WO2022100324A1 - 虚拟场景的显示方法、装置、终端及存储介质 - Google Patents
虚拟场景的显示方法、装置、终端及存储介质 Download PDFInfo
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Definitions
- the present application relates to the field of multimedia technologies, and in particular, to a method, device, terminal and storage medium for displaying a virtual scene.
- MOBA Multiplayer Online Battle Arena, Multiplayer Online Battle Arena
- MOBA Multiplayer Online Battle Arena
- MOBA games running on terminals have gradually become an extremely important type of terminal games.
- the virtual objects belonging to the second camp will appear at the lower left of the screen, and the operation controls on the terminal screen will block the user's lower left field of view, thereby affecting the user game experience.
- Embodiments of the present application provide a method, device, terminal, and storage medium for displaying a virtual scene, by displaying a controlled virtual object at a position shifted to the upper right from the center of the terminal screen, so that the operation controls on the terminal screen do not
- the technical solution is as follows:
- a method for displaying a virtual scene which is executed by a terminal, and the method includes:
- the virtual scene image including a controlled virtual object in the virtual scene, and the controlled virtual object is a virtual object controlled by the current terminal;
- the controlled virtual object belongs to the first camp
- the controlled virtual object is displayed on the target position of the terminal screen
- the first camp is the camp located at the upper right of the virtual scene
- the target position It is offset to the upper right relative to the center position of the terminal screen.
- a device for displaying a virtual scene comprising:
- a first display module configured to display a virtual scene image on the screen of the terminal, where the virtual scene image includes a controlled virtual object in the virtual scene, and the controlled virtual object is a virtual object controlled by the current terminal;
- the second display module is configured to display the controlled virtual object on the target position of the terminal screen when the controlled virtual object belongs to the first camp, and the first camp is located in the virtual scene For the camp on the upper right, the target position is offset to the upper right with respect to the center position of the terminal screen.
- a terminal in one aspect, includes a processor and a memory, and the memory is used to store at least one piece of computer program, and the at least one piece of computer program is loaded and executed by the processor to realize the following steps:
- the virtual scene image including a controlled virtual object in the virtual scene, and the controlled virtual object is a virtual object controlled by the current terminal;
- the controlled virtual object belongs to the first camp
- the controlled virtual object is displayed on the target position of the terminal screen
- the first camp is the camp located at the upper right of the virtual scene
- the target position It is offset to the upper right relative to the center position of the terminal screen.
- a computer-readable storage medium is provided, and at least one section of computer program is stored in the computer-readable storage medium, and the at least one section of computer program is loaded and executed by a processor to realize the following steps:
- the virtual scene image including a controlled virtual object in the virtual scene, and the controlled virtual object is a virtual object controlled by the current terminal;
- the controlled virtual object belongs to the first camp
- the controlled virtual object is displayed on the target position of the terminal screen
- the first camp is the camp located at the upper right of the virtual scene
- the target position It is offset to the upper right relative to the center position of the terminal screen.
- a computer program product or computer program comprising computer program code stored in a computer readable storage medium.
- the processor of the terminal reads the computer program code from the computer-readable storage medium, and the processor executes the computer program code, so that the terminal performs the following steps:
- the virtual scene image including a controlled virtual object in the virtual scene, and the controlled virtual object is a virtual object controlled by the current terminal;
- the controlled virtual object belongs to the first camp
- the controlled virtual object is displayed on the target position of the terminal screen
- the first camp is the camp located at the upper right of the virtual scene
- the target position It is offset to the upper right relative to the center position of the terminal screen.
- FIG. 1 is a schematic diagram of an implementation environment of a method for displaying a virtual scene provided according to an embodiment of the present application
- FIG. 2 is a flowchart of a method for displaying a virtual scene according to an embodiment of the present application
- FIG. 3 is a flowchart of another method for displaying a virtual scene provided according to an embodiment of the present application.
- FIG. 4 is a schematic diagram of a game interface provided according to an embodiment of the present application.
- FIG. 5 is a schematic diagram of determining a scene location according to an embodiment of the present application.
- FIG. 6 is a schematic diagram of a mobile camera lens provided according to an embodiment of the present application.
- FIG. 7 is a schematic diagram of a game interface provided according to an embodiment of the present application.
- FIG. 8 is a flowchart of another method for displaying a virtual scene provided according to an embodiment of the present application.
- Fig. 9 is a kind of effect comparison diagram provided according to the embodiment of the present application.
- FIG. 10 is a block diagram of a display device for a virtual scene provided according to an embodiment of the present application.
- FIG. 11 is a structural block diagram of a terminal provided according to an embodiment of the present application.
- the term "at least one" refers to one or more, and the meaning of "plurality” refers to two or more.
- a plurality of virtual objects refers to two or more virtual objects.
- Virtual scene is the virtual scene displayed (or provided) when the application is running on the terminal.
- the virtual scene is a simulated environment of the real world, or a semi-simulated and semi-fictional virtual environment, or a purely fictional virtual environment.
- the virtual scene is any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene, and the embodiment of the present application does not limit the dimension of the virtual scene.
- the virtual scene includes sky, land, ocean, etc.
- the land includes environmental elements such as desert and city, and the end user can control the virtual object to move in the virtual scene.
- the virtual scene can also be used for a virtual scene battle between at least two virtual objects, in which virtual scene has virtual resources available to the at least two virtual objects.
- the virtual scene includes two symmetrical areas, and virtual objects belonging to two hostile factions occupy one of the areas respectively, and take destroying the target building/stronghold/base/crystal deep in the opposing area as the victory goal , wherein the symmetrical areas are such as the lower left area and the upper right area, and another example is the left middle area and the right middle area.
- the initial position of one faction in the MOBA game that is, the birth position of the virtual objects belonging to the faction, is at the lower left of the virtual scene, and the initial position of the other faction is at the upper right of the virtual scene.
- Virtual object refers to the movable object in the virtual scene.
- the movable objects are virtual characters, virtual animals, cartoon characters, etc., such as characters, animals, plants, oil barrels, walls, stones, etc. displayed in the virtual scene.
- the virtual object can be a virtual avatar representing the user in the virtual scene.
- the virtual scene can include multiple virtual objects, and each virtual object has its own shape and volume in the virtual scene and occupies a part of the space in the virtual scene.
