunction with the electronic device 700, including but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, RAID systems, tape drives And data backup storage system, etc.
  • the exemplary embodiments described herein can be implemented by software, or can be implemented by combining software with necessary hardware. Therefore, the technical solution according to the embodiments of the present disclosure can be embodied in the form of a software product, which can be stored in a non-volatile storage medium (can be a CD-ROM, U disk, mobile hard disk, etc.) or on the network , Including several instructions to make a computing device (which may be a personal computer, a server, a terminal device, or a network device, etc.) execute the method according to the embodiments of the present disclosure.
  • a computing device which may be a personal computer, a server, a terminal device, or a network device, etc.
  • a computer-readable storage medium on which is stored a program product capable of implementing the above method in this specification.
  • various aspects of the present disclosure may also be implemented in the form of a program product, which includes program code.
  • the program product runs on a terminal device, the program code is used to enable the The terminal device executes the steps according to various exemplary embodiments of the present disclosure described in the above "Exemplary Method" section of this specification.
  • the program product for implementing the above method according to the embodiment of the present disclosure may adopt a portable compact disk read-only memory (CD-ROM) and include program code, and may run on a terminal device, such as a personal computer.
  • CD-ROM portable compact disk read-only memory
  • the program product of the present disclosure is not limited thereto.
  • the readable storage medium can be any tangible medium that contains or stores a program, and the program can be used by or in combination with an instruction execution system, device, or device.
  • the program product can use any combination of one or more readable media.
  • the readable medium may be a readable signal medium or a readable storage medium.
