WO2023123750A1 - 游戏中画面的切换方法、装置、电子设备及存储介质 - Google Patents

游戏中画面的切换方法、装置、电子设备及存储介质 Download PDF

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Publication number
WO2023123750A1
WO2023123750A1 PCT/CN2022/087469 CN2022087469W WO2023123750A1 WO 2023123750 A1 WO2023123750 A1 WO 2023123750A1 CN 2022087469 W CN2022087469 W CN 2022087469W WO 2023123750 A1 WO2023123750 A1 WO 2023123750A1
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Prior art keywords
field
view
sliding operation
sliding
game
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PCT/CN2022/087469
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English (en)
French (fr)
Inventor
孙梦婷
师鸿博
谢宇飞
Original Assignee
网易(杭州)网络有限公司
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Publication of WO2023123750A1 publication Critical patent/WO2023123750A1/zh

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0484Interaction techniques based on graphical user interfaces [GUI] for the control of specific functions or operations, e.g. selecting or manipulating an object, an image or a displayed text element, setting a parameter value or selecting a range
    • G06F3/04847Interaction techniques to control parameter settings, e.g. interaction with sliders or dials
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0484Interaction techniques based on graphical user interfaces [GUI] for the control of specific functions or operations, e.g. selecting or manipulating an object, an image or a displayed text element, setting a parameter value or selecting a range
    • G06F3/0485Scrolling or panning

Definitions

  • the present disclosure relates to the technical field of games, and in particular, to a method for switching screens in a game, a device for switching screens in a game, an electronic device, and a computer-readable storage medium.
  • the virtual camera movement of the mobile game is realized through operations such as pressing, dragging, and releasing the player's fingers on the scene.
  • the basic logic of virtual camera movement is to match the position of the touch point of the player's finger on the screen of the mobile phone with the position of the scene. By moving the finger and dragging the scene, the player performs an intuitive virtual camera change operation to realize the control of the field of view.
  • the field of view operation joystick (interactive controls displayed on the screen, or interactive areas not displayed on the screen, etc.) is sometimes used to compound fast throwing (fling) gestures when performing A operation (view control)
  • fling gestures when performing A operation (view control)
  • the fast throw gesture it can immediately switch to the B operation corresponding to the fling gesture.
  • the fast throw gesture it can trigger a response when the layer is slid at a faster speed than the default speed assigned by the system, and ends with the finger lifting behavior.
  • the judgment point of the fast throw gesture is the moment when the finger is lifted, the field of view movement caused by the high-speed movement during the period from the start of the fast throw to the lifting of the finger is not expected by the user, and it is easy to bring a greater visual impact to the player. Interference, giving players a poor visual experience.
  • the embodiments of the present disclosure provide a screen switching method, device, electronic device, and computer-readable storage medium in a game, so as to solve or partially solve the problem brought to the player by the movement of the field of view that is not the player's subjective intention caused by the user's operation during the game.
  • the problem of visual interference is not the problem of visual interference.
  • An embodiment of the present disclosure discloses a method for switching screens in a game.
  • a graphical user interface is provided through a preset terminal, and the content displayed in the graphical user interface includes at least a game view screen and a view switching area for the game view screen.
  • the methods include:
  • the touch parameter satisfies the field of view adjustment judgment condition, then determine the field of view supplement adjustment information corresponding to the sliding operation, and perform supplementary control of field of view switching on the current game field of view screen according to the field of view compensation adjustment information, so as to display in the graphics
  • the user interface displays the target game view screen.
  • the touch parameters include at least sliding acceleration
  • the fast-throwing judgment condition includes at least an acceleration threshold and a preset duration
  • the corresponding field of view buffer adjustment information includes:
  • the field of view buffer adjustment information corresponding to the sliding operation is determined.
  • the touch parameters include at least a sliding speed
  • the determining the field of view buffer adjustment information corresponding to the sliding operation includes
  • the buffer regulation of switching the field of view of the current game field of view according to the field of view buffer adjustment information includes:
  • the buffer adjustment of field of view switching is performed on the current game field of view to display the target game field of view in the GUI.
  • the touch parameters include the actual operation duration of the sliding operation, and the determining the first field of view displacement corresponding to the sliding operation according to the actual moving speed of the field of view and the buffer control parameters includes:
  • the actual operation duration is the duration from the starting moment to the response to the lifting operation.
  • the content displayed on the graphical user interface further includes several interactive controls, and the execution of the game interaction operation corresponding to the sliding operation includes:
  • a target interactive control corresponding to the sliding operation is determined, and a game interactive operation corresponding to the target interactive control is executed.
  • the touch parameters include at least sliding acceleration
  • the field of view adjustment judgment condition includes at least an acceleration threshold and a preset duration
  • the touch parameters meet the field of view adjustment judgment condition, then determine the sliding operation
  • the corresponding field of view compensation adjustment information includes:
  • the field of view compensation adjustment information corresponding to the sliding operation is determined.
  • the touch parameters include at least a sliding speed
  • the determining the field of view compensation adjustment information corresponding to the sliding operation includes:
  • the supplementary control of switching the field of view of the current game field of view according to the field of view compensation adjustment information to display the target game field of view on the graphical user interface includes:
  • the determining a first visual field displacement of the sliding operation within the preset duration and a target duration corresponding to the first visual field displacement according to the actual visual field movement speed and buffer control parameters includes:
  • the determining the second field of view displacement of the sliding operation within the target duration includes:
  • the field of view switching area includes a field of view switching control, and in response to receiving a sliding operation in the field of view switching area, determining a touch parameter corresponding to the sliding operation and an operation judgment condition for the sliding operation, include:
  • the embodiment of the present disclosure also discloses an in-game screen switching device, which provides a graphical user interface through a preset terminal, and the content displayed in the graphical user interface includes at least a game view screen and a view switching area for the game view screen , the device includes:
  • a touch parameter acquisition module configured to acquire a touch parameter corresponding to the slide operation in response to the sliding operation received by the field of view switching area;
  • the first field of view screen switching module is used to determine the field of view buffer adjustment information corresponding to the sliding operation if the touch parameter meets the fast throw judgment condition, and switch the field of view of the current game field of view according to the field of view buffer adjustment information buffer adjustment, to display the target game view screen in the graphical user interface, and execute the game interaction operation corresponding to the sliding operation;
  • the second field of view screen switching module is used to determine the field of view compensation adjustment information corresponding to the sliding operation if the touch parameters meet the field of view adjustment judgment condition, and perform field of view on the current game field of view screen according to the field of view compensation adjustment information
  • the supplementary control of the switch is used to display the target game field of view on the GUI.
  • the touch parameters include at least sliding acceleration
  • the fast throw judgment conditions include at least an acceleration threshold and a preset duration
  • the first field of view screen switching module includes:
  • the first starting point acquisition submodule is used to acquire the corresponding starting point when the sliding acceleration of the sliding operation is greater than or equal to the acceleration threshold if the sliding acceleration of the sliding operation is greater than or equal to the acceleration threshold ;
  • the buffer adjustment information determination sub-module is configured to determine the field of view buffer adjustment information corresponding to the slide operation in response to the lifting operation of the slide operation within a preset time period from the start time point.
  • the touch parameters include at least a sliding speed
  • the first field of view screen switching module includes:
  • the moving speed acquisition sub-module is used to obtain the actual field of view moving speed corresponding to the sliding speed, and the buffer control parameters corresponding to the fast throwing judgment condition;
  • the first field of view displacement determination submodule is configured to determine the first field of view displacement corresponding to the sliding operation according to the actual field of view movement speed and the buffer control parameters;
  • the first field of view switching sub-module is configured to perform view switching buffer regulation on the current game field of view according to the first field of view displacement, so as to display the target game field of view in the GUI.
  • the touch parameters include the actual operation duration of the sliding operation, and the first field of view displacement determining submodule is specifically used for:
  • the actual operation duration is the duration from the starting moment to the response to the lifting operation.
  • the content displayed on the graphical user interface also includes several interactive controls, and the first field of view screen switching module is specifically used for:
  • a target interactive control corresponding to the sliding operation is determined, and a game interactive operation corresponding to the target interactive control is executed.
  • the touch parameters include at least sliding acceleration
  • the visual field adjustment judgment conditions include at least an acceleration threshold and a preset duration
  • the second visual field screen switching module includes:
  • the second starting point acquisition submodule is used to acquire the corresponding starting moment when the sliding acceleration of the sliding operation is greater than or equal to the acceleration threshold if the sliding acceleration of the sliding operation is greater than or equal to the acceleration threshold point;
  • the sliding operation determination sub-module is configured to determine the field of view compensation adjustment information corresponding to the sliding operation if the touch lift of the sliding operation is not detected within a preset time period from the starting moment.
  • the touch parameters include at least a sliding speed
  • the second field of view screen switching module includes:
  • the control parameter acquisition sub-module is used to obtain the actual field of view moving speed corresponding to the sliding speed, and the buffer control parameter corresponding to the sliding operation;
  • a target duration determining sub-module configured to determine a first visual field displacement of the sliding operation within the preset duration and a target duration corresponding to the first visual field displacement according to the actual visual field moving speed and buffer control parameters;
  • the second field of view displacement determination submodule is configured to determine a second field of view displacement of the sliding operation within the target duration
  • the field of view image adjustment sub-module is used to switch the field of view of the current game screen to the target game field of view in the GUI according to the first field of view displacement and the second field of view displacement.
  • the target duration determination submodule is specifically used for:
  • the second field of view displacement determining submodule is specifically used for:
  • the field of view switching area includes a field of view switching control
  • the touch parameter acquisition module is specifically used for:
  • the embodiment of the present disclosure also discloses an electronic device, including a processor, a communication interface, a memory, and a communication bus, wherein the processor, the communication interface, and the memory complete mutual communication through the communication bus;
  • the memory is used to store computer programs
  • the processor is configured to implement the method described in the embodiments of the present disclosure when executing the program stored in the memory.
  • the embodiment of the present disclosure also discloses a computer-readable storage medium, on which instructions are stored, and when executed by one or more processors, the processors execute the method described in the embodiment of the present disclosure.
  • the terminal can display the game field of view of the game and the corresponding field of view switching area through the graphical user interface.
  • the terminal can respond to the sliding operation received by the field of view switching area, and obtain the touch parameters corresponding to the sliding operation.
  • the terminal can determine what kind of operation the sliding operation belongs to according to the sliding parameters of the sliding operation.
  • the field of view is adjusted according to the type of the sliding operation and the corresponding game operation is performed, which effectively solves the non-subjective movement of the player's subjective vision. , optimizing the flexibility of field of view switching.
  • FIG. 1 is a schematic diagram of the visual field displacement distance provided in an embodiment of the present disclosure
  • FIG. 2 is a flow chart of the steps of a method for switching screens in a game provided in an embodiment of the present disclosure
  • FIG. 3 is a schematic diagram of a graphical user interface provided in an embodiment of the present disclosure.
  • Fig. 4 is a schematic flow chart of fast throw determination provided in an embodiment of the present disclosure.
  • FIG. 5 is a schematic diagram of a v-t curve provided in an embodiment of the present disclosure.
  • Fig. 6 is a structural block diagram of an in-game screen switching device provided in an embodiment of the present disclosure.
  • FIG. 7 is a block diagram of an electronic device provided in an embodiment of the present disclosure.
  • FIG. 8 is a schematic diagram of a computer-readable medium provided in an embodiment of the present disclosure.
  • the field of view joystick the interactive control displayed on the screen, or the interactive area not displayed on the screen, etc.
  • compound fast throwing (fling) gesture to perform A operation (View control) at the same time, if you perform a fast throw (fling) gesture, you can immediately switch to the B operation corresponding to the fast throw (fling) gesture.
  • the fast throw gesture it can trigger a response when the layer is slid at a faster speed than the default speed assigned by the system, and ends with the finger lifting behavior.
  • the judgment point of the fast throw gesture is the moment when the finger is lifted, the field of view movement caused by the high-speed movement during the period from the start of the fast throw to the lifting of the finger is not expected by the user, and it is easy to bring a greater visual impact to the player. Interference, giving players a poor visual experience.
  • sliding operations can be divided into dragging, flicking, and fast throwing according to the gesture rate of the sliding operation.
  • dragging can be a precise gesture, the sliding speed is slower, and the sliding path is more precise. It can usually be aimed at An action performed on a specific target displayed in a graphical user interface; a flick can be a coarse gesture, and the swipe is fast, and usually does not have a specific screen target; quick throw, which can be a coarse gesture and is accompanied by a finger lift, swipe Faster, and usually don't have a specific screen target.
  • FIG. 1 it is a schematic diagram of the field of view displacement distance provided in the embodiment of the present disclosure.
  • the abscissa can be the sliding time of the sliding operation, and the ordinate can be the moving speed of the field of view.
  • the product of the two is the field of view displacement corresponding to the sliding operation (ie The area enclosed by the curve and the coordinate axis), in Figure 1, it corresponds to the v-t changes of the three behaviors of the player during the game, such as the regular moving field of view, the fast moving field of view, and the fast throwing operation.
  • the fast moving field of view and the fast moving field of view There are similar performances between the throwing operations, both of which accelerate to a higher value in a short period of time, but the fast throwing operation lasts for a short time and ends with raising the hand, while the time of the fast moving field of view is uncertain, usually in the The rapid increase in acceleration is followed by stagnation in movement, and the behavior of raising the hand does not necessarily appear.
  • the gray area is the moving distance of the field of view that is not expected by the player caused by the fast throw operation. Since the moving speed of the field of view will reach a high value within a period of time, although the time is extremely short, the moving distance of the field of view generated is relatively short. If it is large, it will cause relatively large visual interference.
  • one of the core inventions in the embodiments of the present disclosure is that when the field of view switching area receives a sliding operation, the terminal can obtain the sliding parameters of the sliding operation and the corresponding operation judgment conditions, and then perform the sliding operation according to the operation judgment conditions and the sliding parameters.
  • the operation is judged to determine whether the fast-throwing operation or the conventional sliding operation during the sliding operation, and then according to the operation type of the sliding operation, when the field of view is switched, the field of view is adjusted to reduce the field of view movement that is not the player's subjective intention during the game operation .
  • the terminal can display the game field of view of the game and the corresponding field of view switching area through the graphical user interface.
  • the terminal can respond to the sliding operation received by the field of view switching area, and obtain the touch parameters corresponding to the sliding operation. If the parameter satisfies the fast-throwing judgment condition, determine the corresponding view buffer adjustment information, and then perform view switching buffer adjustment according to the view buffer adjustment information, so as to display the target game view screen in the GUI, and perform the game interaction operation corresponding to the sliding operation , if the touch parameter satisfies the field of view adjustment judgment condition, then determine the corresponding field of view supplement adjustment information, and perform supplementary control of field of view switching according to the field of view compensation adjustment information, so as to display the target game field of view screen in the GUI.
  • FIG. 2 it shows a flow chart of the steps of a method for switching screens in a game provided in an embodiment of the present disclosure.