- the virtual object when the virtual scene is a three-dimensional virtual scene, the virtual object can be a three-dimensional three-dimensional model, and the three-dimensional three-dimensional model can be a three-dimensional character constructed based on three-dimensional human skeleton technology.
- the same virtual object can wear different skins. to show a different appearance.
- the virtual object can also be implemented by using a 2.5-dimensional or 2-dimensional model, which is not limited in this embodiment of the present application.
- the virtual object is a user character controlled by an operation on the client, or an artificial intelligence (Artificial Intelligence, AI) set in the virtual scene battle through training, or set in the virtual scene interaction
- AI Artificial Intelligence
- the non-user character Non-Player Character, NPC
- the virtual object is an adversarial interaction avatar in a virtual scene.
- the number of virtual objects participating in the interaction in the virtual scene can be preset or dynamically determined according to the number of clients participating in the interaction.
- MOBA Multiplayer Online Battle Arena, Multiplayer Online Battle Arena
- It is a game that provides several strongholds in a virtual scene, and users in different camps control virtual objects to fight in the virtual scene, occupying strongholds or destroying enemy camp strongholds .
- a MOBA game may divide users into at least two rival camps, and different virtual teams belonging to the at least two rival camps occupy their respective map areas, and compete with a certain victory condition as the goal.
- the victory conditions include, but are not limited to: occupying a stronghold or destroying a stronghold of the enemy camp, killing the virtual objects of the enemy camp, ensuring one's own survival within a specified scene and time, snatching a certain resource, and exceeding the opponent's interactive score within a specified time.
- a mobile MOBA game can divide the user into two rival camps, and disperse the virtual objects controlled by the user in the virtual scene to compete with each other, and destroy or occupy all the enemy's strongholds as a victory condition.
- each virtual team includes one or more virtual objects, such as 1, 2, 3 or 5, and the tactical competition is divided into 1V1 according to the number of virtual objects in each team participating in the tactical competition Competitive competition, 2V2 competition competition, 3V3 competition competition, 5V5 competition competition, etc.
- 1V1 refers to the meaning of "1 to 1", which will not be repeated here.
- the MOBA game is played in rounds (or rounds), and the map of each round of tactical competition is the same or different.
- the duration of a MOBA game is from the moment the game starts to the moment the victory conditions are met.
- users can control virtual objects to release skills to fight with other virtual objects.
- the skill types of this skill include attacking skills, defense skills, healing skills, auxiliary skills, beheading skills, etc.
- Each virtual object has They have one or more fixed skills, and different virtual objects usually have different skills, and different skills can produce different effects. For example, if a virtual object releases an attack skill and hits a hostile virtual object, it will cause a certain amount of damage to the hostile virtual object, which usually means deducting part of the virtual health of the hostile virtual object.
- the virtual object releases a healing skill and hits Friendly virtual object, then it will have a certain amount of treatment on the friendly virtual object, usually in the form of restoring part of the virtual health of the friendly virtual object, and other types of skills can produce corresponding effects, and I will not enumerate them one by one here. .
- the virtual scene is rotated centrally, so that the first camp is located at the lower left of the virtual scene, and the user belonging to the second camp is located.
- the virtual object appears at the upper right of the screen, and the user's gaming experience is improved because the operation controls do not block the view at the upper right.
- the problem in the related art is that since the virtual scene of the MOBA game is not completely symmetrical, such as the virtual resources included in the upper half and the lower half are different, the center rotation of the virtual scene will lead to users who control the virtual objects belonging to the first camp, Errors in judging where you are, so as to execute wrong decisions, resulting in inefficient human-computer interaction.
- FIG. 1 is a schematic diagram of an implementation environment of a method for displaying a virtual scene according to an embodiment of the present application.
- the implementation environment includes a terminal 101 and a server 102 .
- the terminal 101 and the server 102 can be directly or indirectly connected through wired or wireless communication, which is not limited in this application.
- the terminal 101 is a smart phone, a tablet computer, a notebook computer, a desktop computer, a smart watch, etc., but is not limited thereto.
- the terminal 101 has an application program supporting virtual scenes installed and running.
- the application is a first-person shooter (First-Person Shooting game, FPS), third-person shooter, Multiplayer Online Battle Arena games (MOBA), virtual reality application, 3D map program, military simulation Either a procedural or a multiplayer shootout survival game.
- FPS First-Person Shooting game
- MOBA Multiplayer Online Battle Arena games
- 3D map program 3D map program
- military simulation Either a procedural or a multiplayer shootout survival game.
- the terminal 101 is a terminal used by a user, and the user uses the terminal 101 to operate virtual objects located in a virtual scene to perform activities, including but not limited to: adjusting body posture, crawling, walking, running, cycling, and jumping , at least one of driving, picking up, shooting, attacking, and throwing.
- the virtual object is a virtual character, such as a humanoid character or an anime character.
- the server 102 is an independent physical server, or can be a server cluster or a distributed system composed of multiple physical servers, or can provide cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network Cloud servers for basic cloud computing services such as services, cloud communications, middleware services, domain name services, security services, CDN (Content Delivery Network), and big data and artificial intelligence platforms.
- the server 102 is used to provide background services for applications supporting virtual scenes.
- the server 102 undertakes the main computing work, and the terminal 101 undertakes the secondary computing work; or, the server 102 undertakes the secondary computing work, and the terminal 101 undertakes the main computing work; Distributed computing architecture for collaborative computing.
- the virtual object controlled by the terminal 101 (hereinafter referred to as the controlled virtual object) and the virtual objects controlled by other terminals 101 (hereinafter referred to as other virtual objects) are in the same virtual scene, and at this time the controlled virtual object is in the same virtual scene.
- the controlled virtual object and other virtual objects are in a hostile relationship.
- the controlled virtual object and other virtual objects belong to different teams and organizations, and the virtual objects in the hostile relationship are carried out by releasing skills from each other.
- the controlled virtual object and other virtual objects are teammates.
- the target avatar and other avatars may belong to the same team, the same organization, have a friend relationship or have temporary communication rights. In this case, the controlled virtual object releases healing skills to other virtual objects.
- the number of the above-mentioned terminals may be more or less.
- the above-mentioned terminal is only one, or the above-mentioned terminal is dozens or hundreds, or more.
- the embodiments of the present application do not limit the number of terminals and device types.
