WO2023045375A1 - 角色阵亡后的游戏观战方法及装置、电子设备、存储介质 - Google Patents

角色阵亡后的游戏观战方法及装置、电子设备、存储介质 Download PDF

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Publication number
WO2023045375A1
WO2023045375A1 PCT/CN2022/095022 CN2022095022W WO2023045375A1 WO 2023045375 A1 WO2023045375 A1 WO 2023045375A1 CN 2022095022 W CN2022095022 W CN 2022095022W WO 2023045375 A1 WO2023045375 A1 WO 2023045375A1
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Prior art keywords
screen
game
target
watching
response
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Ceased
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PCT/CN2022/095022
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English (en)
French (fr)
Inventor
苗浩琦
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Priority to JP2023573468A priority Critical patent/JP2024521864A/ja
Priority to US18/681,883 priority patent/US20250001315A1/en
Publication of WO2023045375A1 publication Critical patent/WO2023045375A1/zh
Anticipated expiration legal-status Critical
Ceased legal-status Critical Current

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/85Providing additional services to players
    • A63F13/86Watching games played by other players
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/214Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
    • A63F13/2145Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • A63F13/525Changing parameters of virtual cameras
    • A63F13/5255Changing parameters of virtual cameras according to dedicated instructions from a player, e.g. using a secondary joystick to rotate the camera around a player's character
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling 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
    • A63F13/537Controlling 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
    • 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
    • A63F13/537Controlling 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
    • A63F13/5378Controlling 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 displaying an additional top view, e.g. radar screens or maps
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/837Shooting of targets
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/847Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal
    • 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
    • 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
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8076Shooting
    • 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
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8082Virtual reality

Definitions

  • This disclosure takes the application documents with the application number: 202111123137.2, the application date: September 24, 2021, and the invention title: the game viewing method and device, electronic equipment, and storage medium after the character is killed as the priority.
  • the present disclosure relates to the technical field of games, and in particular to a method and device, electronic equipment, and a storage medium for watching a game after a character is killed.
  • the present disclosure provides a game watching method and device, electronic equipment, and a storage medium after a character is killed, including:
  • the same game viewing screen as the target game screen of the target virtual character being watched is displayed in the graphical user interface of the terminal device;
  • the virtual character corresponding to the terminal device when the virtual character corresponding to the terminal device is killed, displaying on the terminal device the same target game screen as the target virtual character being watched, including:
  • the terminal device In the terminal device, generate a spectating camera corresponding to the target camera for shooting the target game screen; the position of the spectating camera is the same as that of the target camera, and the orientation of the spectating camera is the same as that of the target camera. same orientation;
  • the adjusting the viewing screen in response to the angle adjustment operation on the viewing screen includes:
  • the direction of the watching camera is controlled, so as to adjust the battle watching picture.
  • controlling the orientation of the watching camera to adjust the watching picture in response to the angle of view adjustment operation for the watching picture includes:
  • controlling the orientation of the viewing camera to follow the sliding operation to adjust the viewing screen In response to the sliding operation of the operating medium on the viewing screen, controlling the orientation of the viewing camera to follow the sliding operation to adjust the viewing screen.
  • restoring the viewing screen to be consistent with the target game screen includes:
  • the target virtual character is a currently surviving virtual character that belongs to the same camp as the virtual character corresponding to the terminal device.
  • the method also includes:
  • the method also includes:
  • the tag information is synchronized to game screens corresponding to other virtual characters belonging to the same faction as the virtual character.
  • the displaying corresponding marking information in the map area in response to the marking operation on the map area in the spectating screen includes:
  • a punctuation mode is triggered to generate a marker point corresponding to the click operation.
  • the marking mode is triggered, and the first marked point is determined as the starting point of the route to be drawn;
  • the marked points and/or the marked routes are displayed in the map area.
  • the watching screen determination module is used to display the same watching screen as the target game screen of the target virtual character being watched in the graphical user interface of the terminal device when the virtual character corresponding to the terminal device is killed;
  • a game watching screen adjustment module configured to adjust the game watching screen in response to a viewing angle adjustment operation on the game watching screen
  • the battle watching screen synchronization module is configured to restore the watching screen to be consistent with the target game screen of the target virtual character in response to the disappearance of the viewing angle adjustment operation.
  • the determination module of the viewing screen includes:
  • the camera generation module is used to generate in the terminal device a viewing camera corresponding to the target camera that captures the target game screen; the position of the viewing camera is the same as that of the target camera, and the orientation of the viewing camera is The same orientation as the target camera;
  • the shooting picture display module is configured to display the watching picture taken by the watching camera in the terminal device.
  • the watching screen adjustment module includes:
  • the camera orientation adjustment module is configured to control the orientation of the battle observation camera in response to the angle adjustment operation on the battle observation screen, so as to adjust the battle observation screen.
  • the camera orientation adjustment module is specifically used for:
  • controlling the orientation of the viewing camera to follow the sliding operation to adjust the viewing screen In response to the sliding operation of the operating medium on the viewing screen, controlling the orientation of the viewing camera to follow the sliding operation to adjust the viewing screen.
  • the synchronization module of the viewing screen is specifically used for:
  • the target virtual character is a currently surviving virtual character that belongs to the same camp as the virtual character corresponding to the terminal device.
  • the device also includes:
  • a marking determination module configured to display marking information corresponding to the marking operation in the map area in response to the marking operation on the map area of the watching screen;
  • a marking first synchronization module configured to synchronize the marking information to the target game screen, so that the target map area in the target game screen displays the marking information.
  • the device also includes:
  • the second marking synchronization module is used to synchronize the marking information to the game screen corresponding to other virtual characters belonging to the same camp as the virtual character.
  • the label determination module includes:
  • the first response module is configured to trigger a punctuation mode in response to a click operation on the map area, and generate a marker point corresponding to the click operation; and/or,
  • the second response module is configured to trigger a marking mode in response to a long press operation on the first marking point in the map area, and determine that the first marking point is the starting point of the route to be drawn;
  • the third response module is configured to, in response to the continuous sliding operation continuous with the long press operation, determine that the end point of the continuous sliding operation is the second mark point, and generate a link connecting the first mark point and the second mark point Marked routes for marked points;
  • a marker display module configured to display the marker points and/or the marker route in the map area.
  • An electronic device including a processor, a memory, and a computer program stored on the memory and capable of running on the processor, when the computer program is executed by the processor, the above-mentioned character after death is realized.
  • a computer-readable storage medium stores a computer program on the computer-readable storage medium, and when the computer program is executed by a processor, the steps of the above-mentioned method for watching a game after a character is killed are realized.
  • FIG. 1 is a flow chart of the steps of a method for watching a game after a character is killed in one embodiment of the present disclosure
  • FIG. 2 is a structural block diagram of a game watching device after a character is killed in one embodiment of the present disclosure
  • FIG. 3 is a structural block diagram of an electronic device according to one embodiment of the present disclosure.
  • FIG. 1 shows a flow chart of a method for watching a game after a character is killed in an embodiment of the present disclosure, which is obtained by executing an application program on the processor of the terminal device and rendering it on the touch screen display screen of the terminal device. GUI.
  • the application program executed on the processor of the terminal device may be an application program that needs to be downloaded and installed, or may be a click-to-run application program, which is not limited in the embodiment of the present disclosure.
  • the terminal device may be electronic devices such as smart phones, tablet computers, game consoles, e-book readers, multimedia playback devices, and wearable devices.
  • the above-mentioned application program may be any application program that can provide a virtual environment for the user to substitute and operate a virtual object to perform activities in the virtual environment.
  • the application program is a game application program, such as a multiplayer online tactical arena game (Multiplayer Online Battle Arena, MOBA), a battle royale survival game (Battle Royale, BR), a third-person shooter game (Third-Personal Shooting Game, TPS), First-Personal Shooting Game (First-Personal Shooting Game, FPS) and multiplayer gun battle survival games, etc.
  • a multiplayer online tactical arena game Multiplayer Online Battle Arena, MOBA
  • BR battle royale survival game
  • TPS Third-person shooter game
  • TPS Three-Personal Shooting Game
  • FPS First-Personal Shooting Game
  • multiplayer gun battle survival games etc.
  • other types of application programs can also display virtual objects to users and provide corresponding functions to virtual objects.
  • virtual reality Virtual Reality
  • AR Augmented Reality
  • three-dimensional map application programs military simulation application programs
  • social application programs etc.
  • the terminal device runs the client of the above application program.
  • the above-mentioned application program is an application program developed based on a three-dimensional virtual environment engine.
  • the virtual environment engine is a Unity engine, and the virtual environment engine can build a three-dimensional virtual environment, virtual objects and virtual props, etc. Bring a more immersive gaming experience.
  • the above-mentioned virtual environment is a scene provided when the client of an application program (such as a game application program) runs on a terminal device. Houses, virtual islands, virtual maps and virtual buildings, etc.
  • the virtual environment can be a simulation environment of the real world, a semi-simulation and semi-fictional environment, or a purely fictitious environment.
  • the virtual environment may be a two-dimensional virtual environment or a 2.5-dimensional virtual environment. It is known that the virtual environment is a three-dimensional virtual environment, which is not limited in this embodiment of the present disclosure.
  • the aforementioned virtual object may be a virtual character controlled by a user account in the application program, or may be a virtual character controlled by a computer program in the application program.
  • the virtual object may be a game character controlled by a user account in the game application program, or a game monster controlled by a computer program in the game application program.
  • the virtual object may be in the form of a character, an animal, a cartoon or other forms, which is not limited in this embodiment of the present disclosure.
  • the virtual object can be displayed in a three-dimensional form or in a two-dimensional form, which is not limited in this embodiment of the present disclosure.
  • the virtual object is a three-dimensional model created based on animation skeleton technology.
  • Each virtual object has its own shape and volume in the three-dimensional environment, and occupies a part of the controls in the three-dimensional virtual environment.
  • the display screen of the virtual environment refers to a screen corresponding to the virtual environment displayed to the user in the GUI.
  • the display picture of the virtual environment may be a picture obtained by the virtual camera from the virtual environment.
  • the virtual camera can acquire a virtual environment picture from a third perspective of the target virtual object controlled by the user.
  • the virtual camera is set obliquely above the target virtual object, and the application program observes the virtual environment centered on the target virtual object through the virtual camera, and obtains a display screen of the virtual environment centered on the target virtual object.