  • a graphical user interface is provided through a preset terminal, and the content displayed in the graphical user interface includes at least a game field of view screen And for the field of view switching area of the game field of view, it may specifically include the following steps:
  • Step 201 in response to receiving a sliding operation in the field of view switching area, acquiring a touch parameter corresponding to the sliding operation;
  • this embodiment of the present disclosure can be applied to a user terminal with a touch function, such as a mobile phone, a tablet computer, etc., and the corresponding game application program can be run on the user terminal, and the game application program can be displayed through the graphical user interface of the terminal.
  • a graphical user interface 320 can be obtained by executing a software application on the processor of the mobile terminal 310 and rendering it on the touch display of the mobile terminal 310.
  • the graphical user interface 320 may include at least one operation control 330 , and the graphical user interface 320 may also include a virtual object 340 and a movement controller 350 .
  • the mobile controller 350 can be arranged at the lower left of the graphical user interface 320, and control the game character 340 to move and/or rotate in the game scene according to the operation received by the mobile controller 350, while the graphical user interface 320
  • the bottom right provides a plurality of operation controls 330 for providing different control operations to the player.
  • a corresponding field of view switching area 360 may be provided on the right side of the GUI 320 , and the player may switch the game field of view displayed in the GUI 320 by inputting a corresponding sliding operation in the viewing angle switching area 360 .
  • the field of view switching area can be used for switching, and the field of view switching control can also be displayed in the graphical user interface, and the player can switch the game field of view through the field of view switching control.
  • the field of view switching control can also be displayed in the graphical user interface, and the player can switch the game field of view through the field of view switching control.
  • the content displayed by the terminal on the graphical user interface may include the game scene and the player character located in the game scene, etc., when the game is displayed in the first-person perspective, the graphical user interface may display the first person character according to the player character.
  • the game field of view screen that collects the game scene from a one-person perspective.
  • the game field of view screen includes the game scene within the visible range of the player character's current orientation and the part of the player character (such as only showing both hands, etc.).
  • the player can input the corresponding sliding Operation, to control the direction of the player character to switch the game field of view; when the game is displayed in a third-person perspective, the graphical user interface can display the game field of view collected from the game scene according to the virtual camera corresponding to the player character
  • the game view screen may include the player character and the game scene within the visible range around the player character, and the player may input a corresponding sliding operation, turn the virtual camera to switch the game view screen, and the like.
  • the field of view switching area located on the right side of the game interface is used as an example for illustration. It can be understood that it can also be a field of view switching control located on the right side of the game interface or a The field of view switching area, field of view switching controls, etc.
  • the player can input a sliding operation for the field of view switching area to switch the game field of view screen, and after receiving the sliding operation for the field of view switching area, the terminal can obtain the sliding parameters corresponding to the sliding operation and The operation judgment condition for the slide operation.
  • the slide parameters may include slide acceleration and slide speed, etc.
  • the operation judgment conditions may include fast throw judgment conditions and field of view adjustment judgment conditions, and the fast throw judgment conditions may be conditions for judging that the sliding operation is a fast throw operation, which may receive a slide operation, and determine whether the sliding acceleration of the sliding operation is greater than the acceleration threshold, and whether the touch lift (lift response) of the sliding operation is detected within the preset time period
  • the field of view adjustment judgment condition can be used to determine that the sliding operation is a regular sliding operation (Including ordinary sliding operations whose sliding acceleration is less than the acceleration threshold and fast sliding operations whose sliding acceleration is greater than or equal to the acceleration threshold, etc.), it can receive the sliding operation and judge whether the sliding acceleration of the sliding operation is greater than the acceleration threshold. Whether the touch lift of the sliding operation is detected within the duration (no lift response).
  • Step 202 if the touch parameters meet the quick throw judgment condition, determine the field of view buffer adjustment information corresponding to the sliding operation, and perform field of view switching buffer regulation on the current game field of view screen according to the field of view buffer adjustment information, so as to Displaying the target game field of view screen in the GUI, and executing the game interaction operation corresponding to the sliding operation;
  • the terminal after acquiring the sliding parameters of the sliding operation for the field of view switching area, if the terminal detects that the sliding parameters meet the fast throw judgment condition, it can determine that the sliding operation is a sliding operation corresponding to a composite function control
  • the sliding operation controlled by the composite function may include a sliding operation and a game function triggering operation, that is, when the terminal performs a sliding operation, it can perform a sliding operation and at the same time perform a game interaction operation triggered by the sliding operation.
  • the terminal may first determine the field of view buffer adjustment information corresponding to the sliding operation, and then perform view switching buffer adjustment on the current game field of view screen according to the field of view buffer adjustment information, so that when the GUI displays the target game field of view screen, it performs the same operation as the sliding operation. Operate the corresponding game interactive operation, so that when it is determined that the operation type of the sliding operation is fast throwing, by determining the field of view buffer adjustment information corresponding to the fast throwing operation, when switching the field of view screen, perform field of view buffering according to the field of view buffer adjustment information, Reduce the visual field movement that is not expected by the user caused by the fast throw operation, reduce the visual interference caused by the switching of the visual field screen to the player, and ensure the player's gaming experience.
  • the field of view buffer adjustment information can be the information for reducing the movement of the field of view during the sliding operation of the terminal, so that the field of view buffer adjustment information can be used to buffer and adjust the movement of the large field of view caused by the fast throw operation, reducing or avoiding the field of view.
  • the screen moves.
  • the sliding acceleration of the sliding operation is greater than or equal to the acceleration threshold, then the corresponding starting time point when the sliding acceleration of the sliding operation is greater than or equal to the acceleration threshold is obtained, starting from the starting time point Within the preset time period, in response to the lifting operation of the sliding operation, it is determined that the sliding operation is a sliding operation.
  • the terminal can obtain the actual field of view movement speed corresponding to the sliding speed, and the buffer control parameters corresponding to the fast throw judgment condition, and based on the actual field of view movement speed and
  • the buffer control parameter is used to determine the first field of view displacement corresponding to the sliding operation, and then perform view switching buffer regulation on the current game field of view according to the first field of view displacement to display the target game field of view in the GUI.
  • the acceleration threshold can be a threshold for judging whether the sliding operation is a fast throwing operation
  • the preset duration can be a time value for judging whether the sliding operation is a fast throwing operation (due to the fast sliding speed of the fast throwing operation, and lifting is the response point, the value of the time value is small)
  • the terminal can monitor the sliding acceleration of the sliding operation in real time, and when the sliding acceleration at a certain moment is detected to be greater than Or when it is equal to the acceleration threshold corresponding to the fast throw judgment condition, the time point corresponding to this moment is taken as the judgment point, and within the preset time period from the time point, if the touch of the sliding operation is detected to be lifted, it is judged from the judgment point
  • the sliding operation until the touch is lifted is a quick throw operation, that is, the player triggers another game interaction operation by sliding quickly during the process of switching the field of view.
  • the determination point of the sliding operation is t
  • the preset duration is T1
  • the operation type of the sliding operation is determined to be a quick throw operation
  • the trigger behavior is a swipe action.
  • the terminal can perform buffer control of view switching according to the sliding parameters corresponding to the sliding operation; While the game field of view screen is switched, the corresponding game interaction operation is performed. Specifically, for the buffer control of view switching, the terminal can obtain the actual view moving speed corresponding to the sliding speed, and the buffer control parameters corresponding to the fast throw judgment condition, and then use the buffer control parameters to perform buffer control on the actual view moving speed, and obtain the same The movement speed of the target field of view corresponding to the sliding operation, and then use the preset duration or the actual operation time and the moving speed of the target field of view to calculate the first field of view displacement corresponding to the sliding operation, and then switch the field of view of the current game field of view according to the first field of view displacement Buffer controls to display the target game field of view in the GUI.
  • the actual operation duration can be the duration from the initial moment to the terminal responding to the lifting operation.
  • the sliding duration is exactly equal to the preset duration of the fast throw judgment condition, then the terminal can use the preset Set the duration and the adjusted first visual field moving speed to calculate the displacement of the visual field; in another case, if the sliding duration is less than the preset duration of the fast throw judgment condition, the terminal uses the actual operation duration of the sliding operation and the adjusted first visual field displacement.
  • the field of view movement speed is used to calculate the field of view displacement, so that during the process of field of view switching, it can be adjusted according to the actual operation situation, which improves the flexibility of field of view switching.
  • the GUI may include several interactive controls.
  • the terminal may first determine the target interactive control corresponding to the sliding operation, and then execute the game interactive operation corresponding to the target interactive control.
  • the mapping relationship between the sliding speed and the moving speed of the field of view can be set in advance in the game, so that the terminal can determine the moving speed of the field of view according to the sliding speed of the sliding operation and the preset mapping relationship.
  • the field of view displacement is relatively large without buffer control, and the terminal will perform a relatively large change of field of view displacement on the current game field of view screen in the graphical user interface.
  • the terminal can re-determine the field of view displacement, and use the re-determined first field of view displacement as the field of view displacement generated by the fast throw operation to realize the buffer control of the field of view screen switching , to reduce or avoid the non-player's subjective vision screen switching caused by fast throwing operations.
  • the terminal can obtain the sliding operation after receiving the sliding operation for the field of view switching area. Sliding velocity v and sliding acceleration a, when a ⁇ a', the starting time point that satisfies a' is taken as the judgment point, and the time point t of the judgment point is obtained, and then detected during the period from t to (t+t1) If the touch of the sliding operation is lifted, it is determined that the operation type of the sliding operation is a quick throw operation, and the trigger behavior is a sliding operation.
  • the actual field of view moving speed Va corresponding to the sliding speed v can be determined first (Va can represent the actual moving speed of the field of view screen under the buffer control without field of view switching), and then use Va and the buffer control parameters c1 calculates the moving speed V1 of the target field of view, and multiplies V1 by t1 to obtain the field of view displacement of the game field of view screen during the period from t to (t+t1), and then the terminal can move the current game according to the first field of view displacement during the period from t to (t+t1).
  • the field of view screen is switched to the target game field of view screen, so that the buffer control of the field of view screen switching can be realized by re-determining the field of view displacement, reducing or avoiding the field of view screen switching that is not the player's subjective intention caused by the quick throw operation.
  • the terminal can also perform game interaction operations corresponding to the sliding operation while switching the game field of view. While viewing the field of view, you can control the player character to squat, etc.
  • Step 203 if the touch parameters satisfy the field of view adjustment judgment condition, then determine the field of view compensation adjustment information corresponding to the sliding operation, and perform supplementary control of field of view switching on the current game field of view screen according to the field of view compensation adjustment information to
  • the graphical user interface displays a target game view screen.
  • the terminal after acquiring the sliding parameter of the sliding operation for the field of view switching area, if the terminal detects that the sliding parameter satisfies the field of view adjustment judgment condition, it can determine that the sliding operation is a non-quick throw operation ( Specifically, it may be a fast sliding operation), that is, the sliding operation for the field of view switching area is a simple fast sliding operation, and the terminal may perform the switching of the game field of view screen corresponding to the sliding operation.
  • a non-quick throw operation Specifically, it may be a fast sliding operation
  • the sliding operation for the field of view switching area is a simple fast sliding operation
  • the terminal will first perform a buffer control of the fast-moving field of view switching (refer to the above description for the relevant process). If the field of view displacement reduced by the buffer control is compensated, there will be a problem that the sliding operation does not match the switching of the game field of view.
  • the field of view compensation adjustment information can be used to adjust the field of view buffer for the fast sliding operation that is judged to be a fast throw operation. Make up for the difference in field of view displacement to ensure that the player's sliding operation matches the actual game field of view screen switching.
  • the terminal can obtain the actual field of view moving speed corresponding to the sliding speed, and the buffer control parameters corresponding to the sliding operation, and then determine the sliding speed according to the actual field of view moving speed and the buffer control parameters.
  • the terminal can determine that the sliding operation is a fast sliding operation.
  • the fast sliding operation There is a similar performance between the fast sliding operation and the fast throwing operation, both of which are within a short period of time. Acceleration is raised to a high value, but the quick swipe doesn't end with a hand raise, but stalls with the movement.
  • the terminal can first assume that it is a fast-throwing operation, calculate the corresponding first field of view displacement, and perform buffer control of the field of view screen switching.
  • the buffer control parameters are used to regulate the actual moving speed of the visual field, and the moving speed of the first visual field corresponding to the sliding operation within the preset duration is obtained, and the preset duration and the moving speed of the first visual field are used to determine that the sliding operation is within the preset
  • the preset duration and the actual visual field movement speed can be used to determine the actual visual field displacement of the sliding operation within the preset duration, and calculate the visual field displacement difference between the actual visual field displacement and the first visual field displacement
  • the field of view displacement difference can represent the field of view displacement reduced by the buffer adjustment of the first field of view displacement.
  • the terminal can further obtain the compensation control parameters corresponding to the sliding operation, and use the field of view displacement difference and compensation control parameters to calculate and The target duration corresponding to the first visual field displacement, so that the terminal can further determine the corresponding second visual field displacement within the target duration, and then compensate the visual field displacement difference caused by the first visual field displacement through the second visual field displacement, so as to ensure that the player's sliding operation is consistent with the actual The game field of view screen switching is consistent.
  • the target duration it can be determined according to the buffered and adjusted field of view displacement within the preset duration and the preset compensation regulation parameters. Compensation and adjustment of the game field of view screen is carried out to offset the field of view displacement difference adjusted within the preset time period, so as to ensure that the player's sliding operation is consistent with the actual game field of view screen switching.
  • the terminal can obtain the compensation control parameters corresponding to the sliding operation, and then use the compensation control parameters and the actual movement speed of the field of view to determine the movement speed of the second field of view of the sliding operation within the target duration, and then use the target duration and the moving speed of the second field of view, determine the second field of view displacement of the sliding operation within the target duration, so that the field of view displacement difference caused by the first field of view displacement can be compensated by the second field of view displacement, so as to ensure that the player's sliding operation is consistent with the actual game
  • the field of view screen switching is consistent.
  • the terminal receives the sliding operation for the field of view switching area , the sliding speed v and sliding acceleration a of the sliding operation can be obtained, then when a ⁇ a', the starting time point satisfying a' is taken as the judgment point, and the time point t of the judgment point is obtained, and then between t and ( During the period t+t1), when no touch lift of the sliding operation is detected, it is determined that the operation type of the sliding operation is a fast sliding operation, and the triggering behavior is the rapid movement of the field of view.
  • the field of view screen switching of the fast sliding operation may include t to (t+t1), (t+t1) to (t+t1+t2) according to time division, and t2 is the target duration, which may be divided according to t to (t+t1 ) to adjust the buffered field of view displacement and c2 value, then for the fast sliding operation, during the period from t to (t+t1), the terminal can determine the sliding operation within this time as a fast throw operation, and perform buffer regulation on the switching of the field of view screen Specifically, the actual field of view moving speed Va corresponding to the sliding speed v can be determined first (Va can represent the actual moving speed of the field of view under the buffer control without field of view switching), and then the first moving field of view is calculated using Va and the buffer control parameter c1 Velocity V1, and multiply V1 by t1 to get the field of view displacement of the game field of view during the period from t to (t+t1), and then the terminal can switch the current game field of view to
  • Va and t1 can be used to calculate the actual visual field displacement during the period from t to (t+t1), and the actual visual field displacement and the first visual field displacement can be calculated.