- the aforementioned wireless or wired networks use standard communication techniques and/or protocols.
- the network is usually the Internet, but can be any network, including but not limited to Local Area Network (LAN), Metropolitan Area Network (MAN), Wide Area Network (WAN), mobile, wired or wireless Any combination of network, private network, or virtual private network.
- data exchanged over a network is represented using technologies and/or formats including Hyper Text Mark-up Language (HTML), Extensible Markup Language (XML), and the like.
- HTTP Hyper Text Mark-up Language
- XML Extensible Markup Language
- it can also use services such as Secure Socket Layer (SSL), Transport Layer Security (TLS), Virtual Private Network (VPN), Internet Protocol Security (IPsec) and other conventional encryption techniques to encrypt all or some of the links.
- custom and/or dedicated data communication techniques can also be used in place of or in addition to the data communication techniques described above.
- Fig. 2 is a flowchart of a method for displaying a virtual scene provided according to an embodiment of the present application. As shown in Fig. 2 , in the embodiment of the present application, execution by a terminal is used as an example for description.
- the display method of the virtual scene includes the following steps:
- the terminal displays a virtual scene image on the terminal screen, where the virtual scene image includes a controlled virtual object in the virtual scene, and the controlled virtual object is a virtual object currently controlled by the terminal.
- the terminal can display a virtual scene image on the terminal screen, the virtual scene image is obtained by shooting the virtual scene by the virtual camera through the camera lens, and the position where the camera lens of the virtual camera is projected in the virtual scene is the The center position of the virtual scene image.
- the position of the controlled virtual object in the virtual scene is the center position of the virtual scene image.
- the camera lens also moves, and the virtual scene image displayed on the terminal screen changes with the movement of the virtual scene. change.
- the virtual scene includes two symmetrical areas.
- the virtual objects belonging to the two hostile factions occupy one area respectively, and destroy the target building/stronghold/base/crystal deep in the opposing area as the victory goal.
- the symmetrical For example, the area is the lower left area and the upper right area, or the middle left area and the middle right area, etc.
- the camp located in the upper right area is the first camp
- the camp located in the lower left area is the second camp.
- the terminal displays the controlled virtual object on the target position of the terminal screen, where the first camp is the camp located at the upper right of the virtual scene, and the target position is relative to the target position of the virtual scene.
- the center of the terminal screen is shifted to the upper right.
- the initial position of the controlled virtual object of the first camp is at the upper right of the virtual scene, that is, the controlled virtual object is born at the upper right of the virtual scene, and correspondingly, it is in a different camp from the controlled virtual object
- the other virtual objects of have a high probability of appearing at the lower left of the controlled virtual object, among them, other virtual objects in different camps with the controlled virtual object, that is, virtual objects hostile to the controlled virtual object.
- the terminal determines that the controlled virtual object belongs to the first camp, it controls the controlled virtual object to be displayed at the target position of the terminal screen, that is, the position shifted to the upper right relative to the center position, which can increase the controlled virtual object. Bottom left field of view.
- a method for displaying a virtual scene is provided.
- the controlled virtual object belongs to the first camp located at the upper right of the virtual scene
- the controlled virtual object is displayed at a position shifted to the upper right from the center of the terminal screen.
- Controlling virtual objects not only prevents the operation controls on the terminal screen from blocking the user's lower left field of view, but also prevents the user from erroneously judging his position, which improves the efficiency of human-computer interaction and enhances the user's gaming experience.
- FIG. 2 above shows the main flow of the method for displaying a virtual scene, which will be further described below based on an application scenario.
- the display method of the virtual scene is applied to the MOBA game, the virtual scene is a virtual scene of the MOBA game, and the virtual scene includes two symmetrical areas: the lower left area and the upper right area. Among them, the first camp is located in the upper right area, the second camp is located in the lower left area, the first camp and the second camp are hostile camps.
- the terminal can display the controlled virtual object at different positions of the terminal screen according to the faction to which the controlled virtual object belongs. See Figure 3.
- FIG. 3 is a flowchart of another method for displaying a virtual scene provided according to an embodiment of the present application. As shown in FIG. 3 , the method for displaying a virtual scene includes the following steps:
- the terminal displays a virtual scene image on the terminal screen, where the virtual scene image includes a controlled virtual object in the virtual scene, and the controlled virtual object is a virtual object currently controlled by the terminal.
- the user starts the MOBA game program through the terminal, and the terminal displays the virtual scene image of the MOBA game on the terminal screen, and the virtual scene image includes the virtual object controlled by the user through the terminal, that is, the controlled The virtual object, the controlled virtual object belongs to the first camp or the second camp, wherein the camp to which the controlled virtual object belongs is randomly assigned by the server.
- the controlled virtual object corresponds to a virtual camera
- the virtual camera can obtain the above-mentioned virtual scene image displayed on the terminal screen by photographing the virtual scene.
- the projected position of the camera lens of the virtual camera in the virtual scene coincides with the position of the controlled virtual object, and the projected position of the camera lens of the virtual camera in the virtual scene is also the center of the virtual scene image captured by the virtual camera. Location.
- the controlled virtual object is displayed at the center of the virtual scene image.
- the relative position of the camera lens and the controlled virtual object is fixed, and when the controlled virtual object moves, the camera lens also moves.
- the terminal can determine the camp to which the controlled virtual object belongs by using the camp identifier of the controlled virtual object. If the camp identifier indicates that the charged virtual object belongs to the first camp, the terminal loads the charged virtual object at the initial position of the first camp; if the camp identifier indicates that the charged virtual object belongs to the second camp, the terminal loads the controlled virtual object at the initial position of the second camp The controlled virtual object is loaded from the location, wherein the camp identifier of the controlled virtual object is delivered by the server to the terminal.
- the initial position of the camp in game terms, is the position of the spring where the virtual object was born and resurrected.
- the user can restore virtual health, restore virtual magic value, and purchase virtual props for the controlled virtual object at this initial position.
- the controlled virtual object belongs to the first camp, the controlled virtual object starts from the upper right of the virtual scene and attacks the lower left area of the virtual scene until the victory goal is achieved. At this time, the virtual object of the hostile camp usually appears at the lower left of the controlled virtual object, so the information of the virtual scene displayed at the lower left of the controlled virtual object has high value to the user. Similarly, if the controlled virtual object belongs to the second camp, the information of the virtual scene displayed on the upper right side of the controlled virtual object has high value to the user. However, since the game interface displayed on the terminal screen is superimposed with operation controls on the virtual scene image, the virtual scene displayed at the lower left of the controlled virtual object will be obscured.
