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 PDFInfo
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- 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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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/85—Providing additional services to players
- A63F13/86—Watching games played by other players
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/214—Input 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
- A63F13/2145—Input 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
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/52—Controlling the output signals based on the game progress involving aspects of the displayed game scene
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/52—Controlling the output signals based on the game progress involving aspects of the displayed game scene
- A63F13/525—Changing parameters of virtual cameras
- A63F13/5255—Changing 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
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling 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
- A63F13/537—Controlling 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
- A63F13/5372—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for tagging characters, objects or locations in the game scene, e.g. displaying a circle under the character controlled by the player
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling 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
- A63F13/537—Controlling 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
- A63F13/5378—Controlling 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
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/837—Shooting of targets
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/847—Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/90—Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
- A63F13/92—Video game devices specially adapted to be hand-held while playing
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features 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
- A63F2300/8076—Shooting
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features 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
- A63F2300/8082—Virtual 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
Description
Claims (12)
- 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。
- 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。
- 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。
- 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。
- 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。
- 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。
- 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。
- 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。
- 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。
- 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。
- 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。
- 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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| US18/681,883 US20250001315A1 (en) | 2021-09-24 | 2022-05-25 | Method and apparatus for watching game after character is eliminated, and electronic device and storage medium thereof |
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| CN114404961B (zh) * | 2022-01-19 | 2026-03-27 | 网易(杭州)网络有限公司 | 观战视角的切换方法、装置、电子设备及可读存储介质 |
| CN114768253B (zh) * | 2022-03-24 | 2025-08-08 | 网易(杭州)网络有限公司 | 信息处理方法及装置、电子设备、存储介质 |
| CN115645912B (zh) * | 2022-10-24 | 2026-05-05 | 网易(杭州)网络有限公司 | 游戏元素的显示方法、装置、计算机设备及存储介质 |
| CN115944915A (zh) * | 2023-02-03 | 2023-04-11 | 网易(杭州)网络有限公司 | 游戏观战方法、装置、电子设备及存储介质 |
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| JP2024521864A (ja) | 2024-06-04 |
| CN113827986A (zh) | 2021-12-24 |
| CN113827986B (zh) | 2024-08-13 |
| US20250001315A1 (en) | 2025-01-02 |
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