  • the readable storage medium may be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, device, or device, or a combination of any of the above. More specific examples (non-exhaustive list) of readable storage media include: electrical connections with one or more wires, portable disks, hard disks, random access memory (RAM), read only memory (ROM), erasable Type programmable read only memory (EPROM or flash memory), optical fiber, portable compact disk read only memory (CD-ROM), optical storage device, magnetic storage device, or any suitable combination of the above.
  • the computer-readable signal medium may include a data signal propagated in baseband or as a part of a carrier wave, and readable program code is carried therein. This propagated data signal can take many forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination of the foregoing.
  • the readable signal medium may also be any readable medium other than a readable storage medium, and the readable medium may send, propagate, or transmit a program for use by or in combination with the instruction execution system, apparatus, or device.
  • the program code contained on the readable medium can be transmitted by any suitable medium, including but not limited to wireless, wired, optical cable, RF, etc., or any suitable combination of the foregoing.
  • the program code used to perform the operations of the present disclosure can be written in any combination of one or more programming languages.
  • the programming languages include object-oriented programming languages—such as Java, C++, etc., as well as conventional procedural styles. Programming language-such as "C" language or similar programming language.
  • the program code can be executed entirely on the user's computing device, partly on the user's device, executed as an independent software package, partly on the user's computing device and partly executed on the remote computing device, or entirely on the remote computing device or server Executed on.
  • the remote computing device can be connected to a user computing device through any kind of network, including a local area network (LAN) or a wide area network (WAN), or can be connected to an external computing device (for example, using Internet service providers) Business to connect via the Internet).
  • LAN local area network
  • WAN wide area network
  • Internet service providers Internet service providers

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Abstract