- FIG. 4 is a schematic diagram of a game interface provided according to an embodiment of the present application.
- the game interface is displayed on a terminal screen, and the game interface includes various operation controls superimposed on a virtual scene image, such as Map controls, signal controls, movement controls, skill controls, and more.
- Map controls such as Map controls, signal controls, movement controls, skill controls, and more.
- the virtual scene displayed on the lower left of the controlled virtual object will be blocked.
- the terminal can perform steps 302 to 304 to adjust the displayed position of the controlled virtual object on the terminal screen. If the controlled virtual object belongs to the second camp, since the virtual scene displayed on the upper right side of the controlled virtual object is not blocked, the terminal executes step 305 to display the controlled virtual object at the center of the terminal screen.
- the terminal obtains the target offset and the first scene position of the controlled virtual object in the virtual scene, and the target offset is used to adjust the controlled virtual object.
- the terminal when the controlled virtual object belongs to the first camp, the terminal can obtain the first scene position where the controlled virtual object is currently located in the virtual scene, and the target offset.
- the virtual scene is a three-dimensional scene
- the scene position in the virtual scene is represented by three-dimensional coordinates (x, y, z)
- the target offset is an offset in the form of a vector.
- the upper right area where the first camp is located can be divided into multiple scene areas, and the offsets corresponding to each scene area are the same or different.
- the terminal determines the target offset according to the scene area where the controlled virtual object is located.
- this step is: in the case that the controlled virtual object belongs to the first camp, the terminal acquires the first scene position of the controlled virtual object in the virtual scene.
- the terminal obtains a target offset according to the scene area to which the first scene position belongs, where the target offset is an offset corresponding to the scene area.
- the offset corresponding to each scene area changes accordingly.
- the upper right area is divided into the top lane area, the middle lane area, the bottom lane area and the highland area.
- the virtual objects of the hostile camp cannot appear from the upper side of the controlled virtual object, but there is a high probability
- the left and lower sides of the controlled virtual object appear, with a smaller probability of appearing from the right side of the controlled virtual object. Therefore, the target offset will be displayed at the position of the controlled virtual object, and the offset to the upper right is relatively large.
- the virtual objects of the enemy camp cannot appear from the lower side of the controlled virtual object, but will appear from the left and upper sides of the controlled virtual object with a high probability, and appear from the right side of the controlled virtual object with a small probability .
- the target offset will be displayed at the position of the controlled virtual object, and the offset to the upper right is small.
- the virtual object of the enemy camp has a high probability of appearing from the left, upper and lower vertical lines of the virtual object, and a small probability of appearing from the right side of the controlled virtual object. Therefore, the target offset will be controlled by the position where the virtual object is displayed, and the offset to the upper right is moderate.
- the virtual objects of the hostile camp will basically not appear in the highland area, so the terminal can not display the controlled virtual objects in the highland area first. position to adjust.
- a defense tower in any one lane area is destroyed, it will affect the adjacent lane area.
- the probability of appearing on the upper side is increased, and the terminal can adjust the offset corresponding to the middle road area accordingly, so as to display more scenes on the upper side of the controlled virtual object.
- the terminal adjusts the offset corresponding to the highland area.
- the terminal can also determine the target offset according to the scene position of the virtual object of the hostile camp near the controlled virtual object.
- this step is: in the case that the controlled virtual object belongs to the first camp, the terminal acquires the first scene position of the controlled virtual object in the virtual scene. The terminal acquires the third scene position of the target virtual object that satisfies the target condition, and the target virtual object belongs to the second camp. The terminal determines the target offset according to the first scene position and the third scene position.
- the above-mentioned target condition includes at least one of the following: the distance to the controlled virtual object is less than the first distance, the virtual life value is less than or equal to the life threshold, or the controlled virtual object has suffered the latest attack .
- the embodiments of the present application do not limit the target conditions.
- the terminal when there is a target virtual object whose distance from the controlled virtual object is less than the first distance, the terminal can move the camera lens to the controlled virtual object according to the target offset determined by the first scene position and the third scene position.
- the position between the virtual object and the target virtual object ensures that the user can completely view the confrontation between the controlled virtual object and the target virtual object.
- the terminal can move the camera lens to the distance between the controlled virtual object and the target virtual object according to the target offset determined by the first scene position and the third scene position. The user can view the target virtual object with lower virtual life value, so as to control the controlled virtual object to attack the target virtual object.
- the terminal can move the camera lens to the controlled virtual object and the target according to the target offset determined by the first scene position and the third scene position. The position between the virtual objects to ensure that the user can focus on the confrontation with the target virtual object.
- the terminal can select the target virtual object centered on the first scene position.
- the terminal first acquires at least one virtual object belonging to the second camp within a target range centered on the first scene position, and the diameter of the target range is the second distance.
- the terminal selects a virtual object that satisfies the above target condition from at least one virtual object, and determines it as the target virtual object.
- the terminal acquires the third scene position of the target virtual object.
- the terminal can determine the target virtual object in real time according to the above method, and when there are multiple virtual objects satisfying the target condition, the terminal can also determine the target virtual object according to the user's selection operation.
- the first distance is the attack distance of the controlled virtual object
- the terminal determines the virtual object of the hostile camp within the attack range of the controlled virtual object as the target virtual object.
- the terminal will determine the virtual object of the hostile camp closest to the controlled virtual object as the target virtual object;
- the virtual object of the hostile faction with the threshold of health value is determined as the target virtual object; or the virtual object of the hostile faction with the least virtual life value is determined as the target virtual object; or the hostile faction that has endured the latest attack of the charged virtual object is determined as the target virtual object
- the virtual object is determined as the target virtual object.
- the terminal will be located within the field of vision of the controlled virtual object but outside the attack range of the hostile faction.
- the virtual object is determined as the target virtual object.
- the terminal determines the second scene position according to the target offset and the first scene position.
- the terminal can determine the sum of the target offset and the first scene position as the second scene position.
- the terminal takes the first scene position as the origin, establishes a rectangular coordinate system, and then determines the second scene position according to the target offset in the form of a vector.