  • the virtual camera captures the display screen of the virtual environment from the first perspective of the target virtual object.
  • the virtual camera is set directly in front of the target virtual object, and the application program observes the virtual environment from the perspective of the target virtual object through the virtual camera, and obtains a display screen of the virtual environment with the target virtual object as the first perspective.
  • the placement position of the virtual camera can be adjusted in real time.
  • the above-mentioned display screen of the virtual environment is a display screen for displaying the virtual environment provided by the shooting application, including a map area for displaying a map of the virtual environment.
  • shooting applications refer to applications that provide virtual guns or bows and arrows for target virtual objects controlled by users to shoot, such as third-person shooting games, first-person shooting games, and multiplayer gun battle survival games, etc.
  • the method may specifically include the following steps:
  • Step 101 when the virtual character corresponding to the terminal device is killed, display the same game viewing screen as the target game screen of the target virtual character being watched in the graphical user interface of the terminal device;
  • Step 102 adjusting the viewing screen in response to the adjustment operation of the viewing angle of the viewing screen
  • Step 103 in response to the disappearance of the angle adjustment operation, restore the battle viewing screen to be consistent with the target game screen of the target avatar.
  • the game viewing screen that is the same as the target game screen of the target virtual character being watched is displayed on the graphical user interface of the terminal device; Adjust the operation to adjust the viewing screen; in response to the disappearance of the viewing angle adjustment operation, restore the viewing screen to be consistent with the target game screen of the target virtual character; realize that during the viewing process, the user can adjust the viewing angle of the viewing screen through the viewing angle adjustment operation, And by finishing the viewing angle adjustment operation, the spectating screen can be restored to the same screen as the spectating user, which improves the fun of the spectating process; , can obtain information that is not noticed by the teammates who are watching the battle. Therefore, it can promote strategic communication with teammates, provide powerful combat guidance for teammates, and improve the sense of participation of users of killed characters in the entire team combat process.
  • step 101 when the virtual character corresponding to the terminal device is killed, a game watching screen identical to the target game screen of the target virtual character being watched is displayed on the GUI of the terminal device.
  • the user can log in a user account on the terminal device, and the virtual character controlled by the user account in the game application program is the virtual character corresponding to the terminal device.
  • the death of a virtual character refers to the death of a virtual character in a game battle. It can be detected by checking whether the life value of the virtual character is lower than/equal to the preset life value. If so, it is confirmed that the virtual character is dead. Generally, when the virtual character corresponding to the terminal device is killed, the virtual character will disappear in the official game environment; Therefore, when the virtual character is killed, the game screen displayed on the terminal device also loses its meaning. At this time, when the user wants to continue participating in the authority game, he can do so by watching the game.
  • the same game viewing screen as the target game screen of the target virtual character being watched is displayed in the graphical user interface of the terminal device; it can be understood that the game watching screen and the target game screen of the target virtual character present the same game scene.
  • the target virtual character is a currently surviving virtual character that belongs to the same camp as the virtual character corresponding to the terminal device. That is, in a team battle game, the user who controls the dead character can watch the game screen of his teammates.
  • the process of determining the target virtual character to be watched may be that after the virtual character is killed, the exit game control and the watch mode control for the user to choose are displayed on the terminal device.
  • the terminal device can The optional virtual characters are displayed for the user to select one of the optional virtual characters as the target virtual character to be watched.
  • the optional virtual character refers to a surviving virtual character in the current game.
  • the optional virtual character may also refer to other virtual characters surviving in the current game and belonging to the same camp as the dead virtual character.
  • the process of determining the target virtual character to be watched may be that after the virtual character is killed, the exit game control and the watch mode control are displayed on the terminal device for the user to choose, and when the user selects the watch mode control, it is determined according to preset rules
  • the target avatar to be watched for example, determine the avatar with the most/least kills among the optional avatars as the target avatar to be watched; another example, determine the avatar with the highest/lowest level among the optional avatars For the target avatar to be watched, etc. Embodiments of the present disclosure do not limit this.
  • a spectating camera corresponding to the target camera that shoots the target game screen is generated in the terminal device; the position of the spectating camera is the same as that of the target camera, and the orientation of the spectating camera is the same as that of the target camera;
  • the spectating screen captured by the spectating camera is displayed on the terminal device.
  • the position and orientation information of the target virtual camera corresponding to the target avatar being spectated can be obtained, and then the position and orientation information of the target virtual camera is generated in the game environment of the terminal device.
  • the same spectating camera uses the spectating camera to shoot the game environment to obtain a spectating picture, and displays the spectating picture on the graphical user interface of the terminal device.
  • the spectating screen is consistent with the target game screen being spectated.
  • the position of the spectating camera is consistent with the position of the target camera in real time; the orientation of the spectating camera is also consistent with the orientation of the target camera by default.
  • step 102 in response to the adjustment operation on the viewing angle of the battle watching picture, the battle watching picture is adjusted.
  • the terminal device executing the spectating mode is provided with the viewing angle adjustment function for the spectating screen, and the spectating user can adjust the viewing screen by triggering the viewing angle adjustment operation of the spectating screen displayed on the terminal device, so as to obtain the target of the spectating game The surrounding environment of the virtual character; thereby improving the fun of watching the battle.
  • the adjustment of the viewing screen in response to the adjustment of the viewing angle of the viewing screen includes:
  • the direction of the watching camera is controlled to adjust the game watching picture.
  • the orientation of the game watching camera is controlled to adjust the game watching screen.
  • the spectating screen captured by the spectating camera will also change, and this change will not affect the target game screen being watched; that is, it will not affect the user corresponding to the target avatar to the target avatar. control.
  • the position of the spectating camera is always consistent with the position of the target camera, and the position of the target camera is controlled by the user being spectated. That is to say, during the process of adjusting the direction of the spectating camera, when the position of the target camera moves, the position of the spectating camera will move synchronously.
  • the angle of view adjustment operation is a sliding operation
  • the above-mentioned response to the angle of view adjustment operation for the game viewing screen controls the orientation of the game watching camera to adjust the game watching screen, including:
  • the orientation of the viewing camera is controlled to follow the sliding operation to adjust the viewing screen.
  • the user may perform a sliding operation in an area of the game watching screen displayed on the graphical user interface of the terminal device through an operating medium; to adjust the game watching screen.
  • the operating medium may be a user's body, such as a finger; or other touch objects, such as a stylus.
  • the sliding operation refers to the operation that the operating medium moves from one position of the spectating screen to another without leaving the screen.
  • the direction of the viewing camera is controlled to follow the sliding operation to adjust the viewing screen.
  • the initial orientation of the spectating camera may be the orientation when the sliding operation is triggered; that is, during the execution of the sliding operation, the orientation of the spectating camera is not affected by the orientation of the target camera.
  • the viewing camera rotates left and right accordingly; when the sliding operation is an up-down sliding operation, the viewing camera rotates correspondingly up and down.
  • the spectating camera shoots in real time during the rotation process, and the corresponding display screen is obtained, which is the adjusted spectating screen.
  • the angle of view adjustment operation is a click operation, and a preset point is displayed in the game watching screen.
  • the above-mentioned response to the angle of view adjustment operation for the game watching screen controls the orientation of the watching camera to adjust the game watching screen, including:
  • control the orientation of the spectating camera In response to the click operation of the operating medium on the spectating screen, control the orientation of the spectating camera to change according to the preset point and the direction of the clicked position of the clicking operation, so as to adjust the spectating screen.
  • the target orientation of the spectating camera is determined, and the spectating camera is adjusted to the target orientation.
  • step 103 in response to the disappearance of the viewing angle adjustment operation, the game viewing screen is restored to be consistent with the target game screen of the target virtual character.
  • the game viewing screen displayed on the terminal device returns to be consistent with the target game screen of the target virtual character. It can be understood that in the embodiment of the application, when no operation is performed, the viewing screen is consistent with the target game screen.
  • the disappearance of the viewing angle adjustment operation refers to that the operating medium that triggers the viewing angle adjustment operation leaves the terminal device and is no longer in contact with the screen of the terminal device. Therefore, in response to the disappearance of the above-mentioned viewing angle adjustment operation, restore the viewing screen to be consistent with the target game screen of the target virtual character, specifically including:
  • the position and orientation of the spectating camera are the same as those of the target camera, and the spectating screen returns to be consistent with the target game screen of the target avatar; it is convenient for users Continue to watch the battle.
  • the spectating user may not know the discovery information ;
  • the user can restore the spectating screen to be consistent with the target game screen by ending the viewing angle adjustment operation, so as to better describe the above-mentioned discovery information to the spectating user.
  • the vehicle is found (assuming the vehicle is stationary), and when the user continues to select to the rear, the enemy is found (assuming the enemy is stationary for a period of time) ;
  • the spectating screen returns to be consistent with the target game screen.
  • the above-mentioned discovered vehicle is displayed on the spectating screen at this time, it can be understood that when there is the above-mentioned discovered vehicle directly in front of the spectating camera,
  • the corresponding situation is: when the user adjusts the viewing screen, the target camera is adjusted from the original front to the original left, therefore, the front at this time is the original left, and it can be determined that the target virtual There is an enemy on the left side of the character; the user can prompt the spectator user that there is an enemy on the left side of the target virtual character through voice or text, so that the spectator user can make corresponding strategic measures based on the information; thus it can further promote user Communication with the spectator users improves teamwork and the social atmosphere of the game, and improves the user's spectating value and experience.
  • the above method also includes:
  • the marker information is synchronized to the target game screen, so that the target map area in the target game screen displays the marker information.
  • the marking operation includes an operation of marking a marking point and/or an operation of marking a marked route
  • the marking information includes marking a point and/or marking a route
  • the corresponding marking information is displayed in the map area of the watching screen, and the marking information is synchronously displayed in the target map area in the target game screen. It provides convenience for the communication between the spectator user and the spectator user, improves the accuracy of communication information, and improves communication efficiency.
  • a user when a user discovers information such as enemies, vehicles, props, buildings, or bunkers during the process of adjusting the spectating screen, he or she can mark it in the map area, and simultaneously display the information corresponding to the target game screen of the spectating user.
  • the target map area it can improve the interaction between spectator users and the authority game, promote teamwork, and improve the game experience.
  • the map area can display a small window display mode in the game viewing screen.
  • the map area can be enlarged through a preset operation, and then after the zoom-in Perform related labeling operations in the map area.