本发明实施例是关于一种游戏中的画面显示方法及装置、存储介质、电子设备,属于游戏画面处理技术领域,该画面显示方法包括:当检测到所述第一虚拟对象处于第一特定状态时,根据预设选择操作确定第二虚拟对象;获取所述第二虚拟对象对应的第二游戏视角,并在所述图形用户界面中显示所述第二游戏视角对应的游戏画面;在所述图形用户界面中显示与所述第二虚拟对象对应的控件操作画面;其中,所述控件操作画面中预设控件的操作指示信息与所述游戏画面中的所述第二虚拟角色的虚拟动作对应。本公开示例实施例解决了现有技术中只能盲目的选取一个用户,使得选取结果的准确性较低的问题,提高了用户选取结果的准确率。 (图1)

Description

游戏中的画面显示方法及装置、存储介质、电子设备 技术领域
本公开实施例涉及游戏画面处理技术领域,具体而言,涉及一种游戏中的画面显示方法、游戏中的画面显示装置、计算机可读存储介质以及电子设备。
背景技术
在MOBA(Multiplayer Online Battle Arena,即多人在线战术竞技游戏)游戏中,对于操作性有较高的要求。因此,对于新手用户来说,上手较为困难,并且在前期成长的过程中比较容易在游戏中被击杀,进入死亡状态。
在当前的游戏设计中,当用户进入死亡状态后,可以有以下两种方式可供用户进行选择:一种是,在某些游戏中,用户死亡之后,进入死亡状态后,需要做出“退出”或者“观战”的选择。若用户选择“退出”即退出至游戏外,若用户选择“观战”,则可以任意选择场上幸存的一个用户,该用户视角与被选择用户视角一致。另一种是,在某些游戏中,用户死亡之后,进入复活倒计时,场景被压黑处理,以区别死亡前的场景。用户此时仅可滑动地图,在地图上查看其他用户的交战情况,直至复活后,重新进入战场。
需要说明的是,在上述背景技术部分发明的信息仅用于加强对本公开的背景的理解,因此可以包括不构成对本领域普通技术人员已知的现有技术的信息。
发明内容
本公开的目的在于提供一种游戏中的画面显示方法、游戏中的画面显示装置、计算机可读存储介质以及电子设备,进而至少在一定程度上克服由于相关技术的限制和缺陷而导致的用户的选取结果准确度较低以及无法观察队友及其周边战况的问题。
根据本公开的一个方面,提供一种游戏中的画面显示方法,通过执行游戏应用渲染生成图形用户界面,所述图形用户界面用于显示第一虚拟对象对应的第一游戏视角对应的游戏画面,所述画面显示方法包括:
当检测到所述第一虚拟对象处于第一特定状态时,根据预设选择操作确定第二虚拟对象;
获取所述第二虚拟对象对应的第二游戏视角,并在所述图形用户界面中显示所述第二游戏视角对应的游戏画面;
在所述图形用户界面中显示与所述第二虚拟对象对应的控件操作画面;其中,所述控件操作画面中预设控件的操作指示信息与所述游戏画面中的所述第二虚拟角色的虚拟动作对应。
在本公开的一种示例性实施例中,所述第二虚拟对象为满足预设条件且处于第二特定状态的虚拟对象。
在本公开的一种示例性实施例中,在所述图形用户界面中显示所述第二游戏视角对应的游戏画面之后,所述画面显示方法还包括:
在所述图形用户界面中,对所述第二虚拟对象对应的对象标识进行标记;
其中,所述对象标识包括文字标识以及图像标识中的至少一种。
在本公开的一种示例性实施例中,在获取所述第二虚拟对象对应的第二游戏视角之后,所述游戏中的画面显示方法还包括:
截取所述第二游戏视角对应的所述游戏画面,以及所述控件操作画面;
当检测到所述游戏应用处于预设网络环境中时,对所述游戏画面以及所述控件操作画面进行存储。
在本公开的一种示例性实施例中,获取所述第二虚拟对象对应的第二游戏视角包括:
调用与所述第二虚拟对象对应的视角接口,并基于所述视角接口获取所述第二游戏视角。
在本公开的一种示例性实施例中,在根据预设选择操作确定第二虚拟对象之前,所述画面显示方法还包括:
获取与所述第一虚拟对象处于同一队列的其他虚拟对象的角色信息;
根据所述角色信息生成一虚拟对象列表。
在本公开的一种示例性实施例中,根据预设选择操作确定第二虚拟对象,包括:
响应作用于所述虚拟对象列表的所述预设选择操作,确定所述虚拟对象列表中与所述预设选择操作对应的虚拟对象为所述第二虚拟对象。
在本公开的一种示例性实施例中,所述角色信息包括历史被选择次数和/或角色名称;
其中,根据所述角色信息生成一虚拟对象列表包括:
根据所述历史被选择次数的高低和/或所述角色名称中包括的第一个字符在字母排列表中的顺序,生成所述虚拟对象列表。
在本公开的一种示例性实施例中,根据所述历史被选择次数的高低,生成所述虚拟对象列表包括:
判断所述历史被选择次数是否大于预设阈值;
如果所述历史被选择次数大于预设阈值,则根据所述历史被选择次数的高低,生成所述虚拟对象列表。
根据本公开的一个方面,提供一种游戏中的画面显示装置,通过执行游戏应用渲染生成图形用户界面,所述图形用户界面用于显示第一虚拟对象对应的第一游戏视角对应的游戏画面,所述画面显示装置包括:
检测模块,用于当检测到所述第一虚拟对象处于第一特定状态时,根据预设选择操作确定第二虚拟对象;
第一显示模块,用于获取所述第二虚拟对象对应的第二游戏视角,并在所述图形用户界面中显示所述第二游戏视角对应的游戏画面;
第二显示模块,用于在所述图形用户界面中显示与所述第二虚拟对象对应的控件操作画面;其中,所述控件操作画面中预设控件的操作指示信息与所述游戏画面中的所述第二虚拟角色的虚拟动作对应。
根据本公开的一个方面,提供一种计算机可读存储介质,其上存储有计算机程序,所述计算机程序被处理器执行时实现上述任意一项所述的画面显示方法。
根据本公开的一个方面,提供一种电子设备,包括:
处理器;以及
存储器,用于存储所述处理器的可执行指令;
其中,所述处理器配置为经由执行所述可执行指令来执行上述任意一项所述的画面显示方法。
应当理解的是,以上的一般描述和后文的细节描述仅是示例性和解释性的,并不能限制本公开。
附图说明