- FIG. 5 is a schematic diagram of determining a scene position according to an embodiment of the present application.
- the scene position corresponding to the camera lens in the virtual scene is A, which coincides with the position of the first scene.
- the position is O(0,0,0) and the target offset is (x1,0,z1).
- the second scene position that is, the scene position corresponding to the moved camera lens in the virtual scene, is determined by formula (1).
- f(A) represents the second scene position
- f(A) represents the vector between the scene position corresponding to the camera lens in the virtual scene and the first scene position
- the terminal moves the camera lens to move the lens projection point to the second scene position, and the controlled virtual object is displayed at the target position on the terminal screen, and the camera lens is used to shoot the virtual scene to obtain
- the lens projection point is the scene position corresponding to the camera lens in the virtual scene
- the target position is offset to the upper right relative to the center position of the terminal screen.
- the terminal can change the scene position corresponding to the camera lens in the virtual scene, that is, the lens projection point, by moving the camera lens. After obtaining the second scene position, the terminal can move the camera lens, so that the lens projection point of the moved camera lens coincides with the second scene position. Afterwards, the controlled virtual object is displayed at a target position at the upper right of the center position of the terminal screen.
- the terminal when controlling the movement of the camera lens, can obtain lens attribute information, where the lens attribute information is used to indicate at least one of the moving speed and the moving mode of the camera lens, and the terminal moves the camera according to the lens attribute information. lens.
- FIG. 6 is a schematic diagram of a moving camera lens provided according to an embodiment of the present application.
- O' represents the current position of the camera lens
- A represents the first scene position of the controlled virtual object.
- the projection position corresponding to the camera lens in the virtual scene coincides with the position of the first scene, that is, at the center position of the virtual scene image captured by the camera lens.
- the terminal controls the camera lens to move from O' to the position where P' is located, so that the position of the controlled virtual object in the virtual scene image changes and becomes a position shifted to the upper right compared to the central position.
- the terminal when the controlled virtual object belongs to the first camp, the terminal obtains a target distance, where the target distance is the distance between the scene position where the controlled virtual object is currently located and the initial position corresponding to the first camp .
- the terminal displays the controlled virtual object at the target position on the terminal screen.
- the terminal in the case that the controlled virtual object belongs to the first camp, the terminal obtains a target duration, and the target duration is the generated duration of the controlled virtual object; then, in response to the target duration being greater than the duration threshold, The terminal displays the controlled virtual object on the target position of the terminal screen.
- the terminal controls the controlled virtual object to be displayed at the center position of the terminal screen, where the second camp is the camp located at the lower left of the virtual scene.
- the terminal can display the controlled virtual object at the center of the screen of the terminal.
- the terminal can also adjust the position where the controlled virtual object is displayed on the terminal screen according to the scene position of the controlled virtual object in the virtual scene. For example, when the controlled virtual object is in the on-road area and the off-road area, the controlled virtual object is displayed at a position to the left of the center of the terminal screen, which is not limited in this embodiment of the present application.
- FIG. 7 is a schematic diagram of a game interface provided according to an embodiment of the present application.
- 701 is a schematic diagram of the judgment logic of the terminal.
- the terminal judges which side the user belongs to. If the user belongs to the blue side, the controlled virtual object controlled by the user belongs to the second camp, and the controlled virtual object is born.
- the terminal displays the controlled virtual object in the center of the terminal screen; if the user belongs to the red square, the controlled virtual object controlled by the user belongs to the first camp, and the controlled virtual object is born in the virtual scene
- the initial position at the upper right the terminal displays the virtual object to be controlled at a position at the upper right compared to the center position of the terminal screen.
- 702 indicates that the controlled virtual object belongs to the second camp, and the terminal controls the controlled virtual object to be displayed at the center of the terminal screen at this time.
- 703 indicates that the controlled virtual object belongs to the first camp, and at this time, the terminal controls the controlled virtual object to be displayed at a position at the upper right of the center position.
- the terminal can also control the movement of the camera lens according to the user's lens drag operation, and then determine the offset set by the user through the above operation according to the user's lens lock operation, and then keep the offset on the terminal screen.
- the controlled virtual object is displayed on the camera until the user unlocks the lens.
- FIG. 8 is a flowchart of another method for displaying a virtual scene according to an embodiment of the present application.
- the game includes the following steps after starting: 801.
- the terminal sets the scene position O of the lens projection point of the camera lens to coincide with the scene position A where the controlled virtual object was born, and the position coordinates are expressed as AO.
- the terminal determines whether the controlled virtual object belongs to the red side or the blue side. 803.
- the terminal sets the offset OP to be (0,0,0,). 804. If it belongs to the red party, the terminal sets the offset OP to be (x1, 0, z1). 805. The terminal calculates the adjusted position F(A) of the lens projection point. 806. Move the camera lens so that the lens projection point of the moved camera lens is located at F(A).
- red side is equivalent to the first camp
- blue side is equivalent to the second camp
- FIG. 9 is an effect comparison diagram provided according to the embodiment of the present application.
- 901 indicates that when the virtual scene display method provided by the embodiment of the present application is not adopted, the controlled virtual object is displayed at the center of the terminal screen, and most of the virtual scene at the lower left of the controlled virtual object is displayed by the finger block, as indicated by the dotted box.
- the controlled virtual object is displayed at a position shifted to the upper right relative to the center position of the terminal screen, and at this time, the number of virtual scenes displayed at the lower left of the controlled virtual object increases.
- the user can discover the virtual objects of the hostile faction in time, which brings a better game experience to the user.
- a method for displaying a virtual scene is provided.
- the controlled virtual object belongs to the first camp located at the upper right of the virtual scene
- the controlled virtual object is displayed at a position shifted to the upper right from the center of the terminal screen.
- Controlling virtual objects not only prevents the operation controls on the terminal screen from blocking the user's lower left field of view, but also prevents the user from erroneously judging his position, which improves the efficiency of human-computer interaction and enhances the user's gaming experience.
- FIG. 10 is a block diagram of an apparatus for displaying a virtual scene according to an embodiment of the present application.
- the apparatus is used to execute the steps in the execution of the above-mentioned virtual scene display method.
- the apparatus includes: a first display module 1001 and a second display module 1002 .
- the first display module 1001 is configured to display a virtual scene image on the terminal screen, where the virtual scene image includes a controlled virtual object in the virtual scene, and the controlled virtual object is a virtual object currently controlled by the terminal.