  • displaying marking information corresponding to the marking operation in the map area may specifically include:
  • the marking mode in response to the click operation on the map area, generate a route mark point corresponding to the click operation, and connect the route mark point with the next generated route mark point to generate a marked route;
  • the user can determine the current marking mode through the mode switching control. ; in marking mode, click on the map area, the positions of two adjacent clicks can be automatically connected to generate a marked route, and the marked route will be displayed in the map area.
  • displaying marking information corresponding to the marking operation in the map area may specifically include:
  • a punctuation mode is triggered to generate a marker point corresponding to the click operation.
  • the punctuation mode in the process of marking in the map area, is triggered by a click operation, so as to mark the mark point in the map area and display the mark point in the map area; Operation, trigger the marking mode, and perform continuous sliding operations to generate corresponding marked routes and display marked routes in the map area. It can start the corresponding marking mode according to the operation acting on the map area, and does not need to configure the mode switching control, which can reduce the burden of interface content; at the same time, it can also prevent wrong marking caused by selecting the wrong mode switching control, which improves the user operation efficiency. Convenience.
  • the continuous sliding operation continuous with the long press operation refers to that the finger does not leave the screen when triggering the long press operation and the continuous sliding operation.
  • a continuous sliding operation refers to an operation in which a finger continuously moves from one position on the screen to another without leaving the screen. Continuous movement means that the time spent at any position during the movement does not exceed the reference time.
  • the position point when the finger leaves the screen is determined as the end point of the sliding operation.
  • the finger continuously moves from one position of the screen to another without leaving the screen, and stays at the other position for more than a reference time the other position is determined as the end point of the sliding operation.
  • the first marker point may be any marker point displayed in the map area, including the independent marker point generated earlier, and the endpoint marker point of the original marker route generated earlier.
  • the generated marked route is merged with the original marked route to obtain the target marked route.
  • the target marked route is used as the next segment The original marker route for the marker route.
  • the above method also includes:
  • the tag information is synchronized to the game screen corresponding to other virtual characters belonging to the same camp as the virtual character.
  • the marking information displayed in the map area of the spectating screen can also be synchronously displayed on the game screens corresponding to all virtual characters of the same camp, so that the Information is shared with other teammates.
  • the game viewing screen that is the same as the target game screen of the target virtual character being watched is displayed on the graphical user interface of the terminal device; Adjust the operation to adjust the viewing screen; in response to the disappearance of the viewing angle adjustment operation, restore the viewing screen to be consistent with the target game screen of the target virtual character; realize that during the viewing process, the user can adjust the viewing angle of the viewing screen through the viewing angle adjustment operation, And by finishing the viewing angle adjustment operation, the spectating screen can be restored to the same screen as the spectating user, which improves the fun of the spectating process; , can obtain the unknown information of the watched teammates, therefore, it can promote strategic communication with teammates, provide powerful combat guidance for watched teammates, promote the communication between users of dead characters and users of surviving characters, and improve teamwork and games
  • the social atmosphere improves the sense of participation of the users of the fallen characters in the whole team combat process.
  • FIG. 2 it shows a structural block diagram of an embodiment of an apparatus for watching a game after a character is killed in the present disclosure, which is obtained by executing an application program on the processor of the terminal device and rendering it on the touch screen display screen of the terminal device.
  • Graphical user interface; the device may specifically include the following modules:
  • the spectating screen determination module 201 is used to display the same spectating screen as the target game screen of the target avatar being watched in the graphical user interface of the terminal device when the virtual character corresponding to the terminal device is killed;
  • a battle watching screen adjustment module 202 configured to adjust the watching screen in response to an adjustment operation on the viewing angle of the watching screen
  • the battle watching screen synchronization module 203 is configured to restore the watching screen to be consistent with the target game screen of the target avatar in response to the disappearance of the viewing angle adjustment operation.
  • the spectating screen determination module 201 includes:
  • the camera generation module is used to generate in the terminal device a viewing camera corresponding to the target camera that captures the target game screen; the position of the viewing camera is the same as that of the target camera, and the orientation of the viewing camera is The same orientation as the target camera;
  • the shooting picture display module is configured to display the watching picture taken by the watching camera in the terminal device.
  • the watching screen adjustment module 202 includes:
  • the camera orientation adjustment module is configured to control the orientation of the battle observation camera in response to the angle adjustment operation on the battle observation screen, so as to adjust the battle observation screen.
  • the camera orientation adjustment module is specifically used for:
  • controlling the orientation of the viewing camera to follow the sliding operation to adjust the viewing screen In response to the sliding operation of the operating medium on the viewing screen, controlling the orientation of the viewing camera to follow the sliding operation to adjust the viewing screen.
  • the spectating screen synchronization module 203 is specifically used for:
  • the target virtual character is a currently surviving virtual character that belongs to the same faction as the virtual character corresponding to the terminal device.
  • the device further includes:
  • a marking determination module configured to display marking information corresponding to the marking operation in the map area in response to the marking operation on the map area of the viewing screen;
  • a marking first synchronization module configured to synchronize the marking information to the target game screen, so that the target map area in the target game screen displays the marking information.
  • the device further includes:
  • the second marking synchronization module is used to synchronize the marking information to the game screen corresponding to other virtual characters belonging to the same camp as the virtual character.
  • the marker determination module includes:
  • the first response module is configured to trigger a punctuation mode in response to a click operation on the map area, and generate a marker point corresponding to the click operation; and/or,
  • the second response module is configured to trigger a marking mode in response to a long press operation on the first marking point in the map area, and determine that the first marking point is the starting point of the route to be drawn;
  • the third response module is configured to, in response to the continuous sliding operation continuous with the long press operation, determine that the end point of the continuous sliding operation is the second mark point, and generate a link connecting the first mark point and the second mark point Marked routes for marked points;
  • a marker display module configured to display the marker points and/or the marker route in the map area.
  • the game viewing screen that is the same as the target game screen of the target virtual character being watched is displayed on the graphical user interface of the terminal device; Adjust the operation to adjust the viewing screen; in response to the disappearance of the viewing angle adjustment operation, restore the viewing screen to be consistent with the target game screen of the target virtual character; realize that during the viewing process, the user can adjust the viewing angle of the viewing screen through the viewing angle adjustment operation, And by finishing the viewing angle adjustment operation, the spectating screen can be restored to the same screen as the spectating user, which improves the fun of the spectating process; , can obtain the unknown information of the watched teammates, therefore, it can promote strategic communication with teammates, provide powerful combat guidance for watched teammates, promote the communication between users of dead characters and users of surviving characters, and improve teamwork and games
  • the social atmosphere improves the sense of participation of the users of the fallen characters in the whole team combat process.
  • the description is relatively simple, and for related parts, please refer to the part of the description of the method embodiment.
  • the embodiment of the present disclosure also discloses an electronic device 300 as shown in FIG. 3 , including a processor 310, a memory 320 and a computer program stored on the memory and capable of running on the processor.
  • a processor 310 When the above-mentioned processor is executed, the steps of realizing the above-mentioned game watching method after the character is killed, for example:
  • the same game viewing screen as the target game screen of the target virtual character being watched is displayed in the graphical user interface of the terminal device;
  • the virtual character corresponding to the terminal device when the virtual character corresponding to the terminal device is killed, displaying on the terminal device the same target game screen as the target virtual character being watched, including:
  • the terminal device In the terminal device, generate a spectating camera corresponding to the target camera for shooting the target game screen; the position of the spectating camera is the same as that of the target camera, and the orientation of the spectating camera is the same as that of the target camera. same orientation;
  • the adjusting the viewing screen in response to the angle adjustment operation on the viewing screen includes:
  • the direction of the watching camera is controlled, so as to adjust the battle watching picture.
  • controlling the orientation of the watching camera to adjust the watching picture in response to the angle of view adjustment operation for the watching picture includes:
  • controlling the orientation of the viewing camera to follow the sliding operation to adjust the viewing screen In response to the sliding operation of the operating medium on the viewing screen, controlling the orientation of the viewing camera to follow the sliding operation to adjust the viewing screen.
  • restoring the viewing screen to be consistent with the target game screen includes:
  • the target virtual character is a currently surviving virtual character that belongs to the same camp as the virtual character corresponding to the terminal device.
  • the method also includes:
  • the method also includes:
  • the tag information is synchronized to game screens corresponding to other virtual characters belonging to the same faction as the virtual character.
  • the displaying corresponding marking information in the map area in response to the marking operation on the map area in the watching screen includes:
  • a punctuation mode is triggered to generate a marker point corresponding to the click operation.
  • the marking mode is triggered, and the first marked point is determined as the starting point of the route to be drawn;
  • the marked points and/or the marked routes are displayed in the map area.
  • the spectating screen that is the same as the target game screen of the target virtual character being spectated is displayed in the graphical user interface of the terminal device;
  • the spectating screen in response to the disappearance of the viewing angle adjustment operation, restore the spectating screen to be consistent with the target game screen of the target avatar; realize that during the spectating process, the user can adjust the viewing angle of the spectating screen through the viewing angle adjustment operation, and end the viewing angle
  • the adjustment operation can restore the spectating screen to the same screen as the spectating user, which improves the fun of the spectating process; when the user is spectating the game screen of a teammate, the user can obtain the Information that is not noticed by watching teammates, therefore, can promote strategic communication with teammates, provide powerful combat guidance for teammates, and improve the sense of participation of users of killed characters in the entire team combat process.
  • the embodiment of the present disclosure also discloses a computer-readable storage medium, where a computer program is stored on the computer-readable storage medium, and when the computer program is executed by a processor, the steps of the method for watching a game after a character is killed as described above are implemented, for example :
  • the same game viewing screen as the target game screen of the target virtual character being watched is displayed in the graphical user interface of the terminal device;
  • the virtual character corresponding to the terminal device when the virtual character corresponding to the terminal device is killed, displaying on the terminal device the same target game screen as the target virtual character being watched, including:
  • the terminal device In the terminal device, generate a spectating camera corresponding to the target camera for shooting the target game screen; the position of the spectating camera is the same as that of the target camera, and the orientation of the spectating camera is the same as that of the target camera. same orientation;
  • the adjusting the viewing screen in response to the angle adjustment operation on the viewing screen includes:
  • the direction of the watching camera is controlled, so as to adjust the battle watching picture.