此处的附图被并入说明书中并构成本说明书的一部分,示出了符合本公开的实施例,并与说明书一起用于解释本公开的原理。显而易见地,下面描述中的附图仅仅是本公开的一些实施例,对于本领域普通技术人员来讲,在不付出创造性劳动的前提下,还可以根据这些附图获得其他的附图。
图1示意性示出根据本公开示例实施例的一种游戏中的画面显示方法的流程图。
图2示意性示出根据本公开示例实施例的另一种游戏中的画面显示方法的流程图。
图3示意性示出根据本公开示例实施例的一种游戏中的画面显示方法的应用场景示例图。
图4示意性示出根据本公开示例实施例的另一种游戏中的画面显示方法的应用场景 示例图。
图5示意性示出根据本公开示例实施例的另一种游戏中的画面显示方法的流程图。
图6示意性示出根据本公开示例实施例的一种游戏中的画面显示装置的框图。
图7示意性示出根据本公开示例实施例的一种用于实现上述游戏中的画面显示方法的电子设备。
具体实施方式
现在将参考附图更全面地描述示例实施方式。然而,示例实施方式能够以多种形式实施,且不应被理解为限于在此阐述的范例;相反,提供这些实施方式使得本公开将更加全面和完整,并将示例实施方式的构思全面地传达给本领域的技术人员。所描述的特征、结构或特性可以以任何合适的方式结合在一个或更多实施方式中。在下面的描述中,提供许多具体细节从而给出对本公开的实施方式的充分理解。然而,本领域技术人员将意识到,可以实践本公开的技术方案而省略所述特定细节中的一个或更多,或者可以采用其它的方法、组元、装置、步骤等。在其它情况下,不详细示出或描述公知技术方案以避免喧宾夺主而使得本公开的各方面变得模糊。
此外,附图仅为本公开的示意性图解,并非一定是按比例绘制。图中相同的附图标记表示相同或类似的部分,因而将省略对它们的重复描述。附图中所示的一些方框图是功能实体,不一定必须与物理或逻辑上独立的实体相对应。可以采用软件形式来实现这些功能实体,或在一个或多个硬件模块或集成电路中实现这些功能实体,或在不同网络和/或处理器装置和/或微控制器装置中实现这些功能实体。
用语“一个”、“一”、“该”和“所述”用以表示存在一个或多个要素/组成部分/等;用语“包括”和“具有”用以表示开放式的包括在内的意思并且是指除了列出的要素/组成部分/等之外还可存在另外的要素/组成部分/等;用语“第一”和“第二”等仅作为标记使用,不是对其对象的数量限制。
现有的两种方式均存在如下缺陷:一方面,如果用户选择幸存的一个用户的视角进行观战,则只能盲目的选取一个用户,使得选取结果的准确性较低;另一方面,若用户退出游戏,则不能继续参与游戏,使得用户体验较差,容易引起用户流失;再一方面,若将死亡用户的场景压黑处理,使得用户无法与队友进行交互操作,进而使得用户无法观察队友及其周边战况。
因此,需要提供一种新的游戏中的画面显示方法及装置。
本示例实施方式中首先提供了一种游戏中的画面显示方法,通过执行游戏应用渲染生成图形用户界面,所述图形用户界面用于显示第一虚拟对象对应的第一游戏视角对应 的游戏画面。
需要说明的是,在游戏中,通常在游戏场景中设置虚拟摄像头,图形用户界面上渲染得到的游戏画面即为虚拟摄像头拍摄到的游戏场景内容。
在本示例性实施例中,第一虚拟对象被配置为响应作用于第一设备终端的触控操作,在游戏场景中执行预设的虚拟动作,即当前用户控制的虚拟对象。
第一虚拟对象对应的第一游戏视角对应的游戏画面,即和第一虚拟对象具有预设绑定关系的虚拟摄像头拍摄到的游戏场景内容。例如,在第一人称游戏中,虚拟摄像头可以被设置在第一虚拟对象的头部,虚拟摄像头跟随第一虚拟对象的移动而移动,以及虚拟摄像头的朝向跟随第一虚拟对象的转动而转动,第一虚拟对象对应的第一游戏视角对应的游戏画面为虚拟摄像头跟随第一虚拟对象移动和/或转动过程中拍摄到的游戏画面。又如,在第三人称游戏中,虚拟摄像头可以被设置在第一虚拟对象的后上方或正上方,虚拟摄像头跟随第一虚拟对象的移动而移动,第一虚拟对象对应的第一游戏视角对应的游戏画面为虚拟摄像头跟随第一虚拟对象移动过程中拍摄到的游戏画面。
进一步的,该方法可以运行于移动终端,例如手机、平板电脑以及PC等等;当然,本领域技术人员也可以根据需求在其他平台运行本公开的方法,本示例性实施例中对此不做特殊限定。参考图1所示,该游戏中的画面显示方法可以包括以下步骤:
步骤S110.当检测到所述第一虚拟对象处于第一特定状态时,根据预设选择操作确定第二虚拟对象。
步骤S120.获取所述第二虚拟对象对应的第二游戏视角,并在所述图形用户界面中显示所述第二游戏视角对应的游戏画面。
步骤S130.在所述图形用户界面中显示与所述第二虚拟对象对应的控件操作画面;其中,所述控件操作画面中预设控件的操作指示信息与所述游戏画面中的所述第二虚拟角色的虚拟动作对应。
上述游戏中的画面显示方法中,一方面,当检测到第一虚拟对象处于第一特定状态时,根据预设选择操作确定第二虚拟对象;使得用户可以根据该预设选择操作选取所需的第二虚拟对象,解决了现有技术中只能盲目的选取一个用户,使得选取结果的准确性较低的问题,提高了用户选取结果的准确率;另一方面,通过获取第二虚拟对象对应的第二游戏视角,并在图形用户界面中显示第二游戏视角对应的游戏画面;并在图形用户界面中显示与第二虚拟对象对应的控件操作画面,使得用户控制的第一虚拟对象“阵亡”后,用户在无法进行游戏的情况下,可以继续观战游戏,并且被观战方控制的第二虚拟对象的游戏画面,以及的被观战方的轮盘和技能使用状况会同步给用户,解决了现有技术中无法详细了解场上玩家的操作,使得用户体验较差的问题,提升了用户体验;再一 方面,解决了现有技术中用户无法与队友进行交互操作,进而使得用户无法观察队友及其周边战况的问题,使得用户可以全程的对整局游戏进行围观,进一步的提升了用户体验。
下面,将结合附图对本示例实施例中的上述游戏中的画面显示方法中的各步骤进行详细的解释以及说明。