- the second display module 1002 is configured to display the controlled virtual object on the target position of the terminal screen when the controlled virtual object belongs to the first camp, and the first camp is the camp located at the upper right of the virtual scene,
- the target position is offset to the upper right with respect to the center position of the terminal screen.
- the second display module 1002 includes:
- a position acquisition unit configured to acquire a target offset and the first scene position of the controlled virtual object in the virtual scene when the controlled virtual object belongs to the first camp, the target offset is used to adjust The displayed position of the controlled virtual object on the terminal screen.
- a position determination unit configured to determine the second scene position according to the target offset and the first scene position.
- a lens control unit for moving the camera lens so that the lens projection point is moved to the second scene position, and the controlled virtual object is displayed at the target position on the terminal screen, and the camera lens is used for shooting the virtual scene , so as to obtain the virtual scene image displayed on the screen of the terminal, and the lens projection point is the scene position corresponding to the camera lens in the virtual scene.
- the position obtaining unit is configured to obtain the first scene position of the controlled virtual object in the virtual scene when the controlled virtual object belongs to the first camp.
- the target offset is obtained according to the scene area to which the first scene position belongs, and the target offset is the offset corresponding to the scene area.
- the location acquisition unit includes:
- the first position obtaining subunit is used for obtaining the first scene position of the controlled virtual object in the virtual scene when the controlled virtual object belongs to the first camp.
- the second position obtaining subunit is used for obtaining the third scene position of the target virtual object that satisfies the target condition, and the target virtual object belongs to the second camp.
- the offset determination subunit is configured to determine the target offset according to the first scene position and the third scene position.
- the target condition includes at least one of the following:
- the distance from the controlled virtual object is smaller than the first distance.
- Virtual health is less than or equal to the health threshold.
- the second position obtaining subunit is configured to obtain at least one virtual object belonging to the second camp within a target range centered on the first scene position.
- a virtual object that satisfies the target condition in the at least one virtual object is determined as the target virtual object.
- the position determination unit is configured to determine the sum of the target offset and the first scene position as the second scene position.
- the lens control unit is configured to acquire lens attribute information, where the lens attribute information is used to indicate at least one of a moving speed and a moving manner of the camera lens. Move the camera lens according to the lens attribute information.
- the second display module 1002 is configured to obtain a target distance when the controlled virtual object belongs to the first camp, where the target distance is the scene position where the controlled virtual object is currently located, which is different from the The distance between the initial positions corresponding to the first camp. In response to the target distance being greater than the distance threshold, the controlled virtual object is displayed at the target position on the terminal screen.
- the second display module 1002 is configured to acquire a target duration when the controlled virtual object belongs to the first camp, where the target duration is the duration during which the controlled virtual object is generated. In response to the target duration being greater than the duration threshold, the controlled virtual object is displayed at the target position on the terminal screen.
- a method for displaying a virtual scene is provided.
- the controlled virtual object belongs to the first camp located at the upper right of the virtual scene
- the controlled virtual object is displayed at a position shifted to the upper right from the center of the terminal screen.
- Controlling virtual objects not only prevents the operation controls on the terminal screen from blocking the user's lower left field of view, but also prevents the user from erroneously judging his position, which improves the efficiency of human-computer interaction and enhances the user's gaming experience.
- the display device of the virtual scene provided by the above embodiment runs the application program, only the division of the above functional modules is used as an example for illustration. In practical applications, the above functions may be allocated to different functional modules as required. To complete, that is, to divide the internal structure of the device into different functional modules to complete all or part of the functions described above.
- the virtual scene display device and the virtual scene display method embodiments provided by the above embodiments belong to the same concept, and the specific implementation process thereof is detailed in the method embodiments, which will not be repeated here.
- An embodiment of the present application provides a terminal, where the terminal includes one or more processors and one or more memories, where at least one piece of program code is stored in the one or more memories, and the program code is processed by the one or more memories
- the server is loaded and executed to perform the following steps:
- a virtual scene image is displayed on the screen of the terminal, where the virtual scene image includes a controlled virtual object in the virtual scene, and the controlled virtual object is a virtual object currently controlled by the terminal.
- the controlled virtual object belongs to the first camp
- the controlled virtual object is displayed on the target position of the terminal screen.
- the first camp is the camp located at the upper right of the virtual scene, and the target position is relative to the terminal.
- the center of the screen is shifted to the upper right.
- displaying the controlled virtual object on the target position of the terminal screen includes:
- a target offset and the first scene position of the controlled virtual object in the virtual scene are obtained, and the target offset is used to adjust the controlled virtual object The position displayed on the terminal screen.
- the second scene position is determined according to the target offset and the first scene position.
- the virtual scene image displayed on the above, the lens projection point is the scene position corresponding to the camera lens in the virtual scene.
- acquiring the target offset and the first scene position of the controlled virtual object in the virtual scene includes:
- the first scene position of the controlled virtual object in the virtual scene is acquired.
- the target offset is obtained according to the scene area to which the first scene position belongs, and the target offset is the offset corresponding to the scene area.
- acquiring the target offset and the first scene position of the controlled virtual object in the virtual scene includes:
- the first scene position of the controlled virtual object in the virtual scene is acquired.
- the third scene position of the target virtual object that satisfies the target condition is acquired, and the target virtual object belongs to the second camp.
- the target offset is determined according to the first scene position and the third scene position.
- the target condition includes at least one of the following:
- the distance from the controlled virtual object is smaller than the first distance.
- Virtual health is less than or equal to the health threshold.
- the acquiring the third scene position of the target virtual object that satisfies the target condition includes:
- a virtual object that satisfies the target condition in the at least one virtual object is determined as the target virtual object.
- the determining of the second scene position according to the target offset and the first scene position includes:
- the sum of the target offset and the first scene position is determined as the second scene position.
- the mobile camera lens includes:
- lens attribute information where the lens attribute information is used to indicate at least one of a moving speed and a moving manner of the camera lens.
- displaying the controlled virtual object on the target position of the terminal screen includes:
- a target distance is obtained, where the target distance is the distance between the scene position where the controlled virtual object is currently located and the initial position corresponding to the first camp.
- the controlled virtual object is displayed on the target position on the terminal screen.