  • controlling the orientation of the watching camera to adjust the watching picture in response to the angle of view adjustment operation for the watching picture includes:
  • controlling the orientation of the viewing camera to follow the sliding operation to adjust the viewing screen In response to the sliding operation of the operating medium on the viewing screen, controlling the orientation of the viewing camera to follow the sliding operation to adjust the viewing screen.
  • restoring the viewing screen to be consistent with the target game screen includes:
  • the target virtual character is a currently surviving virtual character that belongs to the same camp as the virtual character corresponding to the terminal device.
  • the method also includes:
  • the method also includes:
  • the tag information is synchronized to game screens corresponding to other virtual characters belonging to the same faction as the virtual character.
  • the displaying corresponding marking information in the map area in response to the marking operation on the map area in the spectating screen includes:
  • a punctuation mode is triggered to generate a marker point corresponding to the click operation.
  • the marking mode is triggered, and the first marked point is determined as the starting point of the route to be drawn;
  • the marked points and/or the marked routes are displayed in the map area.
  • the spectating screen that is the same as the target game screen of the target virtual character being spectated is displayed in the graphical user interface of the terminal device;
  • the spectating screen in response to the disappearance of the viewing angle adjustment operation, restore the spectating screen to be consistent with the target game screen of the target avatar; realize that during the spectating process, the user can adjust the viewing angle of the spectating screen through the viewing angle adjustment operation, and end the viewing angle
  • the adjustment operation can restore the spectating screen to the same screen as the spectating user, which improves the fun of the spectating process; when the user is spectating the game screen of a teammate, the user can obtain the Information that is not noticed by watching teammates, therefore, can promote strategic communication with teammates, provide powerful combat guidance for teammates, and improve the sense of participation of users of killed characters in the entire team combat process.
  • embodiments of the present disclosure may be provided as methods, apparatuses, or computer program products. Accordingly, embodiments of the present disclosure may take the form of an entirely hardware embodiment, an entirely software embodiment, or an embodiment combining software and hardware aspects. Furthermore, embodiments of the present disclosure may take the form of a computer program product embodied on one or more computer-usable storage media (including but not limited to disk storage, CD-ROM, optical storage, etc.) having computer-usable program code embodied therein.
  • computer-usable storage media including but not limited to disk storage, CD-ROM, optical storage, etc.
  • Embodiments of the present disclosure are described with reference to flowcharts and/or block diagrams of methods, terminal devices (systems), and computer program products according to embodiments of the present disclosure. It should be understood that each procedure and/or block in the flowchart and/or block diagram, and a combination of procedures and/or blocks in the flowchart and/or block diagram can be realized by computer program instructions. These computer program instructions may be provided to a general purpose computer, special purpose computer, embedded processor or processor of other programmable data processing terminal equipment to produce a machine such that instructions executed by the computer or processor of other programmable data processing terminal equipment Produce means for realizing the functions specified in one or more procedures of the flowchart and/or one or more blocks of the block diagram.
  • These computer program instructions may also be stored in a computer-readable memory capable of directing a computer or other programmable data processing terminal to operate in a specific manner, such that the instructions stored in the computer-readable memory produce an article of manufacture comprising instruction means, the The instruction means implements the functions specified in one or more procedures of the flowchart and/or one or more blocks of the block diagram.

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Abstract