在步骤S110中,当检测到所述第一虚拟对象处于第一特定状态时,根据预设选择操作确定第二虚拟对象。
在本示例实施例中,如前文所述,第一虚拟对象为操控第一设备终端的当前玩家可以控制的虚拟对象,第一特定状态为死亡状态,即该玩家控制的第一虚拟对象在游戏中被属于不同队列或敌方阵营的玩家控制的其他虚拟对象击杀,失去生命特征的状态。
第二虚拟对象是指在多人在线战术竞技游戏中,除当前用户控制的虚拟对象之外的其他用户操控其他设备终端控制的虚拟对象。
在本示例性实施例中,该第二虚拟对象为满足预设条件且处于第二特定状态的虚拟对象。
具体而言,第二特定状态为幸存状态,即其他玩家控制的虚拟对象还可以继续在游戏中对战的状态。
预设条件为与第一虚拟对象属于同一队列,并且开启了观战模式功能。
进一步的,在本示例实施例中,当检测到第一虚拟对象处于第一特定状态(死亡状态时),为了便于用户可以选取到自己需要的第二虚拟对象,该游戏中的画面显示方法还可以包括步骤S210以及步骤S220,以下进行详细说明。
在步骤S210中,获取与所述第一虚拟对象处于同一队列的其他虚拟对象的角色信息。
在步骤S220中,根据所述角色信息生成虚拟对象列表。
下面,将对步骤S210以及步骤S220进行解释以及说明。首先,可以获取与上述第一虚拟对象处于同一队列(队友)的其他虚拟对象的角色信息;其中,该角色信息可以包括历史被选择次数(例如可以参考图3上方的301所示,可以得知该用户的被选择次数为2次)以及角色名称(在游戏中的用户名),也可以是当前剩余的血量值等等,本示例对此不做特殊限制。其次,当获取历史被选择次数以及角色名称后,可以根据历史选择次数的高低或者虚拟对象的角色名称中包括的首字母(第一个字符在字母排列表中的顺序)或者虚拟对象当前剩余的血量值的高低对上述其他虚拟对象进行排序,然后根据排序后的其他虚拟对象生成虚拟对象列表。
进一步的,当得到虚拟对象列表以后,可以响应作用于所述虚拟对象列表的所述预 设选择操作,确定所述虚拟对象列表中与所述预设选择操作对应的虚拟对象为所述第二虚拟对象。譬如,在检测到各其他虚拟对象开启上述观战模式后,用户可以根据该虚拟对象列表列表,确定一个第二虚拟对象,便于进行查看。
进一步的,为了便于用户观看,避免选择一个第二虚拟对象,而该第二虚拟对象在较短时间内也被击杀,使得用户需要进行二次选择进而降低用户体验的问题,该游戏中的画面显示方法还可以包括:判断所述历史被选择次数是否大于预设阈值;如果所述历史被选择次数大于预设阈值,则根据所述历史被选择次数的高低,生成所述虚拟对象列表。譬如,当选择次数小于上述预设阈值时,譬如0次或者1次时,可以直接将该类用户过滤掉,然后再对大于该预设阈值的虚拟对象进行排序。通过该方法,可以进一步的提升选取结果的准确性,进而提升用户体验。
在步骤S120中,获取所述第二虚拟对象对应的第二游戏视角,并在所述图形用户界面中显示所述第二游戏视角对应的游戏画面。
在本示例性实施例中,第二虚拟对象被配置为响应作用于第二设备终端的触控操作,在游戏场景中执行预设的虚拟动作,即与当前用户对应的其他用户控制的虚拟对象。
第二虚拟对象对应的第二游戏视角对应的游戏画面,即和第二虚拟对象具有预设绑定关系的虚拟摄像头拍摄到的游戏场景内容。例如,在第一人称游戏中,虚拟摄像头可以被设置在第二虚拟对象的头部,虚拟摄像头跟随第二虚拟对象的移动而移动,以及虚拟摄像头的朝向跟随第二虚拟对象的转动而转动,第二虚拟对象对应的第二游戏视角对应的游戏画面为虚拟摄像头跟随第二虚拟对象移动和/或转动过程中拍摄到的游戏画面。又如,在第三人称游戏中,虚拟摄像头可以被设置在第二虚拟对象的后上方或正上方,虚拟摄像头跟随第二虚拟对象的移动而移动,第二虚拟对象对应的第二游戏视角对应的游戏画面为虚拟摄像头跟随第二虚拟对象移动过程中拍摄到的游戏画面。
进一步的,在本示例实施例中,当第二虚拟对象确定以后,可以获取该第二虚拟对象的第二游戏视角,再在图形用户界面中显示该第二游戏视角对应的游戏画面,具体的,可以参考图4所示。
进一步的,获取第二虚拟对象对应的第二游戏视角可以包括:调用与所述第二虚拟对象对应的视角接口,并基于所述视角接口获取所述第二游戏视角。具体的,由于每个虚拟对象的游戏视角均具有对应的视角接口,可以通过调用该游戏视角的视角接口,然后通过视角接口获取到对应的游戏视角。
在步骤S130中,在所述图形用户界面中显示与所述第二虚拟对象对应的控件操作画面;其中,所述控件操作画面中预设控件的操作指示信息与所述游戏画面中的所述第二虚拟角色的虚拟动作对应。
在本示例实施例中,首先,可以通过上述视角接口获取该第二虚拟对象对应的控件操作画面,然后再在图形用户界面中显示与该第二虚拟对象对应的控件操作画面。其中,控件操作画面中预设控件的操作指示信息与游戏画面中的第二虚拟角色的虚拟动作对应。继续参考图4所示,例如,虚拟对象朝向右上方移动,则移动摇杆显示指向右上的箭头(也可以是其他视觉指示方式)。又如,虚拟对象依次执行普攻→1技能→3技能→2技能,则右侧技能控件按照虚拟对象的执行顺序同步给出视觉指示,例如高亮。被观战的队友在控制第二虚拟对象执行动作的时候,队友的操作界面会同步显示给第一终端(控制第一虚拟对象的终端)。
进一步的,为了便于用户可以众多的虚拟对象中查找到第二虚拟对象,该游戏中的画面显示方法还可以包括:在所述图形用户界面中,对所述第二虚拟对象对应的对象标识进行标记;其中,所述对象标识包括文字标识以及图像标识中的至少一种。具体的,可以利用方框或者文字标记等方式,对图形用户界面中第二虚拟对象对应的对象标识(文字或者图片)进行标识,便于用户可以及时的查看到第二虚拟对象的操作技能。