- the controlled virtual object when the controlled virtual object belongs to the first camp, the controlled virtual object is displayed at the target position of the terminal screen, including:
- a target duration is obtained, and the target duration is the duration during which the controlled virtual object is generated.
- the controlled virtual object is displayed at the target position on the terminal screen.
- FIG. 11 is a structural block diagram of a terminal 1100 provided according to an embodiment of the present application.
- the terminal 1100 may be a portable mobile terminal, such as a smart phone, a tablet computer, a notebook computer or a desktop computer.
- Terminal 1100 may also be called user equipment, portable terminal, laptop terminal, desktop terminal, and the like by other names.
- the terminal 1100 includes: a processor 1101 and a memory 1102 .
- the processor 1101 may include one or more processing cores, such as a 4-core processor, an 8-core processor, and the like.
- the processor 1101 may be integrated with a GPU (Graphics Processing Unit, image processor), and the GPU is used for rendering and drawing the content that needs to be displayed on the display screen.
- the processor 1101 may further include an AI (Artificial Intelligence, artificial intelligence) processor, where the AI processor is used to process computing operations related to machine learning.
- AI Artificial Intelligence, artificial intelligence
- Memory 1102 may include one or more computer-readable storage media, which may be non-transitory. Memory 1102 may also include high-speed random access memory, as well as non-volatile memory, such as one or more disk storage devices, flash storage devices.
- the terminal 1100 may optionally further include: a peripheral device interface 1103 and at least one peripheral device.
- the processor 1101, the memory 1102 and the peripheral device interface 1103 may be connected through a bus or a signal line.
- Each peripheral device can be connected to the peripheral device interface 1103 through a bus, a signal line or a circuit board.
- the peripheral device includes at least one of a radio frequency circuit 1104 , a display screen 1105 , an audio circuit 1106 and a power supply 1107 .
- the peripheral device interface 1103 may be used to connect at least one peripheral device related to I/O (Input/Output) to the processor 1101 and the memory 1102 .
- processor 1101, memory 1102, and peripherals interface 1103 are integrated on the same chip or circuit board; in some other embodiments, any one of processor 1101, memory 1102, and peripherals interface 1103 or The two can be implemented on a separate chip or circuit board, which is not limited in this embodiment.
- the radio frequency circuit 1104 is used for receiving and transmitting RF (Radio Frequency, radio frequency) signals, also called electromagnetic signals.
- the radio frequency circuit 1104 communicates with communication networks and other communication devices via electromagnetic signals.
- the radio frequency circuit 1104 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals into electrical signals.
- the display screen 1105 is used for displaying UI (User Interface, user interface).
- the UI can include graphics, text, icons, video, and any combination thereof.
- the display screen 1105 also has the ability to acquire touch signals on or above the surface of the display screen 1105 .
- the touch signal can be input to the processor 1101 as a control signal for processing.
- the display screen 1105 may also be used to provide virtual buttons and/or virtual keyboards, also referred to as soft buttons and/or soft keyboards.
- the display screen 1105 may be one, which is provided on the front panel of the terminal 1100 .
- Audio circuitry 1106 may include a microphone and speakers.
- the microphone is used to collect the sound waves of the user and the environment, convert the sound waves into electrical signals, and input them to the processor 1101 for processing, or to the radio frequency circuit 1104 to realize voice communication.
- the microphone may also be an array microphone or an omnidirectional collection microphone.
- the speaker is used to convert the electrical signal from the processor 1101 or the radio frequency circuit 1104 into sound waves.
- the loudspeaker can be a traditional thin-film loudspeaker or a piezoelectric ceramic loudspeaker.
- the speaker When the speaker is a piezoelectric ceramic speaker, it can not only convert electrical signals into sound waves audible to humans, but also convert electrical signals into sound waves inaudible to humans for distance measurement and other purposes.
- the audio circuit 1106 may also include a headphone jack.
- the power supply 1107 is used to power various components in the terminal 1100 .
- the power source 1107 may be alternating current, direct current, disposable batteries, or rechargeable batteries.
- the rechargeable battery may be a wired rechargeable battery or a wireless rechargeable battery. Wired rechargeable batteries are batteries that are charged through wired lines, and wireless rechargeable batteries are batteries that are charged through wireless coils.
- the rechargeable battery can also be used to support fast charging technology.
- terminal 1100 also includes one or more sensors 1108 .
- the one or more sensors 1108 include, but are not limited to, a gyro sensor 1109 and a pressure sensor 1110 .
- the gyroscope sensor 1109 can detect the body direction and rotation angle of the terminal 1100 , and the gyroscope sensor 1109 can cooperate with the acceleration sensor 1111 to collect 3D actions of the user on the terminal 1100 .
- the processor 1101 can implement the following functions according to the data collected by the gyro sensor 1109: motion sensing (such as changing the UI according to the user's tilt operation), image stabilization during shooting, game control, and inertial navigation.
- the pressure sensor 1110 may be disposed on the side frame of the terminal 1100 and/or the lower layer of the display screen 1105 .
- the pressure sensor 1110 When the pressure sensor 1110 is disposed on the side frame of the terminal 1100, the user's holding signal of the terminal 1100 can be detected, and the processor 1101 can perform left and right hand identification or shortcut operations according to the holding signal collected by the pressure sensor 1110.
- FIG. 11 does not constitute a limitation on the terminal 1100, and may include more or less components than the one shown, or combine some components, or adopt different component arrangements.
- Embodiments of the present application further provide a computer-readable storage medium, where the computer-readable storage medium is applied to a terminal, where at least a piece of computer program is stored in the computer-readable storage medium, and the at least one piece of computer program is loaded and executed by a processor In order to realize the operations performed by the terminal in the display method of the virtual scene of the above embodiment.
- Embodiments of the present application also provide a computer program product or computer program, where the computer program product or computer program includes computer program code, and the computer program code is stored in a computer-readable storage medium.
- the processor of the terminal reads the computer program code from the computer-readable storage medium, and the processor executes the computer program code, so that the terminal executes the method for displaying the virtual scene provided in the various optional implementation manners described above.