  • the player's fast sliding operation is divided into two stages: t to (t+t1), (t+t1) to (t+t1+t2), t to (t+t1)
  • the process corresponding to the fast throwing operation is buffered and adjusted to switch the field of view, and the field of view displacement generated by buffering and adjusted the fast sliding operation process in the (t+t1) to (t+t1+t2) stage Make up for the difference to make up for the "misjudgment" of the terminal.
  • the switching process of the game view screen can be Refer to the above process; if the total duration of the two is less than the duration of the fast sliding operation, it can be assumed that the player's fast sliding duration can be t3, and the corresponding control duration between t and (t+t1+t2) is not equal to t3, And it is only a part of the duration of the fast sliding operation, then for the field of view switching between (t+t1+t2) and t3, the terminal can calculate it according to the time difference between the actual moving speed of the field of view and (t3-(t+t1+t2)) (t+t1+t2) to the field of view displacement during t3, and switch the field of view of the game screen according to the field of view displacement, and for two periods from t to (t+t1), (t+t1) to (
  • the terminal can display the game field of view of the game and the corresponding field of view switching area through the graphical user interface.
  • the terminal can respond to the sliding operation received by the field of view switching area, and determine the touch parameters corresponding to the sliding operation.
  • the terminal can determine what kind of operation the sliding operation belongs to according to the sliding parameter of the sliding operation.
  • the type of operation controls the field of view and executes the corresponding game operation, which effectively solves the non-player's subjective vision movement and optimizes the flexibility of field of view switching.
  • FIG. 4 it shows a schematic flow chart of the fast throw determination provided in the embodiment of the present disclosure, assuming that a' is the acceleration threshold for judging the fast throw operation, c1 is the buffer control parameter (which can be less than 100%), and c2 is the compensation control parameter (can be greater than 100%), t1 is the time value used to determine the fast throw operation, and t2 is the time value used to make up the movement of the field of view picture for compensation regulation (it can be performed according to the field of view picture displacement and c2 value of the buffer regulation within the time t1) adjustment), Va can be the actual moving speed of the visual field, V1 can be the moving speed of the first visual field under buffer control (can be Va*c1), V2 can be the moving speed of the second visual field under compensation control (can be Va*c2) .
  • the terminal can monitor the sliding acceleration a of the sliding operation in real time. If the sliding acceleration a is greater than or equal to a', then obtain the time point t greater than or equal to the instant, and between t and (t +t1) to detect whether the sliding operation is over.
  • the touch lift of the sliding operation is detected during the period from t to (t+t1), it is determined that the operation type of the sliding operation is a fast throw operation, and the trigger behavior is a sliding operation, and the field of view screen is displayed during the period from t to (t+t1).
  • the corresponding displacement of the first field of view may be t1*V1.
  • the operation type of the sliding operation is a conventional sliding operation (such as a fast sliding operation), and the trigger behavior is a sliding operation.
  • the buffer adjustment of the field of view is performed, and the compensation regulation of the field of view is performed during the period from (t+t1) to (t+t1+t2) to compensate for the difference in the field of view displacement of the buffer adjustment, and the corresponding first field of view displacement can be is T1*V1, the corresponding displacement of the second field of view may be t2*V2, and the corresponding game field of view is switched from t to (t+t1+t2).
  • FIG. 5 is a schematic diagram of the v-t curve provided in the embodiment of the present disclosure.
  • the solid line can represent the actual moving speed of the visual field
  • the dotted line can represent the moving speed of the visual field under control. 5
  • the first field of view displacement in the t1 stage, area 2 is the field of view displacement difference between the actual field of view displacement and the first field of view displacement in the t1 stage, and area 3 can be the second field of view displacement, which can be the field of view displacement in the t2 stage based on the field of view displacement difference
  • Make up so that due to the determination of the fast throw operation, the terminal can first perform buffer adjustment, and then make up for the buffer adjustment to ensure that the player's sliding operation is consistent with the actual game view screen switching.
  • area 4 can be used as a buffer compensation displacement for the field of view movement in the fast-throwing operation stage, and the re-determined first field of view displacement is used as the field of view displacement generated by the fast-throwing operation to realize the buffer regulation of the field of view screen switching, reducing or Avoid visual field screen switching that is not the player's subjective intention caused by fast throwing operations.
  • FIG. 6 it shows a structural block diagram of an in-game screen switching device provided in an embodiment of the present disclosure.
  • a graphical user interface is provided through a preset terminal, and the content displayed in the graphical user interface includes at least the game view screen and For the field of view switching area of the game field of view screen, specifically, the following modules may be included:
  • a touch parameter acquisition module 601 configured to acquire a touch parameter corresponding to the slide operation in response to the sliding operation received by the field of view switching area;
  • the first field of view screen switching module 602 is configured to determine the field of view buffer adjustment information corresponding to the sliding operation if the touch parameter meets the fast throw judgment condition, and perform field of view on the current game field of view according to the field of view buffer adjustment information switching buffer control, to display the target game view screen in the graphical user interface, and execute the game interaction operation corresponding to the sliding operation;
  • the second field of view screen switching module 603 is configured to determine the field of view compensation adjustment information corresponding to the sliding operation if the touch parameters meet the field of view adjustment judgment condition, and perform the current game field of view screen according to the field of view compensation adjustment information. Complementary control of field of view switching to display the target game field of view on the GUI.
  • the touch parameters include at least sliding acceleration
  • the fast throw judgment conditions include at least an acceleration threshold and a preset duration
  • the first field of view screen switching module 602 includes:
  • the first starting point acquisition submodule is used to acquire the corresponding starting point when the sliding acceleration of the sliding operation is greater than or equal to the acceleration threshold if the sliding acceleration of the sliding operation is greater than or equal to the acceleration threshold ;
  • the buffer adjustment information determination sub-module is configured to determine the field of view buffer adjustment information corresponding to the slide operation in response to the lifting operation of the slide operation within a preset time period from the start time point.
  • the touch parameters include at least a sliding speed
  • the first view screen switching module 602 includes:
  • the moving speed acquisition sub-module is used to obtain the actual field of view moving speed corresponding to the sliding speed, and the buffer control parameters corresponding to the fast throwing judgment condition;
  • the first field of view displacement determination submodule is configured to determine the first field of view displacement corresponding to the sliding operation according to the actual field of view movement speed and the buffer control parameters;
  • the first field of view switching sub-module is configured to perform view switching buffer regulation on the current game field of view according to the first field of view displacement, so as to display the target game field of view in the GUI.
  • the touch parameters include the actual operation duration of the sliding operation, and the first field of view displacement determining submodule is specifically used for:
  • the actual operation duration is the duration from the starting moment to the response to the lifting operation.
  • the content displayed on the graphical user interface further includes several interactive controls, and the first view screen switching module 602 is specifically used for:
  • a target interactive control corresponding to the sliding operation is determined, and a game interactive operation corresponding to the target interactive control is executed.
  • the touch parameter includes at least sliding acceleration
  • the field of view adjustment judgment condition includes at least an acceleration threshold and a preset duration
  • the second field of view screen switching module 603 includes:
  • the second starting point acquisition submodule is used to acquire the corresponding starting moment when the sliding acceleration of the sliding operation is greater than or equal to the acceleration threshold if the sliding acceleration of the sliding operation is greater than or equal to the acceleration threshold point;
  • the sliding operation determination sub-module is configured to determine the field of view compensation adjustment information corresponding to the sliding operation if the touch lift of the sliding operation is not detected within a preset time period from the starting moment.
  • the touch parameters include at least a sliding speed
  • the second view screen switching module 603 includes:
  • the control parameter acquisition sub-module is used to obtain the actual field of view moving speed corresponding to the sliding speed, and the buffer control parameter corresponding to the sliding operation;
  • a target duration determining sub-module configured to determine a first visual field displacement of the sliding operation within the preset duration and a target duration corresponding to the first visual field displacement according to the actual visual field moving speed and buffer control parameters;
  • the second field of view displacement determination submodule is configured to determine a second field of view displacement of the sliding operation within the target duration
  • the field of view screen adjustment submodule is used to switch the current game screen field of view to the target game field of view in the graphical user interface according to the first field of view displacement and the second field of view displacement.
  • the target duration determining submodule is specifically used for:
  • the second field of view displacement determining submodule is specifically configured to:
  • the field of view switching area includes a field of view switching control
  • the touch parameter acquisition module 601 is specifically configured to:
  • the description is relatively simple, and for related parts, please refer to the part of the description of the method embodiment.
  • an embodiment of the present disclosure also provides an electronic device, as shown in FIG. 7 , including a processor 701, a communication interface 702, a memory 703, and a communication bus 704, wherein the processor 701, the communication interface 702, and the memory 703 pass through the communication bus 704 to complete mutual communication,
  • Memory 703 used to store computer programs
  • the touch parameter satisfies the field of view adjustment judgment condition, then determine the field of view supplement adjustment information corresponding to the sliding operation, and perform supplementary control of field of view switching on the current game field of view screen according to the field of view compensation adjustment information, so as to display in the graphics
  • the user interface displays the target game view screen.
  • the touch parameters include at least sliding acceleration
  • the fast-throw judgment condition includes at least an acceleration threshold and a preset duration
  • determine The field of view buffer adjustment information corresponding to the sliding operation includes:
  • the field of view buffer adjustment information corresponding to the sliding operation is determined.
  • the touch parameters include at least a sliding speed
  • the determining the field of view buffer adjustment information corresponding to the sliding operation includes
  • the buffer regulation of switching the field of view of the current game field of view according to the field of view buffer adjustment information includes:
  • the buffer adjustment of field of view switching is performed on the current game field of view to display the target game field of view in the GUI.
  • the touch parameter includes the actual operation duration of the sliding operation, and according to the actual moving speed of the visual field and the buffer control parameter, the first time corresponding to the sliding operation is determined.
  • Field of view displacement including:
  • the actual operation duration is the duration from the starting moment to the response to the lifting operation.
  • the content displayed on the graphical user interface further includes several interactive controls, and the execution of the game interaction operation corresponding to the sliding operation includes:
  • a target interactive control corresponding to the sliding operation is determined, and a game interactive operation corresponding to the target interactive control is executed.
  • the touch parameters include at least sliding acceleration
  • the field of view adjustment judgment condition includes at least an acceleration threshold and a preset duration
  • determine The field of view compensation adjustment information corresponding to the sliding operation includes:
  • the field of view compensation adjustment information corresponding to the sliding operation is determined.
  • the touch parameters include at least a sliding speed
  • the determining the field of view compensation adjustment information corresponding to the sliding operation includes:
  • the supplementary control of switching the field of view of the current game field of view according to the field of view compensation adjustment information to display the target game field of view on the graphical user interface includes:
  • the first visual field displacement of the sliding operation within the preset duration and the corresponding first visual field displacement are determined according to the actual visual field moving speed and buffer control parameters.
  • Target duration including:
  • the determining the second field of view displacement of the sliding operation within the target duration includes:
  • the field of view switching area includes a field of view switching control, and in response to receiving a sliding operation in the field of view switching area, determining a touch parameter corresponding to the sliding operation and
  • the operating judgment conditions include:
  • the game field of view screen and the corresponding field of view switching area of the game can be displayed through the graphical user interface. If the parameter satisfies the fast-throw judgment condition, then determine the corresponding field of view buffer adjustment information, and then perform the buffer adjustment of field of view switching according to the field of view buffer adjustment information and perform the game interaction operation corresponding to the sliding operation.
  • the touch parameters meet the field of view adjustment judgment condition, then confirm Corresponding field of view compensation adjustment information, and the supplementary regulation of field of view switching according to the field of view compensation and adjustment information, so that in the game, for the field of view switching area with composite functions, when the player controls the field of view switching area based on the sliding operation, it can be adjusted according to the sliding
  • the sliding parameter of the operation determines what kind of operation the sliding operation belongs to. In the process of switching the field of view, the field of view is adjusted according to the type of sliding operation and the corresponding game operation is performed, which effectively solves the non-subjective movement of the player's subjective vision and optimizes the field of view switching. flexibility.
  • the communication bus mentioned in the above-mentioned terminal may be a Peripheral Component Interconnect (PCI for short) bus or an Extended Industry Standard Architecture (EISA for short) bus or the like.
  • PCI Peripheral Component Interconnect
  • EISA Extended Industry Standard Architecture
  • the communication bus can be divided into an address bus, a data bus, a control bus, and the like. For ease of representation, only one thick line is used in the figure, but it does not mean that there is only one bus or one type of bus.
  • the communication interface is used for communication between the terminal and other devices.
  • the memory may include a random access memory (Random Access Memory, RAM for short), and may also include a non-volatile memory (non-volatile memory), such as at least one disk memory.
  • non-volatile memory such as at least one disk memory.
  • the memory may also be at least one storage device located far away from the aforementioned processor.
  • the above-mentioned processor can be a general-purpose processor, including a central processing unit (Central Processing Unit, referred to as CPU), a network processor (Network Processor, referred to as NP), etc.; it can also be a digital signal processor (Digital Signal Processing, referred to as DSP) , Application Specific Integrated Circuit (ASIC for short), Field Programmable Gate Array (Field-Programmable Gate Array, FPGA for short) or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components.
  • CPU Central Processing Unit
  • NP Network Processor
  • DSP Digital Signal Processing
  • ASIC Application Specific Integrated Circuit
  • FPGA Field-Programmable Gate Array
  • a computer-readable storage medium 801 is also provided. Instructions are stored in the computer-readable storage medium.
  • the computer-readable storage medium When the computer-readable storage medium is run on a computer, the computer The following steps are performed: in response to receiving a sliding operation in the field of view switching area, acquiring a touch parameter corresponding to the sliding operation;
  • the touch parameter satisfies the field of view adjustment judgment condition, then determine the field of view supplement adjustment information corresponding to the sliding operation, and perform supplementary control of field of view switching on the current game field of view screen according to the field of view compensation adjustment information, so as to display in the graphics
  • the user interface displays the target game view screen.
  • the touch parameters include at least sliding acceleration
  • the fast-throw judgment condition includes at least an acceleration threshold and a preset duration
  • determine The field of view buffer adjustment information corresponding to the sliding operation includes:
  • the field of view buffer adjustment information corresponding to the sliding operation is determined.
  • the touch parameters include at least a sliding speed
  • the determining the field of view buffer adjustment information corresponding to the sliding operation includes
  • the buffer regulation of switching the field of view of the current game field of view according to the field of view buffer adjustment information includes:
  • the buffer adjustment of field of view switching is performed on the current game field of view to display the target game field of view in the GUI.
  • the touch parameter includes the actual operation duration of the sliding operation, and according to the actual moving speed of the visual field and the buffer control parameter, the first time corresponding to the sliding operation is determined.