图5示例性示出根据本公开实例实施例的另一种游戏中的画面显示方法的流程图。参考图5所示,该游戏中的画面显示方法还可以包括步骤S510以及步骤S520,以下进行详细说明。
在步骤S510中,截取所述第二游戏视角对应的所述游戏画面,以及所述控件操作画面。
在步骤S520中,当检测到所述游戏应用处于预设网络环境中时,对所述游戏画面以及所述控件操作画面进行存储。
下面,将对步骤S510以及步骤S520进行解释以及说明。首先,可以截取第二游戏视角对应的游戏画面以及控件操作画面,并在检测到该游戏应用处于预设网络环境中(WiFi环境)时,对该游戏画面以及控件操作画面进行存储;通过该方法,一方面,可以节省用户的网络流量;另一方面,用户还可以对存储的操作画面以及虚拟动作进行查看,便于学习。
以下,结合具体的应用场景对本公开中涉及的示例实施例进行进一步的解释以及说明。
第一虚拟对象在死亡状态(第一特定状态)下,控制第一虚拟对象的玩家可以选择场上幸存其他虚拟对象进行观战;被观战第二虚拟对象的第二游戏视角画面,以及控制第二虚拟对象的玩家的轮盘和技能控件使用状况会同步直播给控制第一虚拟对象的终端,即,控制第一虚拟对象的玩家可通过观战查看第二虚拟对象的操控过程;游戏中的击杀toast(对于操作提供一个简单的反馈信息)优先播报被观战玩家的技能使用和伤害/ 击杀情况;操作历史列表将会记录被观战玩家的操作记录,并记录伤害/击杀瞬间的视频,可供玩家反复观看和学习。
进一步的,在操作历史列表中,系统会对被观战玩家的操作所造成的伤害值作出评价,以不同颜色的等级标识表示,帮助玩家进行筛选观看。被观战玩家可以通过被观战的次数,在游戏后获得额外奖励。本公开对于新手玩家来说,可以通过系统提供的多种方式详细了解场上玩家的操作,为处在死亡模式下的玩家提供更多的操作可能性,让他们不会马上退出游戏,通过有目的的观赏,部分抵消玩家学习期被击败后的挫败感,让玩家对游戏产生一定的忠诚度,同时增强游戏的易上手程度;对于高阶玩家来说,该模式可以满足他们“炫技”的需求,并且通过奖励,激发他们对游戏保持持续的兴趣,抵消该类玩家对游戏的厌倦感。
本公开还提供了一种游戏中的画面显示装置,通过执行游戏应用渲染生成图形用户界面,所述图形用户界面用于显示第一虚拟对象对应的第一游戏视角对应的游戏画面。参考图6所示,该游戏中的画面显示装置可以包括检测模块610、第一显示模块620以及第二显示模块630。其中:
检测模块610可以用于当检测到所述第一虚拟对象处于第一特定状态时,根据预设选择操作确定第二虚拟对象。
第一显示模块620可以用于获取所述第二虚拟对象对应的第二游戏视角,并在所述图形用户界面中显示所述第二游戏视角对应的游戏画面。
第二显示模块630可以用于在所述图形用户界面中显示与所述第二虚拟对象对应的控件操作画面;其中,所述控件操作画面中预设控件的操作指示信息与所述游戏画面中的所述第二虚拟角色的虚拟动作对应。
在本公开的一种示例性实施例中,所述第二虚拟对象为满足预设条件且处于第二特定状态的虚拟对象。
在本公开的一种示例性实施例中,所述画面显示装置还可以包括:
标记模块,可以用于在所述图形用户界面中,对所述第二虚拟对象对应的对象标识进行标记;其中,所述对象标识包括文字标识以及图像标识中的至少一种。
在本公开的一种示例性实施例中,所述游戏中的画面显示装置还可以包括:
画面截取模块,可以用于截取所述第二游戏视角对应的所述游戏画面,以及所述控件操作画面;
存储模块,可以用于当检测到所述游戏应用处于预设网络环境中时,对所述游戏画面以及所述控件操作画面进行存储。
在本公开的一种示例性实施例中,获取所述第二虚拟对象对应的第二游戏视角包括:
调用与所述第二虚拟对象对应的视角接口,并基于所述视角接口获取所述第二游戏视角。
在本公开的一种示例性实施例中,上述游戏中的画面显示装置还可以包括:
角色信息获取模块,可以用于获取与所述第一虚拟对象处于同一队列的其他虚拟对象的角色信息;
虚拟对象列表生成模块,可以用于根据所述角色信息生成一虚拟对象列表。
在本公开的一种示例性实施例中,根据预设选择操作确定第二虚拟对象,包括:
响应作用于所述虚拟对象列表的所述预设选择操作,确定所述虚拟对象列表中与所述预设选择操作对应的虚拟对象为所述第二虚拟对象。
在本公开的一种示例性实施例中,所述角色信息包括历史被选择次数和/或角色名称;
其中,根据所述角色信息生成一虚拟对象列表包括:
根据所述历史被选择次数的高低和/或所述角色名称中包括的第一个字符在字母排列表中的顺序,生成所述虚拟对象列表。
在本公开的一种示例性实施例中,根据所述历史被选择次数的高低,生成所述虚拟对象列表包括:
判断所述历史被选择次数是否大于预设阈值;
如果所述历史被选择次数大于预设阈值,则根据所述历史被选择次数的高低,生成所述虚拟对象列表。
上述游戏中的画面显示装置中各模块的具体细节已经在对应的游戏中的画面显示方法中进行了详细的描述,因此此处不再赘述。
应当注意,尽管在上文详细描述中提及了用于动作执行的设备的若干模块或者单元,但是这种划分并非强制性的。实际上,根据本公开的实施方式,上文描述的两个或更多模块或者单元的特征和功能可以在一个模块或者单元中具体化。反之,上文描述的一个模块或者单元的特征和功能可以进一步划分为由多个模块或者单元来具体化。
此外,尽管在附图中以特定顺序描述了本公开中方法的各个步骤,但是,这并非要求或者暗示必须按照该特定顺序来执行这些步骤,或是必须执行全部所示的步骤才能实现期望的结果。附加的或备选的,可以省略某些步骤,将多个步骤合并为一个步骤执行,以及/或者将一个步骤分解为多个步骤执行等。