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Abstract
Description
Claims (15)
- 一种虚拟场景的显示方法,由终端执行,所述方法包括:在终端屏幕上显示虚拟场景图像,所述虚拟场景图像包括处于虚拟场景中的被控虚拟对象,所述被控虚拟对象为当前终端所控制的虚拟对象;在所述被控虚拟对象属于第一阵营的情况下,将所述被控虚拟对象显示于所述终端屏幕的目标位置,所述第一阵营为位于所述虚拟场景右上方的阵营,所述目标位置相对于所述终端屏幕的中心位置向右上方偏移。
- 根据权利要求1所述的方法,其中,所述在所述被控虚拟对象属于第一阵营的情况下,将所述被控虚拟对象显示于所述终端屏幕的目标位置,包括:在所述被控虚拟对象属于所述第一阵营的情况下,获取目标偏移量和所述被控虚拟对象在所述虚拟场景中的第一场景位置,所述目标偏移量用于调整所述被控虚拟对象在所述终端屏幕上显示的位置;根据所述目标偏移量和所述第一场景位置,确定第二场景位置;移动相机镜头,以使镜头投影点移动至所述第二场景位置,以及所述被控虚拟对象显示于所述终端屏幕的所述目标位置,所述相机镜头用于对所述虚拟场景进行拍摄,以得到所述终端屏幕上显示的所述虚拟场景图像,所述镜头投影点为所述相机镜头在所述虚拟场景中对应的场景位置。
- 根据权利要求2所述的方法,其中,所述在所述被控虚拟对象属于第一阵营的情况下,获取目标偏移量和所述被控虚拟对象在所述虚拟场景中的第一场景位置,包括:在所述被控虚拟对象属于所述第一阵营的情况下,获取所述被控虚拟对象在所述虚拟场景中的第一场景位置;根据所述第一场景位置所属的场景区域,获取所述目标偏移量,所述目标偏移量为所述场景区域对应的偏移量。
- 根据权利要求2所述的方法,其中,所述在所述被控虚拟对象属于第一阵营的情况下,获取目标偏移量和所述被控虚拟对象在所述虚拟场景中的第一场景位置,包括:在所述被控虚拟对象属于第一阵营的情况下,获取所述被控虚拟对象在所述虚拟场景中的第一场景位置;获取满足目标条件的目标虚拟对象的第三场景位置,所述目标虚拟对象属于所述第二阵营;根据所述第一场景位置和所述第三场景位置,确定所述目标偏移量。
- 根据权利要求4所述的方法,其中,所述目标条件包括下述至少一种:与所述被控虚拟对象之间的距离小于第一距离;虚拟生命值小于或等于生命值阈值;承受了所述被控虚拟对象的最近一次攻击。
- 根据权利要求4所述的方法,其中,所述获取满足目标条件的目标虚拟对象的第三场景位置,包括:获取以所述第一场景位置为中心的目标范围内属于所述第二阵营的至少一个虚拟对象;将所述至少一个虚拟对象中满足所述目标条件的虚拟对象确定为所述目标虚拟对象;获取所述目标虚拟对象的第三场景位置。
- 根据权利要求2所述的方法,其中,所述根据所述目标偏移量和所述第一场景位置,确定第二场景位置,包括:将所述目标偏移量和所述第一场景位置的和,确定为所述第二场景位置。
- 根据权利要求2所述的方法,其中,所述移动相机镜头,包括:获取镜头属性信息,所述镜头属性信息用于指示所述相机镜头的移动速度和移动方式中的至少一种;根据所述镜头属性信息,移动所述相机镜头。
- 根据权利要求1所述的方法,其中,所述在所述被控虚拟对象属于第一阵营的情况下,将所述被控虚拟对象显示于所述终端屏幕的目标位置,包括:在所述被控虚拟对象属于所述第一阵营的情况下,获取目标距离,所述目标距离为所述被控虚拟对象当前所在的场景位置与所述第一阵营对应的初始位置之间的距离;响应于所述目标距离大于距离阈值,将所述被控虚拟对象显示于所述终端屏幕的所述目标位置。
- 根据权利要求1所述的方法,其中,所述在所述被控虚拟对象属于第一阵营的情况下,将所述被控虚拟对象显示于所述终端屏幕的目标位置,包括:在所述被控虚拟对象属于所述第一阵营的情况下,获取目标时长,所述目标时长为所述被控虚拟对象被生成的时长;响应于所述目标时长大于时长阈值,将所述被控虚拟对象显示于所述终端屏幕的所述目标位置。
- 一种虚拟场景的显示装置,所述装置包括:第一显示模块,用于在终端屏幕上显示虚拟场景图像,所述虚拟场景图像包括处于虚拟场景中的被控虚拟对象,所述被控虚拟对象为当前终端所控制的虚拟对象;第二显示模块,用于在所述被控虚拟对象属于第一阵营的情况下,将所述被控虚拟对象显示于所述终端屏幕的目标位置,所述第一阵营为位于所述虚拟场景右上方的阵营,所述目标位置相对于所述终端屏幕的中心位置向右上方偏移。
- 根据权利要求11所述的装置,其中,所述第二显示模块,包括:位置获取单元,用于在所述被控虚拟对象属于第一阵营的情况下,获取目标偏移量和所述被控虚拟对象在所述虚拟场景中的第一场景位置,所述目标偏移量用于调整所述被控虚拟对象在所述终端屏幕上显示的位置;位置确定单元,用于根据所述目标偏移量和所述第一场景位置,确定第二场景位置;镜头控制单元,用于移动相机镜头,以使镜头投影点移动至所述第二场景位置,以及所述被控虚拟对象显示于所述终端屏幕的所述目标位置,所述相机镜头用于对所述虚拟场景进行拍摄,以得到所述终端屏幕上显示的虚拟场景图像,所述镜头投影点为所述相机镜头在所述虚拟场景中对应的场景位置。
- 根据权利要求12所述的装置,其中,所述位置获取单元,用于在所述被控虚拟对象属于所述第一阵营的情况下,获取所述被控虚拟对象在所述虚拟场景中的第一场景位置;根据所述第一场景位置所属的场景区域,获取所述目标偏移量,所述目标偏移量为所述场景区域对应的偏移量。
- 一种终端,所述终端包括处理器和存储器,所述存储器用于存储至少一段计算机程序, 所述至少一段计算机程序由所述处理器加载并执行权利要求1至10任一权利要求所述的虚拟场景的显示方法。
- 一种存储介质,所述存储介质用于存储至少一段计算机程序,所述至少一段计算机程序用于执行权利要求1至10任一权利要求所述的虚拟场景的显示方法。
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