  • Field of view displacement including:
  • the actual operation duration is the duration from the starting moment to the response to the lifting operation.
  • the content displayed on the graphical user interface further includes several interactive controls, and the execution of the game interaction operation corresponding to the sliding operation includes:
  • a target interactive control corresponding to the sliding operation is determined, and a game interactive operation corresponding to the target interactive control is executed.
  • the touch parameters include at least sliding acceleration
  • the field of view adjustment judgment condition includes at least an acceleration threshold and a preset duration
  • determine The field of view compensation adjustment information corresponding to the sliding operation includes:
  • the field of view compensation adjustment information corresponding to the sliding operation is determined.
  • the touch parameters include at least a sliding speed
  • the determining the field of view compensation adjustment information corresponding to the sliding operation includes:
  • the supplementary control of switching the field of view of the current game field of view according to the field of view compensation adjustment information to display the target game field of view on the graphical user interface includes:
  • the first visual field displacement of the sliding operation within the preset duration and the corresponding first visual field displacement are determined according to the actual visual field moving speed and buffer control parameters.
  • Target duration including:
  • the determining the second field of view displacement of the sliding operation within the target duration includes:
  • the field of view switching area includes a field of view switching control, and in response to receiving a sliding operation in the field of view switching area, determining a touch parameter corresponding to the sliding operation and
  • the operating judgment conditions include:
  • the game field of view screen and the corresponding field of view switching area of the game can be displayed through the graphical user interface. If the parameter satisfies the fast-throw judgment condition, then determine the corresponding field of view buffer adjustment information, and then perform the buffer adjustment of field of view switching according to the field of view buffer adjustment information and perform the game interaction operation corresponding to the sliding operation.
  • the touch parameters meet the field of view adjustment judgment condition, then confirm Corresponding field of view compensation adjustment information, and the supplementary regulation of field of view switching according to the field of view compensation and adjustment information, so that in the game, for the field of view switching area with composite functions, when the player controls the field of view switching area based on the sliding operation, it can be adjusted according to the sliding
  • the sliding parameter of the operation determines what kind of operation the sliding operation belongs to. In the process of switching the field of view, the field of view is adjusted according to the type of sliding operation and the corresponding game operation is performed, which effectively solves the non-subjective movement of the player's subjective vision and optimizes the field of view switching. flexibility.
  • a computer program product containing instructions is also provided, and when it is run on a computer, it causes the computer to execute the method for switching screens in a game described in the above embodiments.
  • all or part of them may be implemented by software, hardware, firmware or any combination thereof.
  • software When implemented using software, it may be implemented in whole or in part in the form of a computer program product.
  • the computer program product includes one or more computer instructions. When the computer program instructions are loaded and executed on the computer, all or part of the processes or functions according to the embodiments of the present disclosure will be generated.
  • the computer can be a general purpose computer, a special purpose computer, a computer network, or other programmable devices.
  • the computer instructions may be stored in or transmitted from one computer-readable storage medium to another computer-readable storage medium, for example, the computer instructions may be transmitted from a website, computer, server or data center Transmission to another website site, computer, server, or data center by wired (eg, coaxial cable, optical fiber, digital subscriber line (DSL)) or wireless (eg, infrared, wireless, microwave, etc.).
  • the computer-readable storage medium may be any available medium that can be accessed by a computer, or a data storage device such as a server or a data center integrated with one or more available media.
  • the available medium may be a magnetic medium (for example, a floppy disk, a hard disk, or a magnetic tape), an optical medium (for example, DVD), or a semiconductor medium (for example, a Solid State Disk (SSD)).
  • SSD Solid State Disk

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Abstract

本公开实施例提供了一种游戏中画面的切换方法、装置、电子设备及存储介质,所述方法包括:终端可以通过图形用户界面显示游戏的游戏视野画面以及对应的视野切换区域,在游戏中,终端可以响应于视野切换区域接收到滑动操作,确定滑动操作对应的触控参数以及针对滑动操作的操作判断条件,若触控参数满足快掷判断条件,则确定对应的视野缓冲调节信息,接着根据视野缓冲调节信息进行视野切换的缓冲调控并执行滑动操作对应的游戏互动操作,若触控参数满足视野调整判断条件,则确定对应的视野弥补调节信息,实现游戏视野画面的切换,优化了视野切换的灵活性。

Description

游戏中画面的切换方法、装置、电子设备及存储介质
相关申请的交叉引用
本申请以申请号为:202111676610.X,申请日为:2021年12月31日,发明名称为:游戏中画面的切换方法、装置、电子设备及存储介质的申请文件作为优先权,该中国专利申请的全部内容通过引用全部并入本文。
技术领域
本公开涉及游戏技术领域,特别是涉及一种游戏中画面的切换方法、一种游戏中画面的切换装置、一种电子设备以及一种计算机可读存储介质。
背景技术
在3D俯视视角的手机游戏场景画面中,手机游戏的虚拟镜头移动是通过玩家手指对场景的按压、拖拽、松开等操作实现的。虚拟镜头移动基本逻辑是将玩家手指在手机屏幕的触控点的位置与场景位置对应,玩家通过移动手指拖拽场景,进行直观的虚拟镜头变化操作,实现对视野的控制。在一些游戏中,有时候会使用视野操作摇杆(显示于屏幕中的交互控件,或不显示于屏幕中的交互区域等)复合快掷(fling)手势,在进行A操作(视野控制)的同时,如果执行快掷(fling)手势,可以立刻切换到与快掷(fling)手势对应的B操作。对于快掷手势的判定,可以为当图层以系统分配的默认速度更快的速度被滑动,并且以手指抬起行为收尾时,触发响应。由于快掷手势的判定点在于手指抬起的瞬间,因此,在开始执行快掷到手指抬起期间进行的高速移动所产生的视野移动并不在用户预期内,容易给玩家带来较大的视觉干扰,给玩家带来较差的视觉体验。
发明内容
本公开实施例是提供一种游戏中画面的切换方法、装置、电子设备以及计算机可读存储介质,以解决或部分解决游戏过程中用户操作导致的非玩家主观意愿的视野移动给玩家带来的视觉干扰的问题。
本公开实施例公开了一种游戏中画面的切换方法,通过预设终端提供图形用户界面,所述图形用户界面中显示的内容至少包括游戏视野画面以及针对所述游戏视野画面的视野切换区域,所述方法包括:
响应于所述视野切换区域接收到滑动操作,获取所述滑动操作对应的触控参数;
若所述触控参数满足快掷判断条件,则确定与所述滑动操作对应的视野缓冲调节信 息,根据所述视野缓冲调节信息对当前游戏视野画面进行视野切换的缓冲调控,以在所述图形用户界面中显示目标游戏视野画面,并执行与所述滑动操作对应的游戏互动操作;
若所述触控参数满足视野调整判断条件,则确定与所述滑动操作对应的视野弥补调节信息,并根据所述视野弥补调节信息对当前游戏视野画面进行视野切换的弥补调控以在所述图形用户界面显示目标游戏视野画面。
可选地,所述触控参数至少包括滑动加速度,所述快掷判断条件至少包括加速度阈值以及预设时长,所述若所述触控参数满足快掷判断条件,则确定与所述滑动操作对应的视野缓冲调节信息,包括:
若所述滑动操作的滑动加速度大于或等于所述加速度阈值,则获取所述滑动操作的滑动加速度大于或等于所述加速度阈值时对应的起始时刻点;
从所述起始时刻点起的预设时长内,响应于所述滑动操作的抬起操作,确定与所述滑动操作对应的视野缓冲调节信息。
可选地,所述触控参数至少包括滑动速度,所述确定与所述滑动操作对应的视野缓冲调节信息,包括
获取所述滑动速度对应的实际视野移动速度,以及与所述快掷判断条件对应的缓冲调控参数;
根据所述实际视野移动速度与所述缓冲调控参数,确定与所述滑动操作对应的第一视野位移;
其中,所述根据所述视野缓冲调节信息对当前游戏视野画面进行视野切换的缓冲调控,包括:
按照所述第一视野位移对当前游戏视野画面进行视野切换的缓冲调控以在所述图形用户界面中显示目标游戏视野画面。
可选地,所述触控参数包括所述滑动操作的实际操作时长,所述根据所述实际视野移动速度与所述缓冲调控参数,确定与所述滑动操作对应的第一视野位移,包括:
采用所述缓冲调控参数对所述实际视野移动速度进行缓冲调控,获得与所述滑动操作对应的目标视野移动速度;
采用所述预设时长或所述实际操作时长与所述目标视野移动速度,计算与所述滑动操作对应的第一视野位移;
其中,所述实际操作时长为所述起始时刻点起至响应所述抬起操作时的持续时长。
可选地,所述图形用户界面显示的内容还包括若干个交互控件,所述执行与所述滑动操作对应的游戏互动操作,包括:
确定与所述滑动操作对应的目标交互控件,并执行与所述目标交互控件对应的游戏互动操作。
可选地,所述触控参数至少包括滑动加速度,所述视野调整判断条件至少包括加速 度阈值以及预设时长,所述若所述触控参数满足视野调整判断条件,则确定与所述滑动操作对应的视野弥补调节信息,包括:
若所述滑动操作的滑动加速度大于或等于所述加速度阈值,则获取所述滑动操作的滑动加速度大于或等于所述加速度阈值时对应的起始时刻点;
从所述起始时刻点起的预设时长内,若未检测到所述滑动操作的触控抬起,则确定与所述滑动操作对应的视野弥补调节信息。
可选地,所述触控参数至少包括滑动速度,所述确定与所述滑动操作对应的视野弥补调节信息,包括:
获取所述滑动速度对应的实际视野移动速度,以及与所述滑动操作对应的缓冲调控参数;
根据所述实际视野移动速度与缓冲调控参数,确定所述滑动操作在所述预设时长内的第一视野位移以及与所述第一视野位移对应的目标时长;
确定所述滑动操作在所述目标时长内的第二视野位移;
其中,所述根据所述视野弥补调节信息对当前游戏视野画面进行视野切换的弥补调控以在所述图形用户界面显示目标游戏视野画面,包括:
根据所述第一视野位移与所述第二视野位移在所述图形用户界面中将当前游戏画面视野切换为目标游戏视野画面。
可选地,所述根据所述实际视野移动速度与缓冲调控参数,确定所述滑动操作在所述预设时长内的第一视野位移以及与所述第一视野位移对应的目标时长,包括:
采用所述缓冲调控参数对所述实际视野移动速度进行调控,获得与所述滑动操作在所述预设时长内对应的第一视野移动速度;
采用所述预设时长与所述第一视野移动速度,确定所述滑动操作在所述预设时长内的第一视野位移;
采用所述预设时长与所述实际视野移动速度,确定所述滑动操作在所述预设时长内的实际视野位移;
计算所述实际视野位移与所述第一视野位移之间的视野位移差;
获取与所述滑动操作对应的弥补调控参数,并采用所述视野位移差与所述弥补调控参数计算与所述第一视野位移对应的目标时长。
可选地,所述确定所述滑动操作在所述目标时长内的第二视野位移,包括:
采用所述弥补调控参数对所述实际视野移动速度进行调控,获得所述滑动操作在所述目标时长内的第二视野移动速度;
采用所述目标时长与所述第二视野移动速度,确定所述滑动操作在所述目标时长内的第二视野位移。
可选地,所述视野切换区域包括一视野切换控件,所述响应于所述视野切换区域接收到滑动操作,确定所述滑动操作对应的触控参数以及针对所述滑动操作的操作判断条 件,包括:
响应于所述视野切换控件接收到滑动操作,确定所述滑动操作对应的触控参数以及针对所述滑动操作的操作判断条件。
本公开实施例还公开了一种游戏中画面的切换装置,通过预设终端提供图形用户界面,所述图形用户界面中显示的内容至少包括游戏视野画面以及针对所述游戏视野画面的视野切换区域,所述装置包括:
触控参数获取模块,用于响应于所述视野切换区域接收到滑动操作,获取所述滑动操作对应的触控参数;
第一视野画面切换模块,用于若所述触控参数满足快掷判断条件,则确定与所述滑动操作对应的视野缓冲调节信息,根据所述视野缓冲调节信息对当前游戏视野画面进行视野切换的缓冲调控,以在所述图形用户界面中显示目标游戏视野画面,并执行与所述滑动操作对应的游戏互动操作;
第二视野画面切换模块,用于若所述触控参数满足视野调整判断条件,则确定与所述滑动操作对应的视野弥补调节信息,并根据所述视野弥补调节信息对当前游戏视野画面进行视野切换的弥补调控以在所述图形用户界面显示目标游戏视野画面。
可选地,所述触控参数至少包括滑动加速度,所述快掷判断条件至少包括加速度阈值以及预设时长,所述第一视野画面切换模块包括:
第一起始时刻点获取子模块,用于若所述滑动操作的滑动加速度大于或等于所述加速度阈值,则获取所述滑动操作的滑动加速度大于或等于所述加速度阈值时对应的起始时刻点;
缓冲调节信息确定子模块,用于从所述起始时刻点起的预设时长内,响应于所述滑动操作的抬起操作,确定与所述滑动操作对应的视野缓冲调节信息。
可选地,所述触控参数至少包括滑动速度,所述第一视野画面切换模块包括:
移动速度获取子模块,用于获取所述滑动速度对应的实际视野移动速度,以及与所述快掷判断条件对应的缓冲调控参数;
第一视野位移确定子模块,用于根据所述实际视野移动速度与所述缓冲调控参数,确定与所述滑动操作对应的第一视野位移;
第一视野画面切换子模块,用于按照所述第一视野位移对当前游戏视野画面进行视野切换的缓冲调控以在所述图形用户界面中显示目标游戏视野画面。
可选地,所述触控参数包括所述滑动操作的实际操作时长,所述第一视野位移确定子模块具体用于:
采用所述缓冲调控参数对所述实际视野移动速度进行缓冲调控,获得与所述滑动操作对应的目标视野移动速度;
采用所述预设时长或所述实际操作时长与所述目标视野移动速度,计算与所述滑动 操作对应的第一视野位移;
其中,所述实际操作时长为所述起始时刻点起至响应所述抬起操作时的持续时长。
可选地,所述图形用户界面显示的内容还包括若干个交互控件,所述第一视野画面切换模块具体用于:
确定与所述滑动操作对应的目标交互控件,并执行与所述目标交互控件对应的游戏互动操作。
可选地,所述触控参数至少包括滑动加速度,所述视野调整判断条件至少包括加速度阈值以及预设时长,所述第二视野画面切换模块包括:
第二起始时刻点获取子模块,用于若所述滑动操作的滑动加速度大于或等于所述加速度阈值,则获取所述滑动操作的滑动加速度大于或等于所述加速度阈值时对应的起始时刻点;
滑动操作确定子模块,用于从所述起始时刻点起的预设时长内,若未检测到所述滑动操作的触控抬起,则确定与所述滑动操作对应的视野弥补调节信息。
可选地,所述触控参数至少包括滑动速度,所述第二视野画面切换模块包括:
调控参数获取子模块,用于获取所述滑动速度对应的实际视野移动速度,以及与所述滑动操作对应的缓冲调控参数;
目标时长确定子模块,用于根据所述实际视野移动速度与缓冲调控参数,确定所述滑动操作在所述预设时长内的第一视野位移以及与所述第一视野位移对应的目标时长;
第二视野位移确定子模块,用于确定所述滑动操作在所述目标时长内的第二视野位移;
视野画面调节子模块,用于根据所述第一视野位移与所述第二视野位移在所述图形用户界面中将当前游戏画面视野切换为目标游戏视野画面。
可选地,所述目标时长确定子模块具体用于:
采用所述缓冲调控参数对所述实际视野移动速度进行调控,获得与所述滑动操作在所述预设时长内对应的第一视野移动速度;
采用所述预设时长与所述第一视野移动速度,确定所述滑动操作在所述预设时长内的第一视野位移;
采用所述预设时长与所述实际视野移动速度,确定所述滑动操作在所述预设时长内的实际视野位移;
计算所述实际视野位移与所述第一视野位移之间的视野位移差;
获取与所述滑动操作对应的弥补调控参数,并采用所述视野位移差与所述弥补调控参数计算与所述第一视野位移对应的目标时长。
可选地,所述第二视野位移确定子模块具体用于:
获取与所述滑动操作对应的弥补调控参数;
采用所述弥补调控参数对所述实际视野移动速度进行调控,确定所述滑动操作在所 述目标时长内的第二视野移动速度;
采用所述目标时长与所述第二视野移动速度,确定所述滑动操作在所述目标时长内的第二视野位移。
可选地,所述视野切换区域包括一视野切换控件,所述触控参数获取模块具体用于:
响应于所述视野切换控件接收到滑动操作,确定所述滑动操作对应的触控参数以及针对所述滑动操作的操作判断条件。
本公开实施例还公开了一种电子设备,包括处理器、通信接口、存储器和通信总线,其中,所述处理器、所述通信接口以及所述存储器通过所述通信总线完成相互间的通信;
所述存储器,用于存放计算机程序;
所述处理器,用于执行存储器上所存放的程序时,实现如本公开实施例所述的方法。
本公开实施例还公开了一种计算机可读存储介质,其上存储有指令,当由一个或多个处理器执行时,使得所述处理器执行如本公开实施例所述的方法。
本公开实施例包括以下优点:
在本公开实施例中,终端可以通过图形用户界面显示游戏的游戏视野画面以及对应的视野切换区域,在游戏中,终端可以响应于视野切换区域接收到滑动操作,获取滑动操作对应的触控参数,若触控参数满足快掷判断条件,则确定对应的视野缓冲调节信息,接着根据视野缓冲调节信息进行视野切换的缓冲调控并执行滑动操作对应的游戏互动操作,若触控参数满足视野调整判断条件,则确定对应的视野弥补调节信息,并根据视野弥补调节信息进行视野切换的弥补调控,从而在游戏中,对于具有复合功能的视野切换区域,当玩家基于滑动操作对视野切换区域进行控制时,终端可以根据滑动操作的滑动参数判定滑动操作属于何种操作,在进行视野切换的过程中,根据滑动操作的类型进行视野调控以及执行对应的游戏操作,有效解决了非玩家主观意愿的视野移动,优化了视野切换的灵活性。
附图说明
图1是本公开实施例中提供的视野位移距离的示意图;
图2是本公开实施例中提供的一种游戏中画面的切换方法的步骤流程图;
图3是本公开实施例中提供的图形用户界面的示意图;
图4是本公开实施例中提供的快掷判定的流程示意图;
图5是本公开实施例中提供的v-t曲线的示意图;
图6是本公开实施例中提供的一种游戏中画面的切换装置的结构框图;
图7是本公开实施例中提供的一种电子设备的框图;
图8是本公开实施例中提供的一种计算机可读介质的示意图。
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。
作为一种示例,在一些游戏中,有时候会使用视野操作摇杆(显示于屏幕中的交互控件,或不显示于屏幕中的交互区域等)复合快掷(fling)手势,在进行A操作(视野控制)的同时,如果执行快掷(fling)手势,可以立刻切换到与快掷(fling)手势对应的B操作。对于快掷手势的判定,可以为当图层以系统分配的默认速度更快的速度被滑动,并且以手指抬起行为收尾时,触发响应。由于快掷手势的判定点在于手指抬起的瞬间,因此,在开始执行快掷到手指抬起期间进行的高速移动所产生的视野移动并不在用户预期内,容易给玩家带来较大的视觉干扰,给玩家带来较差的视觉体验。
对于滑动操作,可以根据滑动操作的手势速率将滑动操作分为拖拽、轻滑以及快掷等,其中,拖拽可以为精确手势,滑动速度较慢,滑动路径更为精确,通常可以是针对图形用户界面中显示的某个特定目标进行的操作;轻滑可以为粗放手势,滑动速度较快,通常没有一个特定的屏幕目标;快掷,其可以为粗放手势且伴随着手指抬起,滑动速度较快,且通常也没有一个特定的屏幕目标。由于快掷的判定点在触控屏幕的手指抬起的瞬间,因此在开始执行快掷到手指抬起的期间进行的高速移动所产生的视野移动会带来较大的游戏画面抖动,给玩家带来视觉干扰。参照图1,是本公开实施例中提供的视野位移距离的示意图,横坐标可以为滑动操作的滑动时间,纵坐标可以为视野移动速度,两者的乘积为滑动操作所对应的视野位移(即曲线与坐标轴围成的面积),在图1中,其分别对应于游戏过程中玩家常规移动视野、快速移动视野、快掷操作等三种行为的v-t变化情况,其中,快速移动视野和快掷操作之间有类似的表现,两者都是在短时间内加速度提升到较高的值,但快掷操作维持时间短并以抬手结束行为,而快速移动视野位置时间不定,通常是在加速度快速提升之后伴随着移动停滞,并且不一定会出现抬手行为。在图1中,灰色面积为快掷操作产生的不在玩家预期内的视野移动距离,由于段时间内视野移动速度会达到较高值,因此虽然时间极短,所产生的视野移动距离也相对较大,会产生比较大的视觉干扰。由此可见,在相关游戏中,复合摇杆或复合操作区域往往应用于不调控游戏视野画面的y轴方向,难以被应用于x轴中,但对于应用于x轴或者能够调控游戏视野画面的复合摇杆/复合操作区域而言,快掷操作所带来的视野干扰,则会严重影响玩家的游戏体验。
对此,本公开实施例中的核心发明点之一在于当视野切换区域接收到滑动操作时,终端可以获取滑动操作的滑动参数以及对应的操作判断条件,然后根据操作判断条件与滑动参数对滑动操作进行判定,确定滑动操作时快掷操作还是常规的滑动操作,接着再根据滑动操作的操作类型,在进行视野切换时,进行视野调控,减少游戏操作过程中产生的非玩家主观意愿的视野移动。具体的,终端可以通过图形用户界面显示游戏的游戏视野画面以及对应的视野切换区域,在游戏中,终端可以响应于视野切换区域接收到滑 动操作,获取滑动操作对应的触控参数,若触控参数满足快掷判断条件,则确定对应的视野缓冲调节信息,接着根据视野缓冲调节信息进行视野切换的缓冲调控,以在图形用户界面中显示目标游戏视野画面,并执行滑动操作对应的游戏互动操作,若触控参数满足视野调整判断条件,则确定对应的视野弥补调节信息,并根据视野弥补调节信息进行视野切换的弥补调控,以在图形用户界面中显示目标游戏视野画面。
参照图2,示出了本公开实施例中提供的一种游戏中画面的切换方法的步骤流程图,通过预设终端提供图形用户界面,所述图形用户界面中显示的内容至少包括游戏视野画面以及针对所述游戏视野画面的视野切换区域,具体可以包括如下步骤:
步骤201,响应于所述视野切换区域接收到滑动操作,获取所述滑动操作对应的触控参数;
可选地,本公开实施例可以应用于具备触控功能的用户终端,例如手机、平板电脑等,在用户终端中可以运行对应的游戏应用程序,并通过终端的图形用户界面显示游戏应用程序所对应的游戏视野画面以及交互控件,以便玩家通过交互控件执行对应的游戏操作。
参照图3,示出了本公开实施例中提供的图形用户界面的示意图,可以通过在移动终端310的处理器上执行软件应用并在移动终端310的触控显示器上渲染得到图形用户界面320,图形用户界面320中可以包含至少一操作控件330,图形用户界面320中还可以包括虚拟对象340和移动控制器350。在具体实现中,移动控制器350可以设置于图形用户界面320的左下方,根据移动控制器350接收到的操作控制游戏角色340在游戏场景中进行位移和/或旋转,而图形用户界面320的右下方则提供多个操作控件330,用于向玩家提供不同的控制操作。并且,在图形用户界面320的右侧可以设置有对应的视野切换区域360,玩家可以通过在视角切换区域360中输入对应的滑动操作以对图形用户界面320中呈现的游戏视野画面进行切换。可选地,对于游戏中的游戏视野画面的切换,可以通过视野切换区域进行切换,也可以在图形用户界面中显示视野切换控件,玩家可以通过视野切换控件进行游戏视野画面的切换等,本公开对此不作限制。