通过以上的实施方式的描述,本领域的技术人员易于理解,这里描述的示例实施方式可以通过软件实现,也可以通过软件结合必要的硬件的方式来实现。因此,根据本公开实施方式的技术方案可以以软件产品的形式体现出来,该软件产品可以存储在一个非 易失性存储介质(可以是CD-ROM,U盘,移动硬盘等)中或网络上,包括若干指令以使得一台计算设备(可以是个人计算机、服务器、移动终端、或者网络设备等)执行根据本公开实施方式的方法。
在本公开的示例性实施例中,还提供了一种能够实现上述方法的电子设备。
所属技术领域的技术人员能够理解,本公开的各个方面可以实现为系统、方法或程序产品。因此,本公开的各个方面可以具体实现为以下形式,即:完全的硬件实施方式、完全的软件实施方式(包括固件、微代码等),或硬件和软件方面结合的实施方式,这里可以统称为“电路”、“模块”或“系统”。
下面参照图7来描述根据本公开的这种实施方式的电子设备700。图7显示的电子设备700仅仅是一个示例,不应对本公开实施例的功能和使用范围带来任何限制。
如图7所示,电子设备700以通用计算设备的形式表现。电子设备700的组件可以包括但不限于:上述至少一个处理单元710、上述至少一个存储单元720、连接不同系统组件(包括存储单元720和处理单元710)的总线730。
其中,所述存储单元存储有程序代码,所述程序代码可以被所述处理单元710执行,使得所述处理单元710执行本说明书上述“示例性方法”部分中描述的根据本公开各种示例性实施方式的步骤。例如,所述处理单元710可以执行如图1中所示的步骤S110:当检测到所述第一虚拟对象处于第一特定状态时,根据预设选择操作确定第二虚拟对象;步骤S120:获取所述第二虚拟对象对应的第二游戏视角,并在所述图形用户界面中显示所述第二游戏视角对应的游戏画面;步骤S130:在所述图形用户界面中显示与所述第二虚拟对象对应的控件操作画面;其中,所述控件操作画面中预设控件的操作指示信息与所述游戏画面中的所述第二虚拟角色的虚拟动作对应。
存储单元720可以包括易失性存储单元形式的可读介质,例如随机存取存储单元(RAM)7201和/或高速缓存存储单元7202,还可以进一步包括只读存储单元(ROM)7203。
存储单元720还可以包括具有一组(至少一个)程序模块7205的程序/实用工具7204,这样的程序模块7205包括但不限于:操作系统、一个或者多个应用程序、其它程序模块以及程序数据,这些示例中的每一个或某种组合中可能包括网络环境的实现。
总线730可以为表示几类总线结构中的一种或多种,包括存储单元总线或者存储单元控制器、外围总线、图形加速端口、处理单元或者使用多种总线结构中的任意总线结构的局域总线。
电子设备700也可以与一个或多个外部设备770(例如键盘、指向设备、蓝牙设备等)通信,还可与一个或者多个使得用户能与该电子设备700交互的设备通信,和/或与 使得该电子设备700能与一个或多个其它计算设备进行通信的任何设备(例如路由器、调制解调器等等)通信。这种通信可以通过输入/输出(I/O)接口750进行。并且,电子设备700还可以通过网络适配器760与一个或者多个网络(例如局域网(LAN),广域网(WAN)和/或公共网络,例如因特网)通信。如图所示,网络适配器760通过总线730与电子设备700的其它模块通信。应当明白,尽管图中未示出,可以结合电子设备700使用其它硬件和/或软件模块,包括但不限于:微代码、设备驱动器、冗余处理单元、外部磁盘驱动阵列、RAID系统、磁带驱动器以及数据备份存储系统等。
通过以上的实施方式的描述,本领域的技术人员易于理解,这里描述的示例实施方式可以通过软件实现,也可以通过软件结合必要的硬件的方式来实现。因此,根据本公开实施方式的技术方案可以以软件产品的形式体现出来,该软件产品可以存储在一个非易失性存储介质(可以是CD-ROM,U盘,移动硬盘等)中或网络上,包括若干指令以使得一台计算设备(可以是个人计算机、服务器、终端装置、或者网络设备等)执行根据本公开实施方式的方法。
在本公开的示例性实施例中,还提供了一种计算机可读存储介质,其上存储有能够实现本说明书上述方法的程序产品。在一些可能的实施方式中,本公开的各个方面还可以实现为一种程序产品的形式,其包括程序代码,当所述程序产品在终端设备上运行时,所述程序代码用于使所述终端设备执行本说明书上述“示例性方法”部分中描述的根据本公开各种示例性实施方式的步骤。
根据本公开的实施方式的用于实现上述方法的程序产品,可以采用便携式紧凑盘只读存储器(CD-ROM)并包括程序代码,并可以在终端设备,例如个人电脑上运行。然而,本公开的程序产品不限于此,在本文件中,可读存储介质可以是任何包含或存储程序的有形介质,该程序可以被指令执行系统、装置或者器件使用或者与其结合使用。
所述程序产品可以采用一个或多个可读介质的任意组合。可读介质可以是可读信号介质或者可读存储介质。可读存储介质例如可以为但不限于电、磁、光、电磁、红外线、或半导体的系统、装置或器件,或者任意以上的组合。可读存储介质的更具体的例子(非穷举的列表)包括:具有一个或多个导线的电连接、便携式盘、硬盘、随机存取存储器(RAM)、只读存储器(ROM)、可擦式可编程只读存储器(EPROM或闪存)、光纤、便携式紧凑盘只读存储器(CD-ROM)、光存储器件、磁存储器件、或者上述的任意合适的组合。
计算机可读信号介质可以包括在基带中或者作为载波一部分传播的数据信号,其中承载了可读程序代码。这种传播的数据信号可以采用多种形式,包括但不限于电磁信号、光信号或上述的任意合适的组合。可读信号介质还可以是可读存储介质以外的任何可读 介质,该可读介质可以发送、传播或者传输用于由指令执行系统、装置或者器件使用或者与其结合使用的程序。
可读介质上包含的程序代码可以用任何适当的介质传输,包括但不限于无线、有线、光缆、RF等等,或者上述的任意合适的组合。