一种角色阵亡后的游戏观战方法及装置、电子设备、存储介质,其中,方法包括:当终端设备对应的虚拟角色阵亡后,在终端设备的图形用户界面中显示与被观战的目标虚拟角色的目标游戏画面相同的观战画面;响应于针对观战画面的视角调整操作,调整观战画面;响应于视角调整操作的消失,将观战画面恢复至与目标虚拟角色的目标游戏画面一致;实现了在观战过程中,用户可以通过视角调整操作来调整观战画面的视角,并通过结束视角调整操作,可以将观战画面恢复至与被观战用户一致的画面,提高了观战过程的趣味性,可以促进与队友的战略沟通,为队友提供有力的作战指导,提高阵亡角色的用户在整个团队作战过程中的参与感。

Description

角色阵亡后的游戏观战方法及装置、电子设备、存储介质
相关申请的交叉引用
本公开以申请号为:202111123137.2,申请日为:2021年09月24日,发明名称为:角色阵亡后的游戏观战方法及装置、电子设备、存储介质的申请文件作为优先权。
技术领域
本公开涉及游戏技术领域,特别是涉及角色阵亡后的游戏观战方法及装置、电子设备、存储介质。
背景技术
随着网络技术的发展,应用于移动终端的游戏也越来越多。在多人游戏中,当用户控制的虚拟角色阵亡时,用户可以选择退出当局游戏,自行开启下一句游戏,也可以选择采用观战的方式继续参与当局游戏。
发明内容
本公开提供了角色阵亡后的游戏观战方法及装置、电子设备、存储介质,包括:
一种角色阵亡后的游戏观战方法,通过在终端设备的处理器上执行应用程序并在所述终端设备的触控显示屏上渲染得到图形用户界面;所述方法包括:
当终端设备对应的虚拟角色阵亡后,在所述终端设备的图形用户界面中显示与被观战的目标虚拟角色的目标游戏画面相同的观战画面;
响应于针对所述观战画面的视角调整操作,调整所述观战画面;
响应于所述视角调整操作的消失,将所述观战画面恢复至与所述目标虚拟角色的目标游戏画面一致。
可选地,所述当终端设备对应的虚拟角色阵亡后,在所述终端设备中显示与被观战的目标虚拟角色的目标游戏画面相同的观战画面,包括:
在所述终端设备中生成与拍摄所述目标游戏画面的目标摄像头对应的观战摄像头;所述观战摄像头的位置和所述目标摄像头的位置相同,且所述观战摄像头的朝向和所述目标摄像头的朝向相同;
在所述终端设备中显示所述观战摄像头拍摄的观战画面。
可选地,所述响应于针对所述观战画面的视角调整操作,调整所述观战画面,包括:
响应于针对所述观战画面的视角调整操作,控制所述观战摄像头的朝向,以调整所述观战画面。
可选地,所述响应于针对所述观战画面的视角调整操作,控制所述观战摄像头的朝向,以调整所述观战画面,包括:
响应于操作介质在所述观战画面的滑动操作,控制所述观战摄像头的朝向跟随所述滑动操作移动,以调整所述观战画面。
可选地,所述响应于所述视角调整操作的消失,将所述观战画面恢复至与所述目标游戏画面一致,包括:
响应于所述操作介质离开所述观战画面,将所述观战画面恢复至与所述目标虚拟角色的目标游戏画面一致。
可选地,所述目标虚拟角色是当前存活的与所述终端设备对应的虚拟角色属于同一个阵营的虚拟角色。
可选地,所述方法还包括:
响应于针对所述观战画面的地图区域的标记操作,在所述地图区域显示与所述标记操作对应的标记信息;
将所述标记信息同步至所述目标游戏画面,以使所述目标游戏画面中的目标地图区域显示所述标记信息。
可选地,所述方法还包括:
将所述标记信息同步至与所述虚拟角色属于同一个阵营的其他虚拟角色对应游戏画面。
可选地,所述响应于针对所述观战画面中的地图区域的标记操作,在所述地图区域显示对应的标记信息,包括:
响应于针对所述地图区域的点击操作,触发标点模式,生成与所述点击操作对应的标记点;和/或,
响应于针对所述地图区域中第一标记点的长按操作,触发标线模式,并确定所述第一标记点为待绘制路线的起点;
响应于与所述长按操作连续的持续滑动操作,确定所述持续滑动操作的结束点为 第二标记点,并生成连接所述第一标记点和所述第二标记点的标记路线;
在所述地图区域显示所述标记点和/或所述标记路线。
一种角色阵亡后的游戏观战装置,通过在终端设备的处理器上执行应用程序并在所述终端设备的触控显示屏上渲染得到图形用户界面;所述装置包括:
观战画面确定模块,用于当终端设备对应的虚拟角色阵亡后,在所述终端设备的图形用户界面中显示与被观战的目标虚拟角色的目标游戏画面相同的观战画面;
观战画面调整模块,用于响应于针对所述观战画面的视角调整操作,调整所述观战画面;
观战画面同步模块,用于响应于所述视角调整操作的消失,将所述观战画面恢复至与所述目标虚拟角色的目标游戏画面一致。
可选地,所述观战画面确定模块,包括:
摄像头生成模块,用于在所述终端设备中生成与拍摄所述目标游戏画面的目标摄像头对应的观战摄像头;所述观战摄像头的位置和所述目标摄像头的位置相同,且所述观战摄像头的朝向和所述目标摄像头的朝向相同;
拍摄画面显示模块,用于在所述终端设备中显示所述观战摄像头拍摄的观战画面。
可选地,所述观战画面调整模块,包括:
摄像头朝向调整模块,用于响应于针对所述观战画面的视角调整操作,控制所述观战摄像头的朝向,以调整所述观战画面。
可选地,所述摄像头朝向调整模块,具体用于:
响应于操作介质在所述观战画面的滑动操作,控制所述观战摄像头的朝向跟随所述滑动操作移动,以调整所述观战画面。
可选地,所述观战画面同步模块,具体用于:
用于响应于所述操作介质离开所述观战画面,将所述观战画面恢复至与所述目标虚拟角色的目标游戏画面一致。
可选地,所述目标虚拟角色是当前存活的与所述终端设备对应的虚拟角色属于同一个阵营的虚拟角色。
可选地,所述装置还包括:
标记确定模块,用于响应于针对所述观战画面的地图区域的标记操作,在所述地 图区域显示与所述标记操作对应的标记信息;
标记第一同步模块,用于将所述标记信息同步至所述目标游戏画面,以使所述目标游戏画面中的目标地图区域显示所述标记信息。
可选地,所述装置还包括:
标记第二同步模块,用于将所述标记信息同步至与所述虚拟角色属于同一个阵营的其他虚拟角色对应游戏画面。
可选地,所述标记确定模块,包括:
第一响应模块,用于响应于针对所述地图区域的点击操作,触发标点模式,生成与所述点击操作对应的标记点;和/或,
第二响应模块,用于响应于针对所述地图区域中第一标记点的长按操作,触发标线模式,并确定所述第一标记点为待绘制路线的起点;
第三响应模块,用于响应于与所述长按操作连续的持续滑动操作,确定所述持续滑动操作的结束点为第二标记点,并生成连接所述第一标记点和所述第二标记点的标记路线;
标记显示模块,用于在所述地图区域显示所述标记点和/或所述标记路线。
一种电子设备,包括处理器、存储器及存储在所述存储器上并能够在所述处理器上运行的计算机程序,所述计算机程序被所述处理器执行时实现如上所述的角色阵亡后的游戏观战方法的步骤。
一种计算机可读存储介质,所述计算机可读存储介质上存储计算机程序,所述计算机程序被处理器执行时实现如上所述的角色阵亡后的游戏观战方法的步骤。
附图说明
为了更清楚地说明本公开的技术方案,下面将对本公开的描述中所需要使用的附图作简单地介绍,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性的前提下,还可以根据这些附图获得其他的附图。
图1为本公开其中之一实施例的一种角色阵亡后的游戏观战方法的步骤流程图;
图2为本公开其中之一实施例的一种角色阵亡后的游戏观战装置的结构框图;
图3为本公开其中之一实施例的电子设备的结构框图。
具体实施方式
为使本公开的上述目的、特征和优点能够更加明显易懂,下面结合附图和具体实施方式对本公开作进一步详细的说明。显然,所描述的实施例是本公开一部分实施例,而不是全部的实施例。基于本公开中的实施例,本领域普通技术人员在没有作出创造性劳动前提下所获得的所有其他实施例,都属于本公开保护的范围。
在团队作战的游戏中,当用户选择退出当前游戏时,容易影响队友的作战情绪,尤其是,当队友是用户现实中的好友时,用户提前退出游戏,还会影响与好友探讨此局游戏的感悟。而当用户选择采用观战的方式继续参与当局游戏时,由于现有的观战过程,用户只能观看被观战用户操作的游戏画面,参与感较低。尤其是在用户观战队友作战时,现有的观战方式并不能为被观战队友作战提供有力的帮助,对队伍中角色阵亡的用户不友好,影响用户的观战体验。
参照图1,示出了本公开一实施例提供的一种角色阵亡后的游戏观战方法的流程图,通过在终端设备的处理器上执行应用程序并在终端设备的触控显示屏上渲染得到图形用户界面。
在本公开实施例中,终端设备的处理器上执行的应用程序可以是需要下载安装的应用程序,也可以是即点即用的应用程序,本公开实施例对此不作限定。其中,终端设备可以是智能手机、平板电脑、游戏主机、电子书阅读器、多媒体播放设备、可穿戴设备等电子设备。
在本公开实施例中,上述应用程序可以是任何能够提供虚拟环境,以供用户代入和操作的虚拟对象在该虚拟环境中进行活动的应用程序。典型地,该应用程序为游戏应用程序,如多人在线战术竞技游戏(Multiplayer Online Battle Arena,MOBA)、大逃杀生存游戏(Battle Royale,BR)、第三人称射击游戏(Third-Personal Shooting Game,TPS)、第一人称射击游戏(First-Personal Shooting Game,FPS)以及多人枪战类生存游戏,等等。当然,除了游戏应用程序外,其他类型的应用程序中也可以向用户展示虚拟对象,并给虚拟对象提供相应的功能。例如,虚拟现实(Virtual Reality,VR)类应用程序、增强现实(Augmented Reality,AR)类应用程序、三维地图应用程序、军事仿真应用程序、社交类应用程序等,本公开实施例对此不作限定。另外,对于不同的应用程序来说,其所提供的虚拟对象的形态也会有所不同,且相应的功能也会有所不同,这都可以根据实际需求预先进行配置,本公开实施例对此不作限定。可选地,终端设备中运行有上述应用程序的客户端。在一些实施例中,上述应用程序是基于三维的虚拟环境引擎开发的应用程序,比如该虚拟环境引擎是Unity引擎,该虚拟环境 引擎能够构建三维的虚拟环境、虚拟对象和虚拟道具等,给用户带来更加沉浸式的游戏体验。
其中,上述虚拟环境是应用程序(如游戏应用程序)的客户端在终端设备上运行时提供的场景,该虚拟环境是指营造出的供虚拟对象进行活动(如游戏竞技)的场景,如虚拟房屋、虚拟岛屿、虚拟地图和虚拟建筑等。该虚拟环境可以是对真实世界的仿真环境,也可以是半仿真半虚构的环境,还可以是纯虚构的环境。虚拟环境可以是二维虚拟环境,也可以是2.5维虚拟环境,获知是三维虚拟环境,本公开实施例对此不作限定。
上述虚拟对象可以是用户账号在应用程序中控制的虚拟角色,也可以是由应用程序中的计算机程序控制的虚拟角色。以应用程序为游戏应用程序为例,虚拟对象可以是用户账号在游戏应用程序中控制的游戏角色,也可以是游戏应用程序中的计算机程序控制的游戏怪物。虚拟对象可以是人物形态,可以是动物、卡通或者其他形态,本公开实施例对此不作限定。虚拟对象可以三维形式展示,也可以二维形式展示,本公开实施例对此不作限定。可选地,当虚拟环境为三维虚拟环境时,虚拟对象是基于动画骨骼技术创建的三维立体模型。每个虚拟对象在三维环境中具有自身的形状和体积,占据三维虚拟环境中的一部分控件。