在具体实现中,终端在图形用户界面中显示的内容可以包括游戏场景以及位于游戏场景中的玩家角色等,当游戏以第一人称视角进行显示时,则图形用户界面中可以显示根据玩家角色的第一人称视角下对游戏场景进行采集的游戏视野画面,在该游戏视野画面包括玩家角色当前朝向中可视范围内的游戏场景以及玩家角色的部分(如只显示双手等),玩家可以输入对应的滑动操作,对玩家角色的朝向进行控制以对游戏视野画面进行切换;当游戏以第三人称视角进行显示时,则图形用户界面中可以显示根据与玩家角色对应的虚拟摄像机对游戏场景进行采集的游戏视野画面,在该游戏视野画面中可以包括玩家角色以及玩家角色周围可视范围内的游戏场景,玩家可以输入对应的滑动操作,对虚拟摄像机转向以对游戏视野画面进行切换等。
需要说明的是,本公开实施例中以位于游戏界面右侧位置的视野切换区域为例进行 示例性说明,可以理解的是,还可以是位于游戏界面右侧的视野切换控件,或位于左侧的视野切换区域、视野切换控件等。具体的,在游戏中,玩家可以输入针对视野切换区域的滑动操作,以对游戏视野画面进行切换,则终端在接收到针对视野切换区域的滑动操作后,可以获取滑动操作所对应的滑动参数以及针对滑动操作的操作判断条件。其中,滑动参数可以包括滑动加速度以及滑动速度等;操作判断条件可以包括快掷判断条件以及视野调整判断条件,快掷判断条件可以为用于判定滑动操作为快掷操作的条件,其可以接收滑动操作,并判断滑动操作的滑动加速度是否大于加速度阈值,且预设时长内是否检测到滑动操作的触控抬起(抬起响应);视野调整判断条件可以为用于判定滑动操作为常规滑动操作(包括滑动加速度小于加速度阈值的普通滑动操作以及滑动加速度大于或等于加速度阈值的快速滑动操作等)的条件,其可以接收滑动操作,并判断滑动操作的滑动加速度是否大于加速度阈值,且在预设时长内是否检测到滑动操作的触控抬起(不抬起响应)。
步骤202,若所述触控参数满足快掷判断条件,则确定与所述滑动操作对应的视野缓冲调节信息,根据所述视野缓冲调节信息对当前游戏视野画面进行视野切换的缓冲调控,以在所述图形用户界面中显示目标游戏视野画面,并执行与所述滑动操作对应的游戏互动操作;
在本公开实施例中,当获取了针对视野切换区域的滑动操作的滑动参数后,若终端检测到该滑动参数满足快掷判断条件,则可以判定该滑动操作为对应有复合功能控制的滑动操作,复合功能控制的滑动操作可以包括滑动操作以及游戏功能触发操作,即终端在执行滑动操作的时候,可以进行滑动操作,同时可以执行滑动操作触发的游戏互动操作。
具体的,终端可以先确定与滑动操作对应的视野缓冲调节信息,然后根据视野缓冲调节信息对当前游戏视野画面进行视野切换的缓冲调控以在图形用户界面显示目标游戏视野画面的同时,执行与滑动操作对应的游戏互动操作,从而在判定滑动操作的操作类型为快掷时,通过确定与快掷操作对应的视野缓冲调节信息,在进行视野画面切换时,根据该视野缓冲调节信息进行视野缓冲,减少快掷操作产生的不在用户预期内的视野移动,降低视野画面切换给玩家带来的视觉干扰,保证玩家的游戏体验。其中,视野缓冲调节信息可以为对终端在执行滑动操作的过程中减少视野画面移动的信息,从而通过视野缓冲调节信息对快掷操作带来的较大视野画面移动进行缓冲调控,减少或避免视野画面移动。
在具体实现中,对于快掷操作的判定,若滑动操作的滑动加速度大于或等于加速度阈值,则获取滑动操作的滑动加速度大于或等于加速度阈值时对应的起始时刻点,从起始时刻点起的预设时长内,响应于滑动操作的抬起操作,判定滑动操作为滑动操作。当针对视野切换区域的滑动操作为滑动操作(快掷操作)时,则终端可以获取滑动速度对应的实际视野移动速度,以及与快掷判断条件对应的缓冲调控参数,并根据实际视野移 动速度与缓冲调控参数,确定与滑动操作对应的第一视野位移,然后按照第一视野位移对当前游戏视野画面进行视野切换的缓冲调控以在图形用户界面中显示目标游戏视野画面。
其中,加速度阈值可以为用于判定滑动操作是否为快掷操作的阈值,预设时长可以为判定滑动操作是否为快掷操作的时间值(由于快掷操作的滑动速度较快,且以抬起为响应点,则该时间值的数值较小),则当玩家输入针对视野切换区域的滑动操作时,终端可以实时对滑动操作的滑动加速度进行监测,并在监测到某一时刻的滑动加速度大于或等于快掷判断条件所对应的加速度阈值时,以该时刻对应的时间点作为判定点,从该时间点起的预设时长内,若检测到滑动操作的触控抬起,判定从判定点到触控抬起期间的滑动操作为快掷操作,即玩家在进行视野切换的过程中,通过快速滑动的方式触发了另一游戏互动操作。例如,假设滑动操作的判定点为t,预设时长为T1,则当终端在t至(t+t1)期间检测到滑动操作的触控抬起,则判定滑动操作的操作类型为快掷操作,触发行为为滑动操作。
在确定滑动操作的触发行为为滑动操作后,一方面终端可以根据滑动操作所对应的滑动参数进行视野切换的缓冲调控,另一方面终端可以确定该滑动操作所对应的游戏互动操作,以便在执行游戏视野画面切换的同时,执行对应的游戏互动操作。具体的,对于视野切换的缓冲调控,终端可以获取滑动速度对应的实际视野移动速度,以及与快掷判断条件对应的缓冲调控参数,接着采用缓冲调控参数对实际视野移动速度进行缓冲调控,获得与滑动操作对应的目标视野移动速度,然后采用预设时长或实际操作时长与目标视野移动速度,计算与滑动操作对应的第一视野位移,再按照第一视野位移对当前游戏视野画面进行视野切换的缓冲调控以在图形用户界面中显示目标游戏视野画面。其中,实际操作时长可以为起始时刻点至终端响应抬起操作的持续时长,对于快掷操作,在一种情况下,滑动时长正好等于快掷判断条件的预设时长,则终端可以采用预设时长与调控后的第一视野移动速度进行视野位移的计算;在另一种情况下,滑动时长小于快掷判断条件的预设时长,则终端采用滑动操作的实际操作时长与调控后的第一视野移动速度进行视野位移的计算,从而在视野切换的过程中,可以根据实际的操作情况进行调节,提高了视野切换的灵活性。
此外,图形用户界面中可以包括若干个交互控件,则对于滑动操作的游戏互动操作,终端可以先确定与滑动操作对应的目标交互控件,接着执行与目标交互控件对应的游戏互动操作。
可选地,对于视野移动速度,可以预先在游戏中设置滑动速度与视野移动速度之间的映射关系,从而终端可以根据滑动操作的滑动速度与预设的映射关系进行视野移动速度的确定,本公开对此不作限制。
在具体实现中,对于快掷操作所产生的视野位移,在不进行缓冲调控下该视野位移较大,终端会在图形用户界面中对当前游戏视野画面进行较大的视野位移变化。对此, 在执行快掷操作所产生的视野画面切换时,终端可以对视野位移进行重新确定,并以重新确定的第一视野位移作为快掷操作所产生的视野位移实现视野画面切换的缓冲调控,减少或避免快掷操作产生的非玩家主观意愿的视野画面切换。
在一种示例中,假设快掷判断条件对应的加速度阈值在a’、预设时长为t1以及缓冲调控参数c1,则终端在接收到针对视野切换区域的滑动操作后,可以获取该滑动操作的滑动速度v以及滑动加速度a,则当a≥a’时,将满足a’的起始时间点作为判定点,并获取判定点的时间点t,接着在t至(t+t1)期间检测到滑动操作的触控抬起,则判定滑动操作的操作类型为快掷操作,触发行为为滑动操作。对于视野画面切换的缓冲调控,可以先确定与滑动速度v对应的实际视野移动速度Va(Va可以表征在不进行视野切换的缓冲调控下视野画面的实际移动速度),接着采用Va与缓冲调控参数c1计算目标视野移动速度V1,并将V1乘以t1得到t至(t+t1)期间游戏视野画面的视野位移,然后终端可以在t至(t+t1)期间按照第一视野位移将当前游戏视野画面切换为目标游戏视野画面,从而通过重新确定视野位移实现视野画面切换的缓冲调控,减少或避免快掷操作产生的非玩家主观意愿的视野画面切换。此外,终端在进行游戏视野画面切换的同时,还可以执行与滑动操作对应的游戏互动操作,例如玩家在进行视野切换的同时,通过快掷操作触发玩家角色的蹲下,则终端在切换游戏画面视野的同时,可以控制玩家角色蹲下等。
步骤203,若所述触控参数满足视野调整判断条件,则确定与所述滑动操作对应的视野弥补调节信息,并根据所述视野弥补调节信息对当前游戏视野画面进行视野切换的弥补调控以在所述图形用户界面显示目标游戏视野画面。
在本公开实施例中,当获取了针对视野切换区域的滑动操作的滑动参数后,若终端检测到该滑动参数满足视野调整判断条件,则可以判定该滑动操作为非快掷操作的滑动操作(具体可以为快速滑动操作),即针对视野切换区域的滑动操作为单纯的快速滑动操作,终端可以执行与滑动操作对应的游戏视野画面切换。
其中,对于视野弥补调节信息,由于快速移动视野所对应的滑动操作与快掷操作之间的滑动加速度相似,在进行视野位移调控的过程中,可以假设当快速移动视野所对应的滑动操作为快掷操作,不同的是快速移动视野所对应的滑动操作没有触控抬起,对此终端会先对快速移动视野进行视野切换的缓冲调控(相关过程可以参照前述描述),此时若不对这部分被缓冲调控减少的视野位移进行弥补,则会出现滑动操作与游戏视野画面切换不匹配的问题,因此,通过视野弥补调节信息可以对判定为快掷操作的快速滑动操作所进行的视野缓冲调控造成的视野位移差进行弥补,以保证玩家的滑动操作与实际的游戏视野画面切换匹配。
在具体实现中,对于快速滑动操作的判定,若滑动操作的滑动加速度大于或等于加速度阈值,则获取滑动操作的滑动加速度大于或等于加速度阈值时对应的起始时刻点,从起始时刻点起的预设时长内,若未检测到滑动操作的触控抬起,则判定滑动操作的触 发行为为快速移动视野,操作类型为快速滑动操作。当针对视野切换区域的滑动操作为快速滑动操作时,终端可以获取滑动速度对应的实际视野移动速度,以及与滑动操作对应的缓冲调控参数,接着可以根据实际视野移动速度与缓冲调控参数,确定滑动操作在预设时长内的第一视野位移以及与第一视野位移对应的目标时长,并确定滑动操作在目标时长内的第二视野位移,然后根据第一视野位移与第二视野位移在图形用户界面中将当前游戏视野画面切换为目标游戏视野画面。
需要说明的是,当滑动操作的滑动加速度大于或等于加速度阈值时,终端可以判定该滑动操作为快速滑动操作,快速滑动操作与快掷操作之间有类似的表现,两者都是短时间内加速度提升到较高的值,但快速滑动操作不以抬手行为结束,而是随着移动停滞。对此,当判定滑动操作属于快速滑动操作时,终端可以先假设其为快掷操作,计算对应的第一视野位移进行视野画面切换的缓冲调控,但由于此时属于“判定失误”,实际的滑动操作为快速滑动操作,需要进行视野画面切换的缓冲弥补。因此,在终端采用缓冲调控参数对实际视野移动速度进行调控,获得滑动操作在预设时长内对应的第一视野移动速度,并采用预设时长与第一视野移动速度,确定滑动操作在预设时长内的第一视野位移后,可以采用预设时长与实际视野移动速度,确定滑动操作在预设时长内的实际视野位移,并计算实际视野位移与第一视野位移之间的视野位移差,该视野位移差可以表征被第一视野位移进行缓冲调控减少的视野位移,需要重新进行弥补,则终端可以进一步获取与滑动操作对应的弥补调控参数,并采用视野位移差与弥补调控参数计算与第一视野位移对应的目标时长,以便终端进一步确定目标时长内对应的第二视野位移,然后通过第二视野位移对第一视野位移所造成的视野位移差进行弥补,以保证玩家的滑动操作与实际的游戏视野画面切换一致。
其中,对于目标时长,其可以根据预设时长内缓冲调控的视野位移与预设设置的弥补调控参数进行确定,由于在预设时长内进行了游戏视野画面的缓冲调控,则需要在目标时长内进行游戏视野画面的弥补调控,以对预设时长内调控的视野位移差进行抵消,保证玩家的滑动操作与实际的游戏视野画面切换一致。具体的,对于第二视野位移,终端可以获取与滑动操作对应的弥补调控参数,接着采用弥补调控参数与实际视野移动速度,确定滑动操作在目标时长内的第二视野移动速度,然后采用目标时长与第二视野移动速度,确定滑动操作在目标时长内的第二视野位移,以便通过第二视野位移对第一视野位移所造成的视野位移差进行弥补,以保证玩家的滑动操作与实际的游戏视野画面切换一致。
在另一种示例中,假设视野调整判断条件对应的加速度阈值在a’、预设时长为t1、缓冲调控参数c1以及弥补调控参数为c2,则终端在接收到针对视野切换区域的滑动操作后,可以获取该滑动操作的滑动速度v以及滑动加速度a,则当a≥a’时,将满足a’的起始时间点作为判定点,并获取判定点的时间点t,接着在t至(t+t1)期间未检测到滑动操作的触控抬起,则判定滑动操作的操作类型为快速滑动操作,触发行为为视野画 面的快速移动。其中,快速滑动操作的视野画面切换按照时间划分可以包括t至(t+t1)、(t+t1)至(t+t1+t2),t2为目标时长,其可以按照t至(t+t1)期间缓冲的视野位移与c2值进行调节,则对于快速滑动操作,在t至(t+t1)期间,终端可以将该时间内的滑动操作判定为快掷操作,对视野画面切换进行缓冲调控,具体可以先确定与滑动速度v对应的实际视野移动速度Va(Va可以表征在不进行视野切换的缓冲调控下视野画面的实际移动速度),接着采用Va与缓冲调控参数c1计算第一移动视野速度V1,并将V1乘以t1得到t至(t+t1)期间游戏视野画面的视野位移,然后终端可以在t至(t+t1)期间按照第一视野位移将当前游戏视野画面切换为目标游戏视野画面。
在(t+t1)至(t+t1+t2)期间,由于t至(t+t1)期间进行缓冲调控,则在这个期间内需要进行视野画面的弥补调控,以将t至(t+t1)期间进行的视野画面缓冲调控导致的视野位移差进行弥补,具体的,可以先采用Va与t1计算t至(t+t1)期间的实际视野位移,并将实际视野位移与第一视野位移进行作差得到缓冲调控过程中的视野位移差,然后将采用视野位移差与c2计算需要进行弥补调控的目标时长t2,然后可以获取(t+t1)至(t+t1+t2)期间的实际视野移动速度Va,并采用Va与弥补调控参数c2计算第二移动视野速度V2,并将V2乘以t2得到(t+t1)至(t+t1+t2)期间的第二视野位移,并在(t+t1)至(t+t1+t2)期间按照第二视野位移将当前游戏视野画面切换为目标游戏视野画面,从而在玩家输入针对视野切换区域的快速滑动操作对视野画面进行快速移动时,终端由于存在快掷操作的判定,可以先进行缓冲调控,接着对缓冲调控进行弥补,以保证玩家的滑动操作与实际的游戏视野画面切换一致。此外,若终端在起始时间点起的预设时长内检测到滑动操作的触控抬起,则可以停止对视野画面进行切换,并结束相应的判定流程。
需要说明的是,在上述过程中,将玩家的快速滑动操作划分为t至(t+t1)、(t+t1)至(t+t1+t2)两个阶段,t至(t+t1)阶段中对快速滑动操作过程中与快掷操作对应的过程进行视野切换的缓冲调控,(t+t1)至(t+t1+t2)阶段中对快速滑动操作过程进行缓冲调控所产生的视野位移差进行弥补调控,以对终端的“判断失误”进行弥补。在实际中,若t至(t+t1)、(t+t1)至(t+t1+t2)两个阶段对应的总时长正好等于快速滑动操作的持续时长,则游戏视野画面的切换过程可以参考上述过程;若两者的总时长小于快速滑动操作的持续时长,则可以假设玩家的快速滑动时长可以为t3,对于t至(t+t1+t2)之间对应的调控时长不等于t3,且只是快速滑动操作持续时长的一部分,则对于(t+t1+t2)至t3期间的视野切换,终端可以根据实际视野移动速度与(t3-(t+t1+t2))之间的时间差计算(t+t1+t2)至t3期间的视野位移,并根据该视野位移进行游戏画面的视野切换,而对于t至(t+t1)、(t+t1)至(t+t1+t2)两个阶段的视野切换则可以参考上述过程,在此不再赘述。
需要说明的是,本公开实施例包括但不限于上述示例,可以理解的是,在本公开实施例的思想指导下,本领域技术人员还可以根据实际需求进行设置,本公开对此不作限 制。