可以以一种或多种程序设计语言的任意组合来编写用于执行本公开操作的程序代码,所述程序设计语言包括面向对象的程序设计语言—诸如Java、C++等,还包括常规的过程式程序设计语言—诸如“C”语言或类似的程序设计语言。程序代码可以完全地在用户计算设备上执行、部分地在用户设备上执行、作为一个独立的软件包执行、部分在用户计算设备上部分在远程计算设备上执行、或者完全在远程计算设备或服务器上执行。在涉及远程计算设备的情形中,远程计算设备可以通过任意种类的网络,包括局域网(LAN)或广域网(WAN),连接到用户计算设备,或者,可以连接到外部计算设备(例如利用因特网服务提供商来通过因特网连接)。
此外,上述附图仅是根据本公开示例性实施例的方法所包括的处理的示意性说明,而不是限制目的。易于理解,上述附图所示的处理并不表明或限制这些处理的时间顺序。另外,也易于理解,这些处理可以是例如在多个模块中同步或异步执行的。
本领域技术人员在考虑说明书及实践这里发明的发明后,将容易想到本公开的其他实施例。本申请旨在涵盖本公开的任何变型、用途或者适应性变化,这些变型、用途或者适应性变化遵循本公开的一般性原理并包括本公开未发明的本技术领域中的公知常识或惯用技术手段。说明书和实施例仅被视为示例性的,本公开的真正范围和精神由权利要求指出。

Claims (12)

  1. 一种游戏中的画面显示方法,其特征在于,通过执行游戏应用渲染生成图形用户界面,所述图形用户界面用于显示第一虚拟对象对应的第一游戏视角对应的游戏画面,所述画面显示方法包括:
    当检测到所述第一虚拟对象处于第一特定状态时,根据预设选择操作确定第二虚拟对象;
    获取所述第二虚拟对象对应的第二游戏视角,并在所述图形用户界面中显示所述第二游戏视角对应的游戏画面;
    在所述图形用户界面中显示与所述第二虚拟对象对应的控件操作画面;其中,所述控件操作画面中预设控件的操作指示信息与所述游戏画面中的所述第二虚拟角色的虚拟动作对应。
  2. 根据权利要求1所述的游戏中的画面显示方法,其特征在于,所述第二虚拟对象为满足预设条件且处于第二特定状态的虚拟对象。
  3. 根据权利要求1所述的游戏中的画面显示方法,其特征在于,在所述图形用户界面中显示所述第二游戏视角对应的游戏画面之后,所述画面显示方法还包括:
    在所述图形用户界面中,对所述第二虚拟对象对应的对象标识进行标记;
    其中,所述对象标识包括文字标识以及图像标识中的至少一种。
  4. 根据权利要求1所述的游戏中的画面显示方法,其特征在于,在获取所述第二虚拟对象对应的第二游戏视角之后,所述游戏中的画面显示方法还包括:
    截取所述第二游戏视角对应的所述游戏画面,以及所述控件操作画面;
    当检测到所述游戏应用处于预设网络环境中时,对所述游戏画面以及所述控件操作画面进行存储。
  5. 根据权利要求1所述的画面显示方法,其特征在于,获取所述第二虚拟对象对应的第二游戏视角包括:
    调用与所述第二虚拟对象对应的视角接口,并基于所述视角接口获取所述第二游戏视角。
  6. 根据权利要求1所述的画面显示方法,其特征在于,在根据预设选择操作确定第二虚拟对象之前,所述画面显示方法还包括:
    获取与所述第一虚拟对象处于同一队列的其他虚拟对象的角色信息;
    根据所述角色信息生成虚拟对象列表。
  7. 根据权利要求6所述的画面显示方法,其特征在于,根据预设选择操作确 定第二虚拟对象,包括:
    响应作用于所述虚拟对象列表的所述预设选择操作,确定所述虚拟对象列表中与所述预设选择操作对应的虚拟对象为所述第二虚拟对象。
  8. 根据权利要求6所述的画面显示方法,其特征在于,所述角色信息包括历史被选择次数和/或角色名称;
    其中,根据所述角色信息生成一虚拟对象列表包括:
    根据所述历史被选择次数的高低和/或所述角色名称中包括的第一个字符在字母排列表中的顺序,生成所述虚拟对象列表。
  9. 根据所述权利要求8所述的画面显示方法,其特征在于,根据所述历史被选择次数的高低,生成所述虚拟对象列表包括:
    判断所述历史被选择次数是否大于预设阈值;
    如果所述历史被选择次数大于预设阈值,则根据所述历史被选择次数的高低,生成所述虚拟对象列表。
  10. 一种游戏中的画面显示装置,其特征在于,通过执行游戏应用渲染生成图形用户界面,所述图形用户界面用于显示第一虚拟对象对应的第一游戏视角对应的游戏画面,所述画面显示装置包括:
    检测模块,用于当检测到所述第一虚拟对象处于第一特定状态时,根据预设选择操作确定第二虚拟对象;
    第一显示模块,用于获取所述第二虚拟对象对应的第二游戏视角,并在所述图形用户界面中显示所述第二游戏视角对应的游戏画面;
    第二显示模块,用于在所述图形用户界面中显示与所述第二虚拟对象对应的控件操作画面;其中,所述控件操作画面中预设控件的操作指示信息与所述游戏画面中的所述第二虚拟角色的虚拟动作对应。
  11. 一种计算机可读存储介质,其上存储有计算机程序,其特征在于,所述计算机程序被处理器执行时实现权利要求1-9任一项所述的画面显示方法。
  12. 一种电子设备,其特征在于,包括:
    处理器;以及
    存储器,用于存储所述处理器的可执行指令;
    其中,所述处理器配置为经由执行所述可执行指令来执行权利要求1-9任一项所述的画面显示方法。
PCT/CN2019/118750 2019-05-30 2019-11-15 游戏中的画面显示方法及装置、存储介质、电子设备 WO2020238067A1 (zh)

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