虚拟环境的显示画面是指图形用户界面中向用户展示的虚拟环境对应的画面。其中,该虚拟环境的显示画面可以是虚拟摄像机从虚拟环境中获取的画面。在一种实施方式中,虚拟摄像机可以以用户控制的目标虚拟对象的第三视角获取虚拟环境画面。可选地,虚拟摄像机设置在目标虚拟对象的斜上方,应用程序通过该虚拟摄像机,以目标虚拟对象为中心对虚拟环境进行观察,获取以目标虚拟对象为中心的虚拟环境的显示画面。在另一种实施方式中,虚拟摄像机以目标虚拟对象的第一视角获取虚拟环境的显示画面。可选地,虚拟摄像机设置在目标虚拟对象的正前方,应用程序通过该虚拟摄像机,以目标虚拟对象的视角对虚拟环境进行观察,获取以目标虚拟对象为第一视角的虚拟环境的显示画面。当然,在其他可能的实施方式中,虚拟摄像机的放置位置实时可调。
在本公开实施例中,上述虚拟环境的显示画面是用于展示射击类应用所提供的虚拟环境的显示画面,包括用于显示虚拟环境地图的地图区域。其中,射击类应用是指为用户控制的目标虚拟对象提供虚拟枪支或弓箭进行射击的应用,如第三人称射击游戏、第一人称射击游戏和多人枪战类生存游戏,等等。
方法具体可以包括如下步骤:
步骤101,当终端设备对应的虚拟角色阵亡后,在终端设备的图形用户界面中显示与被观战的目标虚拟角色的目标游戏画面相同的观战画面;
步骤102,响应于针对观战画面的视角调整操作,调整观战画面;
步骤103,响应于视角调整操作的消失,将观战画面恢复至与目标虚拟角色的目标游戏画面一致。
在本公开的实施例中,当终端设备对应的虚拟角色阵亡后,在终端设备的图形用户界面中显示与被观战的目标虚拟角色的目标游戏画面相同的观战画面;响应于针对观战画面的视角调整操作,调整观战画面;响应于视角调整操作的消失,将观战画面恢复至与目标虚拟角色的目标游戏画面一致;实现了在观战过程中,用户可以通过视角调整操作来调整观战画面的视角,并通过结束视角调整操作,可以将观战画面恢复至与被观战用户一致的画面,提高了观战过程的趣味性;当用户观战的是队友的游戏画面时,由于用户在调整观战画面的视角过程中,可以获取到被观战队友未留意到的信息,因此,可以促进与队友的战略沟通,为队友提供有力的作战指导,提高阵亡角色的用户在整个团队作战过程中的参与感。
下面,将对本示例性实施例中角色阵亡后的游戏观战方法作进一步地说明。
在步骤101中,当终端设备对应的虚拟角色阵亡后,在终端设备的图形用户界面中显示与被观战的目标虚拟角色的目标游戏画面相同的观战画面。
用户可以在终端设备上登录用户账号,该用户账号在游戏应用程序中控制的虚拟角色即为终端设备对应的虚拟角色。
虚拟角色阵亡是指虚拟角色在游戏战斗中死亡,可以通过检测虚拟角色的生命值是否低于/等于预设生命值,若是,则确认该虚拟角色阵亡,预设生命值一般用0表示。一般地,当终端设备对应的虚拟角色阵亡后,该虚拟角色会在当局游戏环境中消失;对应地,由于终端设备的图形用户界面中显示的游戏画面可以是通过与虚拟角色对应的虚拟摄像头采集得到的,因此,当虚拟角色阵亡后,终端设备显示的游戏画面也失去了意义。此时,当用户想要继续参与当局游戏时,可以通过观战的方式实现。
当确定用户观战的目标虚拟角色后,在终端设备的图形用户界面中显示与被观战的目标虚拟角色的目标游戏画面相同的观战画面;可以理解,观战画面和目标虚拟角色的目标游戏画面呈现相同的游戏场景。
在团队作战的游戏中,目标虚拟角色是当前存活的与终端设备对应的虚拟角色属于同一个阵营的虚拟角色。即在团队作战的游戏中,控制阵亡角色的用户可以观战队友的游戏画面。
其中,确定被观战的目标虚拟角色的过程,可以是当虚拟角色阵亡后,在终端设备中显示供用户选择的退出游戏控件和观战模式控件,当用户选择观战模式控件时,可以在终端设备中显示可选虚拟角色,以供用户选择其中一个可选虚拟角色作为被观 战的目标虚拟角色。其中,可选虚拟角色是指当前游戏中存活的虚拟角色,可选地,可选虚拟角色还可以指当前游戏中存活的与阵亡的虚拟角色同属于一个阵营的其他虚拟角色。或者,确定被观战的目标虚拟角色的过程,可以是当虚拟角色阵亡后,在终端设备中显示供用户选择的退出游戏控件和观战模式控件,当用户选择观战模式控件时,根据预设规则确定被观战的目标虚拟角色,例如,将可选虚拟角色中击杀对象最多/最少的虚拟角色确定为被观战的目标虚拟角色;又如,将可选虚拟角色中等级最高/最低的虚拟角色确定为被观战的目标虚拟角色,等等。本公开实施例对此不作限制。
上述在终端设备的图形用户界面中显示与被观战的目标虚拟角色的目标游戏画面相同的观战画面的过程,具体可以包括:
在终端设备中生成与拍摄目标游戏画面的目标摄像头对应的观战摄像头;观战摄像头的位置和目标摄像头的位置相同,且观战摄像头的朝向和目标摄像头的朝向相同;
在终端设备中显示观战摄像头拍摄的观战画面。
在本公开实施例中,在观战模式下,可以获取被观战的目标虚拟角色对应的目标虚拟摄像头的位置和朝向信息,然后在终端设备的游戏环境中生成与目标虚拟摄像头的位置和朝向信息均相同的观战摄像头,通过观战摄像头拍摄游戏环境得到观战画面,并在终端设备的图形用户界面中显示观战画面。此时观战画面与被观战的目标游戏画面保持一致。且观战摄像头的位置与目标摄像头的位置实时保持一致;观战摄像头的朝向在默认情况下也与目标摄像头的朝向保持一致。从而实现了对目标虚拟角色进行观战的效果。
在步骤102中,响应于针对观战画面的视角调整操作,调整观战画面。
在本公开实施例中,向执行观战模式的终端设备提供针对观战画面的视角调整功能,观战用户可以通过触发终端设备显示的观战画面的视角调整操作,实现调整观战画面,以获取被观战的目标虚拟角色所处的四周环境;从而提高观战的趣味性。
具体地,上述响应于针对观战画面的视角调整操作,调整观战画面,包括:
响应于针对观战画面的视角调整操作,控制观战摄像头的朝向,以调整观战画面。
在本实施例中,当检测到针对观战画面的视角调整操作时,控制观战摄像头的朝向,以调整观战画面。当观战摄像头的朝向发生变化时,观战摄像头拍摄的观战画面也会发生变化,且该变化不会对被观战的目标游戏画面造成影响;即不会影响目标虚拟角色对应的用户对目标虚拟角色的控制。
需要说明的是,观战摄像头的位置始终与目标摄像头的位置保持一致,而目标摄像头的位置由被观战的用户控制。也就是说,在调整观战摄像头朝向的过程中,当目标摄像头的位置移动时,观战摄像头的位置会同步移动。
可选地,视角调整操作是滑动操作,上述响应于针对观战画面的视角调整操作,控制观战摄像头的朝向,以调整观战画面,包括:
响应于操作介质在观战画面的滑动操作,控制观战摄像头的朝向跟随滑动操作移动,以调整观战画面。
在本实施例中,用户可以通过操作介质在终端设备的图形用户界面中显示的观战画面的区域中执行滑动操作;来调整观战画面。其中,操作介质可以为用户的肢体,如手指;或者其他的触摸物件,如触控笔。滑动操作是指操作介质在不离开屏幕的情况下,从观战画面的一个位置移动到另一个位置的操作。当检测到作用于观战画面的滑动操作时,控制观战摄像头的朝向跟随滑动操作移动,以调整观战画面。
可选地,观战摄像头的初始朝向可以是滑动操作触发时的朝向;也就是说,在滑动操作执行的过程中,观战摄像头的朝向不受目标摄像头的朝向影响。
示例性地,当滑动操作为左右滑动操作时,观战摄像头相应地左右转动;当滑动操作为上下滑动操作时,观战摄像头相应地上下转动。观战摄像头在转动过程中实时拍摄,得到相应的显示画面,即为调整后的观战画面。
可选地,视角调整操作是点击操作,在观战画面中显示有一个预设点,上述响应于针对观战画面的视角调整操作,控制观战摄像头的朝向,以调整观战画面,包括:
响应于操作介质在观战画面的点击操作,控制观战摄像头的朝向按照预设点与点击操作的点击位置方向改变,以调整观战画面。
在本实施例中,根据预设点与点击位置之间的位置关系,确定观战摄像头目标朝向,将观战摄像头调整为目标朝向。
在步骤103中,响应于视角调整操作的消失,将观战画面恢复至与目标虚拟角色的目标游戏画面一致。
在本实施例中,当视角调整操作消失时,终端设备显示的观战画面恢复至与目标虚拟角色的目标游戏画面一致。可以理解,申请实施例在没受到任何操作的情况下,观战画面与目标游戏画面保持一致。
其中,视角调整操作消失是指触发视角调整操作的操作介质离开终端设备,不再与终端设备的屏幕接触。因此,上述响应于视角调整操作的消失,将观战画面恢复至与目标虚拟角色的目标游戏画面一致,具体包括:
响应于操作介质离开观战画面,将观战画面恢复至与目标虚拟角色的目标游戏画面一致。
本实施例中,当触发视角调整操作的操作介质离开观战画面时,观战摄像头的位 置和朝向与目标摄像头的位置和朝向分别相同,观战画面恢复至与目标虚拟角色的目标游戏画面一致;便于用户继续观战。
当用户调整观战画面的过程中,发现了敌人、载具、道具、建筑或掩体等信息时,由于该发现信息是基于用户调整观战画面实现的,因此,被观战用户可能并不知道该发现信息;用户可以通过结束视角调整操作将观战画面恢复到与目标游戏画面一致,以便更好地向被观战用户描述上述的发现信息。
示例性地,当用户在将观战摄像头从正前方旋转到正左侧时,发现了载具(假设载具静止),继续选择到正后方时,发现了敌人(假设敌人在一段时间内静止);当用户结束视角调整操作时,观战画面恢复到与目标游戏画面一致,若此时,观战画面中显示有上述发现的载具,可以理解,观战摄像头的正前方有上述发现的载具时,对应的情况是:在用户调整观战画面的过程中,目标摄像头从原来的正前方调整到原来的正左侧,因此,此时的正前方即为原来的正左侧,可以确定此时目标虚拟角色的正左侧方向有敌人;用户可以通过语音或者文字的方式向被观战用户提示目标虚拟角色左侧有敌人的信息,以便被观战用户根据信息做出相应的战略措施;从而可以进一步促进用户与被观战用户之间的交流,提高团队协作和游戏的社交氛围,以及提高用户的观战价值和观战体验。
进一步地,在本公开一可选实施方式中,上述方法还包括:
响应于针对观战画面的地图区域的标记操作,在地图区域显示与标记操作对应的标记信息;
将标记信息同步至目标游戏画面,以使目标游戏画面中的目标地图区域显示标记信息。
其中,标记操作包括标记标记点的操作和/或标记标记路线的操作,相应地,标记信息包括标记点和/或标记路线。
本实施例通过接收针对观战画面中的地图区域的标记操作,在观战画面的地图区域中显示对应的标记信息,并将标记信息同步显示在目标游戏画面中的目标地图区域中。实现了为观战用户与被观战用户的交流提供便利,提高沟通信息的准确性,以及提高沟通效率。
示例性地,当用户在调整观战画面的过程中发现了敌人、载具、道具、建筑或掩体等信息时,可以在地图区域中进行标记,并同步显示至被观战用户的目标游戏画面对应的目标地图区域中,可以提高观战用户与当局游戏的交互性,促进团队协作,提高游戏体验。
可选地,地图区域在观战画面中可以呈现小窗口显示模式,当用户需要在地图区 域中进行标记时,为了提高精度,可以通过预先设定的操作将地图区域进行放大处理,然后在放大后的地图区域中进行相关的标记操作。
可选地,上述响应于针对观战画面中的地图区域的标记操作,在地图区域显示与标记操作对应的标记信息,具体可以包括:
通过地图区域显示的模式切换控件,实现标点模式和标线模式之间的转换;
在标点模式下,响应于针对地图区域的点击操作,生成与点击操作对应的标记点;
在标线模式下,响应于针对地图区域的点击操作,生成与点击操作对应的路线标记点,同时将路线标记点与后一个生成的路线标记点连接生成标记路线;
在地图区域显示标记点和/或标记路线。
在本实施例中,在地图区域中进行标记的过程中,用户可以通过模式切换控件确定当前标记模式,在标点模式下,点击地图区域,可以实现在地图区域中标记标记点,并在地图区域中显示标记点;在标线模式下,点击地图区域,可以自动连接相邻两次点击操作的位置,生成标记路线,并在地图区域中显示标记路线。
可选地,上述响应于针对观战画面中的地图区域的标记操作,在地图区域显示与标记操作对应的标记信息,具体可以包括:
响应于针对地图区域的点击操作,触发标点模式,生成与点击操作对应的标记点;和/或,
响应于针对地图区域中第一标记点的长按操作,触发标线模式,并确定第一标记点为待绘制路线的起点;
响应于与长按操作连续的持续滑动操作,确定持续滑动操作的结束点为第二标记点,并生成连接第一标记点和第二标记点的标记路线;
在地图区域显示标记点和/或标记路线。
在本实施例中,在地图区域中进行标记的过程中,通过点击操作,触发标点模式,以实现在地图区域中标记标记点,并在地图区域中显示标记点;通过对标记点的长按操作,触发标线模式,连续执行持续滑动操作,可以生成相应的标记路线,并在地图区域中显示标记路线。可以实现根据作用于地图区域的操作来启动相应的标记模式,不需要配置模式切换控件,可以减少界面内容的承载负担;同时也可以防止因选错模式切换控件导致错误标记,提高了用户操作的便捷性。
其中,与长按操作连续的持续滑动操作是指手指在触发长按操作和持续滑动操作时没有离开屏幕。持续滑动操作是指手指在不离开屏幕的情况下,从屏幕的一个位置连续移动到另一个位置的操作,连续移动是指在移动过程中任意位置停留的时间不超 过参考时间。当手指在不离开屏幕的情况下,从屏幕的一个位置连续移动到另一个位置后离开屏幕,将手指离开屏幕时的位置点确定为滑动操作的结束点。当手指在不离开屏幕的情况下,从屏幕的一个位置连续移动到另一个位置,在另一个位置停留的时间超过参考时间时,将该另一个位置确定为滑动操作的结束点。第一标记点可以是地图区域中显示的任意一个标记点,包括先生成的独立的标记点,和在先生成的原始标记路线的端点标记点。
当第一标记点是在先生成的原始标记路线的端点标记点时,将生成的标记路线跟原始标记路线合并,得到目标标记路线,在生成下一段标记路线时,该目标标记路线作为下一段标记路线的原始标记路线。通过重复执行长按操作和连续的持续滑动操作,可以得到包含多段标记路线的目标标记路线。
进一步地,在本公开一可选实施方式中,上述方法还包括:
将标记信息同步至与虚拟角色属于同一个阵营的其他虚拟角色对应游戏画面。
在本实施例中,当观战用户在观战画面的地图区域中执行标记操作后,还可以将观战画面的地图区域显示的标记信息同步显示至同一阵营的所有虚拟角色对应的游戏画面中,以便将信息与其他队友共享。
在本公开的实施例中,当终端设备对应的虚拟角色阵亡后,在终端设备的图形用户界面中显示与被观战的目标虚拟角色的目标游戏画面相同的观战画面;响应于针对观战画面的视角调整操作,调整观战画面;响应于视角调整操作的消失,将观战画面恢复至与目标虚拟角色的目标游戏画面一致;实现了在观战过程中,用户可以通过视角调整操作来调整观战画面的视角,并通过结束视角调整操作,可以将观战画面恢复至与被观战用户一致的画面,提高了观战过程的趣味性;当用户观战的是队友的游戏画面时,由于用户在调整观战画面的视角过程中,可以获取到被观战队友未知的信息,因此,可以促进与队友的战略沟通,为被观战的队友提供有力的作战指导,促进阵亡角色的用户和存活角色的用户的交流,提高团队协作及游戏的社交氛围,提高阵亡角色的用户在整个团队作战过程中的参与感。
需要说明的是,对于方法实施例,为了简单描述,故将其都表述为一系列的动作组合,但是本领域技术人员应该知悉,本公开实施例并不受所描述的动作顺序的限制,因为依据本公开实施例,某些步骤可以采用其他顺序或者同时进行。其次,本领域技术人员也应该知悉,说明书中所描述的实施例均属于优选实施例,所涉及的动作并不一定是本公开实施例所必须的。
参照图2,示出了本公开的一种角色阵亡后的游戏观战装置实施例的结构框图,通过在终端设备的处理器上执行应用程序并在所述终端设备的触控显示屏上渲染得到图形用户界面;所述装置具体可以包括如下模块:
观战画面确定模块201,用于当终端设备对应的虚拟角色阵亡后,在所述终端设备的图形用户界面中显示与被观战的目标虚拟角色的目标游戏画面相同的观战画面;
观战画面调整模块202,用于响应于针对所述观战画面的视角调整操作,调整所述观战画面;
观战画面同步模块203,用于响应于所述视角调整操作的消失,将所述观战画面恢复至与所述目标虚拟角色的目标游戏画面一致。
在本公开一实施例中,所述观战画面确定模块201,包括:
摄像头生成模块,用于在所述终端设备中生成与拍摄所述目标游戏画面的目标摄像头对应的观战摄像头;所述观战摄像头的位置和所述目标摄像头的位置相同,且所述观战摄像头的朝向和所述目标摄像头的朝向相同;
拍摄画面显示模块,用于在所述终端设备中显示所述观战摄像头拍摄的观战画面。
在本公开一实施例中,所述观战画面调整模块202,包括:
摄像头朝向调整模块,用于响应于针对所述观战画面的视角调整操作,控制所述观战摄像头的朝向,以调整所述观战画面。
在本公开一实施例中,所述摄像头朝向调整模块,具体用于:
响应于操作介质在所述观战画面的滑动操作,控制所述观战摄像头的朝向跟随所述滑动操作移动,以调整所述观战画面。
在本公开一实施例中,所述观战画面同步模块203,具体用于:
用于响应于所述操作介质离开所述观战画面,将所述观战画面恢复至与所述目标虚拟角色的目标游戏画面一致。
在本公开一实施例中,所述目标虚拟角色是当前存活的与所述终端设备对应的虚拟角色属于同一个阵营的虚拟角色。
在本公开一实施例中,所述装置还包括:
标记确定模块,用于响应于针对所述观战画面的地图区域的标记操作,在所述地图区域显示与所述标记操作对应的标记信息;
标记第一同步模块,用于将所述标记信息同步至所述目标游戏画面,以使所述目标游戏画面中的目标地图区域显示所述标记信息。
在本公开一实施例中,所述装置还包括:
标记第二同步模块,用于将所述标记信息同步至与所述虚拟角色属于同一个阵营的其他虚拟角色对应游戏画面。
在本公开一实施例中,所述标记确定模块,包括:
第一响应模块,用于响应于针对所述地图区域的点击操作,触发标点模式,生成与所述点击操作对应的标记点;和/或,
第二响应模块,用于响应于针对所述地图区域中第一标记点的长按操作,触发标线模式,并确定所述第一标记点为待绘制路线的起点;
第三响应模块,用于响应于与所述长按操作连续的持续滑动操作,确定所述持续滑动操作的结束点为第二标记点,并生成连接所述第一标记点和所述第二标记点的标记路线;
标记显示模块,用于在所述地图区域显示所述标记点和/或所述标记路线。
在本公开的实施例中,当终端设备对应的虚拟角色阵亡后,在终端设备的图形用户界面中显示与被观战的目标虚拟角色的目标游戏画面相同的观战画面;响应于针对观战画面的视角调整操作,调整观战画面;响应于视角调整操作的消失,将观战画面恢复至与目标虚拟角色的目标游戏画面一致;实现了在观战过程中,用户可以通过视角调整操作来调整观战画面的视角,并通过结束视角调整操作,可以将观战画面恢复至与被观战用户一致的画面,提高了观战过程的趣味性;当用户观战的是队友的游戏画面时,由于用户在调整观战画面的视角过程中,可以获取到被观战队友未知的信息,因此,可以促进与队友的战略沟通,为被观战的队友提供有力的作战指导,促进阵亡角色的用户和存活角色的用户的交流,提高团队协作及游戏的社交氛围,提高阵亡角色的用户在整个团队作战过程中的参与感。
对于装置实施例而言,由于其与方法实施例基本相似,所以描述的比较简单,相关之处参见方法实施例的部分说明即可。
本公开实施例还公开了如图3所示的电子设备300,包括处理器310、存储器320及存储在所述存储器上并能够在所述处理器上运行的计算机程序,所述计算机程序被所述处理器执行时实现如上所述的角色阵亡后的游戏观战方法的步骤,例如:
当终端设备对应的虚拟角色阵亡后,在所述终端设备的图形用户界面中显示与被观战的目标虚拟角色的目标游戏画面相同的观战画面;
响应于针对所述观战画面的视角调整操作,调整所述观战画面;
响应于所述视角调整操作的消失,将所述观战画面恢复至与所述目标虚拟角色的 目标游戏画面一致。
可选地,所述当终端设备对应的虚拟角色阵亡后,在所述终端设备中显示与被观战的目标虚拟角色的目标游戏画面相同的观战画面,包括:
在所述终端设备中生成与拍摄所述目标游戏画面的目标摄像头对应的观战摄像头;所述观战摄像头的位置和所述目标摄像头的位置相同,且所述观战摄像头的朝向和所述目标摄像头的朝向相同;
在所述终端设备中显示所述观战摄像头拍摄的观战画面。
可选地,所述响应于针对所述观战画面的视角调整操作,调整所述观战画面,包括:
响应于针对所述观战画面的视角调整操作,控制所述观战摄像头的朝向,以调整所述观战画面。
可选地,所述响应于针对所述观战画面的视角调整操作,控制所述观战摄像头的朝向,以调整所述观战画面,包括:
响应于操作介质在所述观战画面的滑动操作,控制所述观战摄像头的朝向跟随所述滑动操作移动,以调整所述观战画面。
可选地,所述响应于所述视角调整操作的消失,将所述观战画面恢复至与所述目标游戏画面一致,包括:
响应于所述操作介质离开所述观战画面,将所述观战画面恢复至与所述目标虚拟角色的目标游戏画面一致。
可选地,所述目标虚拟角色是当前存活的与所述终端设备对应的虚拟角色属于同一个阵营的虚拟角色。
可选地,所述方法还包括:
响应于针对所述观战画面的地图区域的标记操作,在所述地图区域显示与所述标记操作对应的标记信息;
将所述标记信息同步至所述目标游戏画面,以使所述目标游戏画面中的目标地图区域显示所述标记信息。
可选地,所述方法还包括:
将所述标记信息同步至与所述虚拟角色属于同一个阵营的其他虚拟角色对应游戏画面。
可选地,所述响应于针对所述观战画面中的地图区域的标记操作,在所述地图区 域显示对应的标记信息,包括:
响应于针对所述地图区域的点击操作,触发标点模式,生成与所述点击操作对应的标记点;和/或,
响应于针对所述地图区域中第一标记点的长按操作,触发标线模式,并确定所述第一标记点为待绘制路线的起点;
响应于与所述长按操作连续的持续滑动操作,确定所述持续滑动操作的结束点为第二标记点,并生成连接所述第一标记点和所述第二标记点的标记路线;
在所述地图区域显示所述标记点和/或所述标记路线。