在本公开实施例中,终端可以通过图形用户界面显示游戏的游戏视野画面以及对应的视野切换区域,在游戏中,终端可以响应于视野切换区域接收到滑动操作,确定滑动操作对应的触控参数以及针对滑动操作的操作判断条件,若触控参数满足快掷判断条件,则判定该滑动操作为滑动操作,确定对应的视野缓冲调节信息,接着根据视野缓冲调节信息进行视野切换的缓冲调控并执行滑动操作对应的游戏互动操作,若触控参数满足视野调整判断条件,则判定滑动操作为滑动操作,确定对应的视野弥补调节信息,并根据视野弥补调节信息进行视野切换的弥补调控,从而在游戏中,对于具有复合功能的视野切换区域,当玩家基于滑动操作对视野切换区域进行控制时,终端可以根据滑动操作的滑动参数判定滑动操作属于何种操作,在进行视野切换的过程中,根据滑动操作的类型进行视野调控以及执行对应的游戏操作,有效解决了非玩家主观意愿的视野移动,优化了视野切换的灵活性。
为了使本领域技术人员更好地理解本公开实施例的技术方案,下面通过一个例子进行示例性说明。
参照图4,示出了本公开实施例中提供的快掷判定的流程示意图,假设a’为判定快掷操作的加速度阈值,c1为缓冲调控参数(可以小于100%),c2为弥补调控参数(可以大于100%),t1为用于判定快掷操作的时间值,t2为用于进行弥补调控的视野画面移动的时间值(其可以根据t1时间内缓冲调控的视野画面位移和c2值进行调节),Va可以为实际视野移动速度,V1可以为缓冲调控下的第一视野移动速度(可以为Va*c1),V2可以为弥补调控下的第二视野移动速度(可以为Va*c2)。在玩家对视野切换区域进行滑动操作时,终端可以实时监测滑动操作的滑动加速度a,若该滑动加速度a大于或等于a’,则获取大于或等于瞬间的时间点t,并在t至(t+t1)期间检测滑动操作是否结束。
若在t至(t+t1)期间检测滑动操作的触控抬起,则判定滑动操作的操作类型为快掷操作,触发行为为滑动操作,在t至(t+t1)期间进行视野画面的缓冲调控,对应的第一视野位移可以为t1*V1。在根据第一视野位移进行游戏视野画面切换的过程中,还可以执行对应的游戏互动操作。
若在t至(t+t1)期间检未测滑动操作的触控抬起,则判定滑动操作的操作类型为常规滑动操作(如快速滑动操作),触发行为为滑动操作,在t至(t+t1)期间进行视野画面的缓冲调控,在(t+t1)至(t+t1+t2)期间进行视野画面的弥补调控以对缓冲调控的视野位移差进行弥补,对应的第一视野位移可以为T1*V1,对应的第二视野位移可以为t2*V2,并在t至(t+t1+t2)进行对应的游戏视野画面切换。
具体的,对于上述过程的v-t曲线图可以参照图5所示,为本公开实施例中提供的v-t曲线的示意图,实线可以表征实际视野移动速度,虚线可以表征调控下视野移动速 度,由图5可知,在快速移动视野的过程中,可以分为t1阶段与t2阶段,其中,t1阶段进行缓冲调控,t2阶段对t1进行的缓冲调控进行弥补调控,具体的,区域①为快速移动视野中t1阶段的第一视野位移,区域②为t1阶段实际视野位移与第一视野位移之间的视野位移差,区域③可以为第二视野位移,其可以针对视野位移差在t2阶段进行的视野位移弥补,从而终端由于存在快掷操作的判定,可以先进行缓冲调控,接着对缓冲调控进行弥补,以保证玩家的滑动操作与实际的游戏视野画面切换一致。而在快掷操作阶段,区域④可以为对快掷操作阶段进行视野移动的缓冲弥补位移,重新确定的第一视野位移作为快掷操作所产生的视野位移实现视野画面切换的缓冲调控,减少或避免快掷操作产生的非玩家主观意愿的视野画面切换。
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6,示出了本公开实施例中提供的一种游戏中画面的切换装置的结构框图,通过预设终端提供图形用户界面,所述图形用户界面中显示的内容至少包括游戏视野画面以及针对所述游戏视野画面的视野切换区域,具体可以包括如下模块:
触控参数获取模块601,用于响应于所述视野切换区域接收到滑动操作,获取所述滑动操作对应的触控参数;
第一视野画面切换模块602,用于若所述触控参数满足快掷判断条件,则确定与所述滑动操作对应的视野缓冲调节信息,根据所述视野缓冲调节信息对当前游戏视野画面进行视野切换的缓冲调控,以在所述图形用户界面中显示目标游戏视野画面,并执行与所述滑动操作对应的游戏互动操作;
第二视野画面切换模块603,用于若所述触控参数满足视野调整判断条件,则确定与所述滑动操作对应的视野弥补调节信息,并根据所述视野弥补调节信息对当前游戏视野画面进行视野切换的弥补调控以在所述图形用户界面显示目标游戏视野画面。
在一种可选实施例中,所述触控参数至少包括滑动加速度,所述快掷判断条件至少包括加速度阈值以及预设时长,所述第一视野画面切换模块602包括:
第一起始时刻点获取子模块,用于若所述滑动操作的滑动加速度大于或等于所述加速度阈值,则获取所述滑动操作的滑动加速度大于或等于所述加速度阈值时对应的起始时刻点;
缓冲调节信息确定子模块,用于从所述起始时刻点起的预设时长内,响应于所述滑动操作的抬起操作,确定与所述滑动操作对应的视野缓冲调节信息。
在一种可选实施例中,所述触控参数至少包括滑动速度,所述第一视野画面切换模块602包括:
移动速度获取子模块,用于获取所述滑动速度对应的实际视野移动速度,以及与所述快掷判断条件对应的缓冲调控参数;
第一视野位移确定子模块,用于根据所述实际视野移动速度与所述缓冲调控参数,确定与所述滑动操作对应的第一视野位移;
第一视野画面切换子模块,用于按照所述第一视野位移对当前游戏视野画面进行视野切换的缓冲调控以在所述图形用户界面中显示目标游戏视野画面。
在一种可选实施例中,所述触控参数包括所述滑动操作的实际操作时长,所述第一视野位移确定子模块具体用于:
采用所述缓冲调控参数对所述实际视野移动速度进行缓冲调控,获得与所述滑动操作对应的目标视野移动速度;
采用所述预设时长或所述实际操作时长与所述目标视野移动速度,计算与所述滑动操作对应的第一视野位移;
其中,所述实际操作时长为所述起始时刻点起至响应所述抬起操作时的持续时长。
在一种可选实施例中,所述图形用户界面显示的内容还包括若干个交互控件,所述第一视野画面切换模块602具体用于:
确定与所述滑动操作对应的目标交互控件,并执行与所述目标交互控件对应的游戏互动操作。
在一种可选实施例中,所述触控参数至少包括滑动加速度,所述视野调整判断条件至少包括加速度阈值以及预设时长,所述第二视野画面切换模块603包括:
第二起始时刻点获取子模块,用于若所述滑动操作的滑动加速度大于或等于所述加速度阈值,则获取所述滑动操作的滑动加速度大于或等于所述加速度阈值时对应的起始时刻点;
滑动操作确定子模块,用于从所述起始时刻点起的预设时长内,若未检测到所述滑动操作的触控抬起,则确定与所述滑动操作对应的视野弥补调节信息。
在一种可选实施例中,所述触控参数至少包括滑动速度,所述第二视野画面切换模块603包括:
调控参数获取子模块,用于获取所述滑动速度对应的实际视野移动速度,以及与所述滑动操作对应的缓冲调控参数;
目标时长确定子模块,用于根据所述实际视野移动速度与缓冲调控参数,确定所述滑动操作在所述预设时长内的第一视野位移以及与所述第一视野位移对应的目标时长;
第二视野位移确定子模块,用于确定所述滑动操作在所述目标时长内的第二视野位移;
视野画面调节子模块,用于根据所述第一视野位移与所述第二视野位移在所述图形 用户界面中将当前游戏画面视野切换为目标游戏视野画面。
在一种可选实施例中,所述目标时长确定子模块具体用于:
采用所述缓冲调控参数对所述实际视野移动速度进行调控,获得与所述滑动操作在所述预设时长内对应的第一视野移动速度;
采用所述预设时长与所述第一视野移动速度,确定所述滑动操作在所述预设时长内的第一视野位移;
采用所述预设时长与所述实际视野移动速度,确定所述滑动操作在所述预设时长内的实际视野位移;
计算所述实际视野位移与所述第一视野位移之间的视野位移差;
获取与所述滑动操作对应的弥补调控参数,并采用所述视野位移差与所述弥补调控参数计算与所述第一视野位移对应的目标时长。
在一种可选实施例中,所述第二视野位移确定子模块具体用于:
获取与所述滑动操作对应的弥补调控参数;
采用所述弥补调控参数对所述实际视野移动速度进行调控,确定所述滑动操作在所述目标时长内的第二视野移动速度;
采用所述目标时长与所述第二视野移动速度,确定所述滑动操作在所述目标时长内的第二视野位移。
在一种可选实施例中,所述视野切换区域包括一视野切换控件,所述触控参数获取模块601具体用于:
响应于所述视野切换控件接收到滑动操作,确定所述滑动操作对应的触控参数以及针对所述滑动操作的操作判断条件。
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。
另外,本公开实施例还提供一种电子设备,如图7所示,包括处理器701、通信接口702、存储器703和通信总线704,其中,处理器701,通信接口702,存储器703通过通信总线704完成相互间的通信,
存储器703,用于存放计算机程序;
处理器701,用于执行存储器703上所存放的程序时,实现如下步骤:
响应于所述视野切换区域接收到滑动操作,获取所述滑动操作对应的触控参数;
若所述触控参数满足快掷判断条件,则确定与所述滑动操作对应的视野缓冲调节信息,根据所述视野缓冲调节信息对当前游戏视野画面进行视野切换的缓冲调控,以在所述图形用户界面中显示目标游戏视野画面,并执行与所述滑动操作对应的游戏互动操作;
若所述触控参数满足视野调整判断条件,则确定与所述滑动操作对应的视野弥补调节信息,并根据所述视野弥补调节信息对当前游戏视野画面进行视野切换的弥补调控以在所述图形用户界面显示目标游戏视野画面。
在一种可选实施例中,所述触控参数至少包括滑动加速度,所述快掷判断条件至少包括加速度阈值以及预设时长,所述若所述触控参数满足快掷判断条件,则确定与所述滑动操作对应的视野缓冲调节信息,包括:
若所述滑动操作的滑动加速度大于或等于所述加速度阈值,则获取所述滑动操作的滑动加速度大于或等于所述加速度阈值时对应的起始时刻点;
从所述起始时刻点起的预设时长内,响应于所述滑动操作的抬起操作,确定与所述滑动操作对应的视野缓冲调节信息。
在一种可选实施例中,所述触控参数至少包括滑动速度,所述确定与所述滑动操作对应的视野缓冲调节信息,包括
获取所述滑动速度对应的实际视野移动速度,以及与所述快掷判断条件对应的缓冲调控参数;
根据所述实际视野移动速度与所述缓冲调控参数,确定与所述滑动操作对应的第一视野位移;
其中,所述根据所述视野缓冲调节信息对当前游戏视野画面进行视野切换的缓冲调控,包括:
按照所述第一视野位移对当前游戏视野画面进行视野切换的缓冲调控以在所述图形用户界面中显示目标游戏视野画面。
在一种可选实施例中,所述触控参数包括所述滑动操作的实际操作时长,所述根据所述实际视野移动速度与所述缓冲调控参数,确定与所述滑动操作对应的第一视野位移,包括:
采用所述缓冲调控参数对所述实际视野移动速度进行缓冲调控,获得与所述滑动操作对应的目标视野移动速度;
采用所述预设时长或所述实际操作时长与所述目标视野移动速度,计算与所述滑动操作对应的第一视野位移;
其中,所述实际操作时长为所述起始时刻点起至响应所述抬起操作时的持续时长。
在一种可选实施例中,所述图形用户界面显示的内容还包括若干个交互控件,所述执行与所述滑动操作对应的游戏互动操作,包括:
确定与所述滑动操作对应的目标交互控件,并执行与所述目标交互控件对应的游戏互动操作。
在一种可选实施例中,所述触控参数至少包括滑动加速度,所述视野调整判断条件至少包括加速度阈值以及预设时长,所述若所述触控参数满足视野调整判断条件,则确定与所述滑动操作对应的视野弥补调节信息,包括:
若所述滑动操作的滑动加速度大于或等于所述加速度阈值,则获取所述滑动操作的滑动加速度大于或等于所述加速度阈值时对应的起始时刻点;
从所述起始时刻点起的预设时长内,若未检测到所述滑动操作的触控抬起,则确定与所述滑动操作对应的视野弥补调节信息。
在一种可选实施例中,所述触控参数至少包括滑动速度,所述确定与所述滑动操作对应的视野弥补调节信息,包括:
获取所述滑动速度对应的实际视野移动速度,以及与所述滑动操作对应的缓冲调控参数;
根据所述实际视野移动速度与缓冲调控参数,确定所述滑动操作在所述预设时长内的第一视野位移以及与所述第一视野位移对应的目标时长;
确定所述滑动操作在所述目标时长内的第二视野位移;
其中,所述根据所述视野弥补调节信息对当前游戏视野画面进行视野切换的弥补调控以在所述图形用户界面显示目标游戏视野画面,包括:
根据所述第一视野位移与所述第二视野位移在所述图形用户界面中将当前游戏画面视野切换为目标游戏视野画面。
在一种可选实施例中,所述根据所述实际视野移动速度与缓冲调控参数,确定所述滑动操作在所述预设时长内的第一视野位移以及与所述第一视野位移对应的目标时长,包括:
采用所述缓冲调控参数对所述实际视野移动速度进行调控,获得与所述滑动操作在所述预设时长内对应的第一视野移动速度;
采用所述预设时长与所述第一视野移动速度,确定所述滑动操作在所述预设时长内的第一视野位移;
采用所述预设时长与所述实际视野移动速度,确定所述滑动操作在所述预设时长内的实际视野位移;
计算所述实际视野位移与所述第一视野位移之间的视野位移差;
获取与所述滑动操作对应的弥补调控参数,并采用所述视野位移差与所述弥补调控参数计算与所述第一视野位移对应的目标时长。
在一种可选实施例中,所述确定所述滑动操作在所述目标时长内的第二视野位移,包括:
采用所述弥补调控参数对所述实际视野移动速度进行调控,获得所述滑动操作在所述目标时长内的第二视野移动速度;
采用所述目标时长与所述第二视野移动速度,确定所述滑动操作在所述目标时长内的第二视野位移。
在一种可选实施例中,所述视野切换区域包括一视野切换控件,所述响应于所述视野切换区域接收到滑动操作,确定所述滑动操作对应的触控参数以及针对所述滑动操作 的操作判断条件,包括:
响应于所述视野切换控件接收到滑动操作,确定所述滑动操作对应的触控参数以及针对所述滑动操作的操作判断条件。
本实施例运行的游戏中画面的切换方法的具体实施例内容,同样适用于前述游戏中画面的切换方法的实施例内容,故在此不做赘述。
通过上述实施方式,可以通过图形用户界面显示游戏的游戏视野画面以及对应的视野切换区域,在游戏中,可以响应于视野切换区域接收到滑动操作,获取滑动操作对应的触控参数,若触控参数满足快掷判断条件,则确定对应的视野缓冲调节信息,接着根据视野缓冲调节信息进行视野切换的缓冲调控并执行滑动操作对应的游戏互动操作,若触控参数满足视野调整判断条件,则确定对应的视野弥补调节信息,并根据视野弥补调节信息进行视野切换的弥补调控,从而在游戏中,对于具有复合功能的视野切换区域,当玩家基于滑动操作对视野切换区域进行控制时,可以根据滑动操作的滑动参数判定滑动操作属于何种操作,在进行视野切换的过程中,根据滑动操作的类型进行视野调控以及执行对应的游戏操作,有效解决了非玩家主观意愿的视野移动,优化了视野切换的灵活性。
上述终端提到的通信总线可以是外设部件互连标准(Peripheral Component Interconnect,简称PCI)总线或扩展工业标准结构(Extended Industry Standard Architecture,简称EISA)总线等。该通信总线可以分为地址总线、数据总线、控制总线等。为便于表示,图中仅用一条粗线表示,但并不表示仅有一根总线或一种类型的总线。
通信接口用于上述终端与其他设备之间的通信。
存储器可以包括随机存取存储器(Random Access Memory,简称RAM),也可以包括非易失性存储器(non-volatile memory),例如至少一个磁盘存储器。可选的,存储器还可以是至少一个位于远离前述处理器的存储装置。