通过上述方式,当终端设备对应的虚拟角色阵亡后,在终端设备的图形用户界面中显示与被观战的目标虚拟角色的目标游戏画面相同的观战画面;响应于针对观战画面的视角调整操作,调整观战画面;响应于视角调整操作的消失,将观战画面恢复至与目标虚拟角色的目标游戏画面一致;实现了在观战过程中,用户可以通过视角调整操作来调整观战画面的视角,并通过结束视角调整操作,可以将观战画面恢复至与被观战用户一致的画面,提高了观战过程的趣味性;当用户观战的是队友的游戏画面时,由于用户在调整观战画面的视角过程中,可以获取到被观战队友未留意到的信息,因此,可以促进与队友的战略沟通,为队友提供有力的作战指导,提高阵亡角色的用户在整个团队作战过程中的参与感。
本公开实施例还公开了计算机可读存储介质,所述计算机可读存储介质上存储计算机程序,所述计算机程序被处理器执行时实现如上所述的角色阵亡后的游戏观战方法的步骤,例如:
当终端设备对应的虚拟角色阵亡后,在所述终端设备的图形用户界面中显示与被观战的目标虚拟角色的目标游戏画面相同的观战画面;
响应于针对所述观战画面的视角调整操作,调整所述观战画面;
响应于所述视角调整操作的消失,将所述观战画面恢复至与所述目标虚拟角色的目标游戏画面一致。
可选地,所述当终端设备对应的虚拟角色阵亡后,在所述终端设备中显示与被观战的目标虚拟角色的目标游戏画面相同的观战画面,包括:
在所述终端设备中生成与拍摄所述目标游戏画面的目标摄像头对应的观战摄像头;所述观战摄像头的位置和所述目标摄像头的位置相同,且所述观战摄像头的朝向和所述目标摄像头的朝向相同;
在所述终端设备中显示所述观战摄像头拍摄的观战画面。
可选地,所述响应于针对所述观战画面的视角调整操作,调整所述观战画面,包括:
响应于针对所述观战画面的视角调整操作,控制所述观战摄像头的朝向,以调整所述观战画面。
可选地,所述响应于针对所述观战画面的视角调整操作,控制所述观战摄像头的朝向,以调整所述观战画面,包括:
响应于操作介质在所述观战画面的滑动操作,控制所述观战摄像头的朝向跟随所述滑动操作移动,以调整所述观战画面。
可选地,所述响应于所述视角调整操作的消失,将所述观战画面恢复至与所述目标游戏画面一致,包括:
响应于所述操作介质离开所述观战画面,将所述观战画面恢复至与所述目标虚拟角色的目标游戏画面一致。
可选地,所述目标虚拟角色是当前存活的与所述终端设备对应的虚拟角色属于同一个阵营的虚拟角色。
可选地,所述方法还包括:
响应于针对所述观战画面的地图区域的标记操作,在所述地图区域显示与所述标记操作对应的标记信息;
将所述标记信息同步至所述目标游戏画面,以使所述目标游戏画面中的目标地图区域显示所述标记信息。
可选地,所述方法还包括:
将所述标记信息同步至与所述虚拟角色属于同一个阵营的其他虚拟角色对应游戏画面。
可选地,所述响应于针对所述观战画面中的地图区域的标记操作,在所述地图区域显示对应的标记信息,包括:
响应于针对所述地图区域的点击操作,触发标点模式,生成与所述点击操作对应的标记点;和/或,
响应于针对所述地图区域中第一标记点的长按操作,触发标线模式,并确定所述第一标记点为待绘制路线的起点;
响应于与所述长按操作连续的持续滑动操作,确定所述持续滑动操作的结束点为第二标记点,并生成连接所述第一标记点和所述第二标记点的标记路线;
在所述地图区域显示所述标记点和/或所述标记路线。
通过上述方式,当终端设备对应的虚拟角色阵亡后,在终端设备的图形用户界面中显示与被观战的目标虚拟角色的目标游戏画面相同的观战画面;响应于针对观战画面的视角调整操作,调整观战画面;响应于视角调整操作的消失,将观战画面恢复至与目标虚拟角色的目标游戏画面一致;实现了在观战过程中,用户可以通过视角调整操作来调整观战画面的视角,并通过结束视角调整操作,可以将观战画面恢复至与被观战用户一致的画面,提高了观战过程的趣味性;当用户观战的是队友的游戏画面时,由于用户在调整观战画面的视角过程中,可以获取到被观战队友未留意到的信息,因此,可以促进与队友的战略沟通,为队友提供有力的作战指导,提高阵亡角色的用户在整个团队作战过程中的参与感。
本说明书中的各个实施例均采用递进的方式描述,每个实施例重点说明的都是与其他实施例的不同之处,各个实施例之间相同相似的部分互相参见即可。
本领域内的技术人员应明白,本公开实施例的实施例可提供为方法、装置、或计算机程序产品。因此,本公开实施例可采用完全硬件实施例、完全软件实施例、或结合软件和硬件方面的实施例的形式。而且,本公开实施例可采用在一个或多个其中包含有计算机可用程序代码的计算机可用存储介质(包括但不限于磁盘存储器、CD-ROM、光学存储器等)上实施的计算机程序产品的形式。
本公开实施例是参照根据本公开实施例的方法、终端设备(系统)、和计算机程序产品的流程图和/或方框图来描述的。应理解可由计算机程序指令实现流程图和/或方框图中的每一流程和/或方框、以及流程图和/或方框图中的流程和/或方框的结合。可提供这些计算机程序指令到通用计算机、专用计算机、嵌入式处理机或其他可编程数据处理终端设备的处理器以产生一个机器,使得通过计算机或其他可编程数据处理终端设备的处理器执行的指令产生用于实现在流程图一个流程或多个流程和/或方框图一个方框或多个方框中指定的功能的装置。
这些计算机程序指令也可存储在能引导计算机或其他可编程数据处理终端设备以特定方式工作的计算机可读存储器中,使得存储在该计算机可读存储器中的指令产生包括指令装置的制造品,该指令装置实现在流程图一个流程或多个流程和/或方框图一个方框或多个方框中指定的功能。
这些计算机程序指令也可装载到计算机或其他可编程数据处理终端设备上,使得在计算机或其他可编程终端设备上执行一系列操作步骤以产生计算机实现的处理,从而在计算机或其他可编程终端设备上执行的指令提供用于实现在流程图一个流程或多个流程和/或方框图一个方框或多个方框中指定的功能的步骤。
尽管已描述了本公开实施例的优选实施例,但本领域内的技术人员一旦得知了基 本创造性概念,则可对这些实施例做出另外的变更和修改。所以,所附权利要求意欲解释为包括优选实施例以及落入本公开实施例范围的所有变更和修改。
最后,还需要说明的是,在本文中,诸如第一和第二等之类的关系术语仅仅用来将一个实体或者操作与另一个实体或操作区分开来,而不一定要求或者暗示这些实体或操作之间存在任何这种实际的关系或者顺序。而且,术语“包括”、“包含”或者其任何其他变体意在涵盖非排他性的包含,从而使得包括一系列要素的过程、方法、物品或者终端设备不仅包括那些要素,而且还包括没有明确列出的其他要素,或者是还包括为这种过程、方法、物品或者终端设备所固有的要素。在没有更多限制的情况下,由语句“包括一个……”限定的要素,并不排除在包括所述要素的过程、方法、物品或者终端设备中还存在另外的相同要素。
以上对本公开所提供的一种角色阵亡后的游戏观战方法及装置、电子设备和存储介质,进行了详细介绍,本文中应用了具体个例对本公开的原理及实施方式进行了阐述,以上实施例的说明只是用于帮助理解本公开的方法及其核心思想;同时,对于本领域的一般技术人员,依据本公开的思想,在具体实施方式及应用范围上均会有改变之处,综上所述,本说明书内容不应理解为对本公开的限制。

Claims (12)

  1. 一种角色阵亡后的游戏观战方法,通过在终端设备的处理器上执行应用程序并在所述终端设备的触控显示屏上渲染得到图形用户界面;所述方法包括:
    当终端设备对应的虚拟角色阵亡后,在所述终端设备的图形用户界面中显示与被观战的目标虚拟角色的目标游戏画面相同的观战画面;
    响应于针对所述观战画面的视角调整操作,调整所述观战画面;
    响应于所述视角调整操作的消失,将所述观战画面恢复至与所述目标虚拟角色的目标游戏画面一致。
  2. 根据权利要求1所述的方法,其中,所述当终端设备对应的虚拟角色阵亡后,在所述终端设备中显示与被观战的目标虚拟角色的目标游戏画面相同的观战画面,包括:
    在所述终端设备中生成与拍摄所述目标游戏画面的目标摄像头对应的观战摄像头;所述观战摄像头的位置和所述目标摄像头的位置相同,且所述观战摄像头的朝向和所述目标摄像头的朝向相同;
    在所述终端设备中显示所述观战摄像头拍摄的观战画面。
  3. 根据权利要求2所述的方法,其中,所述响应于针对所述观战画面的视角调整操作,调整所述观战画面,包括:
    响应于针对所述观战画面的视角调整操作,控制所述观战摄像头的朝向,以调整所述观战画面。
  4. 根据权利要求3所述的方法,其中,所述响应于针对所述观战画面的视角调整操作,控制所述观战摄像头的朝向,以调整所述观战画面,包括:
    响应于操作介质在所述观战画面的滑动操作,控制所述观战摄像头的朝向跟随所述滑动操作移动,以调整所述观战画面。
  5. 根据权利要求4所述的方法,其中,所述响应于所述视角调整操作的消失,将所述观战画面恢复至与所述目标游戏画面一致,包括:
    响应于所述操作介质离开所述观战画面,将所述观战画面恢复至与所述目标虚拟角色的目标游戏画面一致。
  6. 根据权利要求1-5任一项所述的方法,其中,所述目标虚拟角色是当前存活的与所述终端设备对应的虚拟角色属于同一个阵营的虚拟角色。
  7. 根据权利要求6所述的方法,其中,所述方法还包括:
    响应于针对所述观战画面的地图区域的标记操作,在所述地图区域显示与所述标记操作对应的标记信息;
    将所述标记信息同步至所述目标游戏画面,以使所述目标游戏画面中的目标地图区域显示所述标记信息。
  8. 根据权利要求7所述的方法,其中,所述方法还包括:
    将所述标记信息同步至与所述虚拟角色属于同一个阵营的其他虚拟角色对应游戏画面。
  9. 根据权利要求6所述的方法,其中,所述响应于针对所述观战画面中的地图区域的标记操作,在所述地图区域显示对应的标记信息,包括:
    响应于针对所述地图区域的点击操作,触发标点模式,生成与所述点击操作对应的标记点;和/或,
    响应于针对所述地图区域中第一标记点的长按操作,触发标线模式,并确定所述第一标记点为待绘制路线的起点;
    响应于与所述长按操作连续的持续滑动操作,确定所述持续滑动操作的结束点为第二标记点,并生成连接所述第一标记点和所述第二标记点的标记路线;
    在所述地图区域显示所述标记点和/或所述标记路线。
  10. 一种角色阵亡后的游戏观战装置,通过在终端设备的处理器上执行应用程序并在所述终端设备的触控显示屏上渲染得到图形用户界面;所述装置包括:
    观战画面确定模块,用于当终端设备对应的虚拟角色阵亡后,在所述终端设备的图形用户界面中显示与被观战的目标虚拟角色的目标游戏画面相同的观战画面;
    观战画面调整模块,用于响应于针对所述观战画面的视角调整操作,调整所述观战画面;
    观战画面同步模块,用于响应于所述视角调整操作的消失,将所述观战画面恢复至与所述目标虚拟角色的目标游戏画面一致。
  11. 一种电子设备,包括处理器、存储器及存储在所述存储器上并能够在所述处理器上运行的计算机程序,所述计算机程序被所述处理器执行时实现如权利要求1至9中任一项所述的角色阵亡后的游戏观战方法的步骤。
  12. 一种计算机可读存储介质,所述计算机可读存储介质上存储计算机程序,所 述计算机程序被处理器执行时实现如权利要求1至9中任一项所述的角色阵亡后的游戏观战方法的步骤。
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