上述的处理器可以是通用处理器,包括中央处理器(Central Processing Unit,简称CPU)、网络处理器(Network Processor,简称NP)等;还可以是数字信号处理器(Digital Signal Processing,简称DSP)、专用集成电路(Application Specific Integrated Circuit,简称ASIC)、现场可编程门阵列(Field-Programmable Gate Array,简称FPGA)或者其他可编程逻辑器件、分立门或者晶体管逻辑器件、分立硬件组件。
如图8所示,在本公开提供的又一实施例中,还提供了一种计算机可读存储介质801,该计算机可读存储介质中存储有指令,当其在计算机上运行时,使得计算机执行如下步骤:响应于所述视野切换区域接收到滑动操作,获取所述滑动操作对应的触控参数;
若所述触控参数满足快掷判断条件,则确定与所述滑动操作对应的视野缓冲调节信息,根据所述视野缓冲调节信息对当前游戏视野画面进行视野切换的缓冲调控,以在所述图形用户界面中显示目标游戏视野画面,并执行与所述滑动操作对应的游戏互动操 作;
若所述触控参数满足视野调整判断条件,则确定与所述滑动操作对应的视野弥补调节信息,并根据所述视野弥补调节信息对当前游戏视野画面进行视野切换的弥补调控以在所述图形用户界面显示目标游戏视野画面。
在一种可选实施例中,所述触控参数至少包括滑动加速度,所述快掷判断条件至少包括加速度阈值以及预设时长,所述若所述触控参数满足快掷判断条件,则确定与所述滑动操作对应的视野缓冲调节信息,包括:
若所述滑动操作的滑动加速度大于或等于所述加速度阈值,则获取所述滑动操作的滑动加速度大于或等于所述加速度阈值时对应的起始时刻点;
从所述起始时刻点起的预设时长内,响应于所述滑动操作的抬起操作,确定与所述滑动操作对应的视野缓冲调节信息。
在一种可选实施例中,所述触控参数至少包括滑动速度,所述确定与所述滑动操作对应的视野缓冲调节信息,包括
获取所述滑动速度对应的实际视野移动速度,以及与所述快掷判断条件对应的缓冲调控参数;
根据所述实际视野移动速度与所述缓冲调控参数,确定与所述滑动操作对应的第一视野位移;
其中,所述根据所述视野缓冲调节信息对当前游戏视野画面进行视野切换的缓冲调控,包括:
按照所述第一视野位移对当前游戏视野画面进行视野切换的缓冲调控以在所述图形用户界面中显示目标游戏视野画面。
在一种可选实施例中,所述触控参数包括所述滑动操作的实际操作时长,所述根据所述实际视野移动速度与所述缓冲调控参数,确定与所述滑动操作对应的第一视野位移,包括:
采用所述缓冲调控参数对所述实际视野移动速度进行缓冲调控,获得与所述滑动操作对应的目标视野移动速度;
采用所述预设时长或所述实际操作时长与所述目标视野移动速度,计算与所述滑动操作对应的第一视野位移;
其中,所述实际操作时长为所述起始时刻点起至响应所述抬起操作时的持续时长。
在一种可选实施例中,所述图形用户界面显示的内容还包括若干个交互控件,所述执行与所述滑动操作对应的游戏互动操作,包括:
确定与所述滑动操作对应的目标交互控件,并执行与所述目标交互控件对应的游戏互动操作。
在一种可选实施例中,所述触控参数至少包括滑动加速度,所述视野调整判断条件至少包括加速度阈值以及预设时长,所述若所述触控参数满足视野调整判断条件,则确 定与所述滑动操作对应的视野弥补调节信息,包括:
若所述滑动操作的滑动加速度大于或等于所述加速度阈值,则获取所述滑动操作的滑动加速度大于或等于所述加速度阈值时对应的起始时刻点;
从所述起始时刻点起的预设时长内,若未检测到所述滑动操作的触控抬起,则确定与所述滑动操作对应的视野弥补调节信息。
在一种可选实施例中,所述触控参数至少包括滑动速度,所述确定与所述滑动操作对应的视野弥补调节信息,包括:
获取所述滑动速度对应的实际视野移动速度,以及与所述滑动操作对应的缓冲调控参数;
根据所述实际视野移动速度与缓冲调控参数,确定所述滑动操作在所述预设时长内的第一视野位移以及与所述第一视野位移对应的目标时长;
确定所述滑动操作在所述目标时长内的第二视野位移;
其中,所述根据所述视野弥补调节信息对当前游戏视野画面进行视野切换的弥补调控以在所述图形用户界面显示目标游戏视野画面,包括:
根据所述第一视野位移与所述第二视野位移在所述图形用户界面中将当前游戏画面视野切换为目标游戏视野画面。
在一种可选实施例中,所述根据所述实际视野移动速度与缓冲调控参数,确定所述滑动操作在所述预设时长内的第一视野位移以及与所述第一视野位移对应的目标时长,包括:
采用所述缓冲调控参数对所述实际视野移动速度进行调控,获得与所述滑动操作在所述预设时长内对应的第一视野移动速度;
采用所述预设时长与所述第一视野移动速度,确定所述滑动操作在所述预设时长内的第一视野位移;
采用所述预设时长与所述实际视野移动速度,确定所述滑动操作在所述预设时长内的实际视野位移;
计算所述实际视野位移与所述第一视野位移之间的视野位移差;
获取与所述滑动操作对应的弥补调控参数,并采用所述视野位移差与所述弥补调控参数计算与所述第一视野位移对应的目标时长。
在一种可选实施例中,所述确定所述滑动操作在所述目标时长内的第二视野位移,包括:
采用所述弥补调控参数对所述实际视野移动速度进行调控,获得所述滑动操作在所述目标时长内的第二视野移动速度;
采用所述目标时长与所述第二视野移动速度,确定所述滑动操作在所述目标时长内的第二视野位移。
在一种可选实施例中,所述视野切换区域包括一视野切换控件,所述响应于所述视 野切换区域接收到滑动操作,确定所述滑动操作对应的触控参数以及针对所述滑动操作的操作判断条件,包括:
响应于所述视野切换控件接收到滑动操作,确定所述滑动操作对应的触控参数以及针对所述滑动操作的操作判断条件。
本实施例运行的游戏中画面的切换方法的具体实施例内容,同样适用于前述游戏中画面的切换方法的实施例内容,故在此不做赘述。
通过上述实施方式,可以通过图形用户界面显示游戏的游戏视野画面以及对应的视野切换区域,在游戏中,可以响应于视野切换区域接收到滑动操作,获取滑动操作对应的触控参数,若触控参数满足快掷判断条件,则确定对应的视野缓冲调节信息,接着根据视野缓冲调节信息进行视野切换的缓冲调控并执行滑动操作对应的游戏互动操作,若触控参数满足视野调整判断条件,则确定对应的视野弥补调节信息,并根据视野弥补调节信息进行视野切换的弥补调控,从而在游戏中,对于具有复合功能的视野切换区域,当玩家基于滑动操作对视野切换区域进行控制时,可以根据滑动操作的滑动参数判定滑动操作属于何种操作,在进行视野切换的过程中,根据滑动操作的类型进行视野调控以及执行对应的游戏操作,有效解决了非玩家主观意愿的视野移动,优化了视野切换的灵活性。
在本公开提供的又一实施例中,还提供了一种包含指令的计算机程序产品,当其在计算机上运行时,使得计算机执行上述实施例中所述的游戏中画面的切换方法。
在上述实施例中,可以全部或部分地通过软件、硬件、固件或者其任意组合来实现。当使用软件实现时,可以全部或部分地以计算机程序产品的形式实现。所述计算机程序产品包括一个或多个计算机指令。在计算机上加载和执行所述计算机程序指令时,全部或部分地产生按照本公开实施例所述的流程或功能。所述计算机可以是通用计算机、专用计算机、计算机网络、或者其他可编程装置。所述计算机指令可以存储在计算机可读存储介质中,或者从一个计算机可读存储介质向另一个计算机可读存储介质传输,例如,所述计算机指令可以从一个网站站点、计算机、服务器或数据中心通过有线(例如同轴电缆、光纤、数字用户线(DSL))或无线(例如红外、无线、微波等)方式向另一个网站站点、计算机、服务器或数据中心进行传输。所述计算机可读存储介质可以是计算机能够存取的任何可用介质或者是包含一个或多个可用介质集成的服务器、数据中心等数据存储设备。所述可用介质可以是磁性介质,(例如,软盘、硬盘、磁带)、光介质(例如,DVD)、或者半导体介质(例如固态硬盘Solid State Disk(SSD))等。
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、物品或者设备中还存在另外的相同要素。
本说明书中的各个实施例均采用相关的方式描述,各个实施例之间相同相似的部分互相参见即可,每个实施例重点说明的都是与其他实施例的不同之处。尤其,对于系统实施例而言,由于其基本相似于方法实施例,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。
以上所述仅为本公开的较佳实施例而已,并非用于限定本公开的保护范围。凡在本公开的精神和原则之内所作的任何修改、等同替换、改进等,均包含在本公开的保护范围内。

Claims (13)

  1. 一种游戏中画面的切换方法,通过预设终端提供图形用户界面,所述图形用户界面中显示的内容至少包括游戏视野画面以及针对所述游戏视野画面的视野切换区域,所述方法包括:
    响应于所述视野切换区域接收到滑动操作,获取所述滑动操作对应的触控参数;
    若所述触控参数满足快掷判断条件,则确定与所述滑动操作对应的视野缓冲调节信息,根据所述视野缓冲调节信息对当前游戏视野画面进行视野切换的缓冲调控,以在所述图形用户界面中显示目标游戏视野画面,并执行与所述滑动操作对应的游戏互动操作;
    若所述触控参数满足视野调整判断条件,则确定与所述滑动操作对应的视野弥补调节信息,并根据所述视野弥补调节信息对当前游戏视野画面进行视野切换的弥补调控以在所述图形用户界面显示目标游戏视野画面。
  2. 根据权利要求1所述的方法,其中,所述触控参数至少包括滑动加速度,所述快掷判断条件至少包括加速度阈值以及预设时长,所述若所述触控参数满足快掷判断条件,则确定与所述滑动操作对应的视野缓冲调节信息,包括:
    若所述滑动操作的滑动加速度大于或等于所述加速度阈值,则获取所述滑动操作的滑动加速度大于或等于所述加速度阈值时对应的起始时刻点;
    从所述起始时刻点起的预设时长内,响应于所述滑动操作的抬起操作,确定与所述滑动操作对应的视野缓冲调节信息。
  3. 根据权利要求2所述的方法,其中,所述触控参数至少包括滑动速度,所述确定与所述滑动操作对应的视野缓冲调节信息,包括
    获取所述滑动速度对应的实际视野移动速度,以及与所述快掷判断条件对应的缓冲调控参数;
    根据所述实际视野移动速度与所述缓冲调控参数,确定与所述滑动操作对应的第一视野位移;
    其中,所述根据所述视野缓冲调节信息对当前游戏视野画面进行视野切换的缓冲调控,包括:
    按照所述第一视野位移对当前游戏视野画面进行视野切换的缓冲调控以在所述图形用户界面中显示目标游戏视野画面。
  4. 根据权利要求3所述的方法,其中,所述触控参数包括所述滑动操作的实际操作时长,所述根据所述实际视野移动速度与所述缓冲调控参数,确定与所述滑动操作对应的第一视野位移,包括:
    采用所述缓冲调控参数对所述实际视野移动速度进行缓冲调控,获得与所述滑动操作对应的目标视野移动速度;
    采用所述预设时长或所述实际操作时长与所述目标视野移动速度,计算与所述滑动操作对应的第一视野位移;
    其中,所述实际操作时长为所述起始时刻点起至响应所述抬起操作时的持续时长。
  5. 根据权利要求1所述的方法,其中,所述图形用户界面显示的内容还包括若干个交互控件,所述执行与所述滑动操作对应的游戏互动操作,包括:
    确定与所述滑动操作对应的目标交互控件,并执行与所述目标交互控件对应的游戏互动操作。
  6. 根据权利要求1所述的方法,其中,所述触控参数至少包括滑动加速度,所述视野调整判断条件至少包括加速度阈值以及预设时长,所述若所述触控参数满足视野调整判断条件,则确定与所述滑动操作对应的视野弥补调节信息,包括:
    若所述滑动操作的滑动加速度大于或等于所述加速度阈值,则获取所述滑动操作的滑动加速度大于或等于所述加速度阈值时对应的起始时刻点;
    从所述起始时刻点起的预设时长内,若未检测到所述滑动操作的触控抬起,则确定与所述滑动操作对应的视野弥补调节信息。
  7. 根据权利要求6所述的方法,其中,所述触控参数至少包括滑动速度,所述确定与所述滑动操作对应的视野弥补调节信息,包括:
    获取所述滑动速度对应的实际视野移动速度,以及与所述滑动操作对应的缓冲调控参数;
    根据所述实际视野移动速度与缓冲调控参数,确定所述滑动操作在所述预设时长内的第一视野位移以及与所述第一视野位移对应的目标时长;
    确定所述滑动操作在所述目标时长内的第二视野位移;
    其中,所述根据所述视野弥补调节信息对当前游戏视野画面进行视野切换的弥补调控以在所述图形用户界面显示目标游戏视野画面,包括:
    根据所述第一视野位移与所述第二视野位移在所述图形用户界面中将当前游戏画面视野切换为目标游戏视野画面。
  8. 根据权利要求7所述的方法,其中,所述根据所述实际视野移动速度与缓冲调控参数,确定所述滑动操作在所述预设时长内的第一视野位移以及与所述第一视野位移对应的目标时长,包括:
    采用所述缓冲调控参数对所述实际视野移动速度进行调控,获得与所述滑动操作在所述预设时长内对应的第一视野移动速度;
    采用所述预设时长与所述第一视野移动速度,确定所述滑动操作在所述预设时长内的第一视野位移;
    采用所述预设时长与所述实际视野移动速度,确定所述滑动操作在所述预设时长内的实际视野位移;
    计算所述实际视野位移与所述第一视野位移之间的视野位移差;
    获取与所述滑动操作对应的弥补调控参数,并采用所述视野位移差与所述弥补调控参数计算与所述第一视野位移对应的目标时长。
  9. 根据权利要求8所述的方法,其中,所述确定所述滑动操作在所述目标时长内的第二视野位移,包括:
    采用所述弥补调控参数对所述实际视野移动速度进行调控,获得所述滑动操作在所述目标时长内的第二视野移动速度;
    采用所述目标时长与所述第二视野移动速度,确定所述滑动操作在所述目标时长内的第二视野位移。
  10. 根据权利要求1所述的方法,其中,所述视野切换区域包括一视野切换控件,所述响应于所述视野切换区域接收到滑动操作,确定所述滑动操作对应的触控参数以及针对所述滑动操作的操作判断条件,包括:
    响应于所述视野切换控件接收到滑动操作,确定所述滑动操作对应的触控参数以及针对所述滑动操作的操作判断条件。
  11. 一种游戏中画面的切换装置,其中,通过预设终端提供图形用户界面,所述图形用户界面中显示的内容至少包括游戏视野画面以及针对所述游戏视野画面的视野切换区域,所述装置包括:
    触控参数获取模块,用于响应于所述视野切换区域接收到滑动操作,获取所述滑动操作对应的触控参数;
    第一视野画面切换模块,用于若所述触控参数满足快掷判断条件,则确定与所述滑动操作对应的视野缓冲调节信息,根据所述视野缓冲调节信息对当前游戏视野画面进行视野切换的缓冲调控,以在所述图形用户界面中显示目标游戏视野画面,并执行与所述滑动操作对应的游戏互动操作;
    第二视野画面切换模块,用于若所述触控参数满足视野调整判断条件,则确定与所述滑动操作对应的视野弥补调节信息,并根据所述视野弥补调节信息对当前游戏视野画面进行视野切换的弥补调控以在所述图形用户界面显示目标游戏视野画面。
  12. 一种电子设备,包括处理器、通信接口、存储器和通信总线,其中,所述处理器、所述通信接口以及所述存储器通过所述通信总线完成相互间的通信;
    所述存储器,用于存放计算机程序;
    所述处理器,用于执行存储器上所存放的程序时,实现如权利要求1-10任一项所述的方法。
  13. 一种计算机可读存储介质,其上存储有指令,当由一个或多个处理器执行时,使得所述处理器执行如权利要求1-10任一项所述的方法。
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