WO2023173643A1 - 一种画面显示方法、装置、电子设备及可读存储介质 - Google Patents

一种画面显示方法、装置、电子设备及可读存储介质 Download PDF

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Publication number
WO2023173643A1
WO2023173643A1 PCT/CN2022/107687 CN2022107687W WO2023173643A1 WO 2023173643 A1 WO2023173643 A1 WO 2023173643A1 CN 2022107687 W CN2022107687 W CN 2022107687W WO 2023173643 A1 WO2023173643 A1 WO 2023173643A1
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Prior art keywords
virtual character
character
virtual
game
user interface
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Ceased
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PCT/CN2022/107687
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English (en)
French (fr)
Inventor
江阳晨
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Priority to US18/277,342 priority Critical patent/US20240286041A1/en
Priority to JP2023538091A priority patent/JP7588238B2/ja
Publication of WO2023173643A1 publication Critical patent/WO2023173643A1/zh
Anticipated expiration legal-status Critical
Ceased legal-status Critical Current

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/214Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
    • A63F13/2145Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/533Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • 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
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/56Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
    • 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
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/57Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
    • GPHYSICS
    • G06COMPUTING OR CALCULATING; 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]
    • G06F3/0487Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser
    • G06F3/0488Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures

Definitions

  • the present disclosure relates to the field of computer technology, and in particular, to a screen display method, device, electronic equipment and readable storage medium.
  • each player will have teammates on the same team who can cooperate with him in the game.
  • the virtual characters controlled by each player The positions may be far apart. At this time, players cannot grasp the game dynamics of their teammates in real time, and thus miss many opportunities for collaborative games during the game.
  • the purpose of the present disclosure is to provide a screen display method, device, electronic device and readable storage medium, which can not completely block the first virtual character in a graphical user interface when the first virtual character is in a moving state.
  • the second game screen of teammates is displayed in the form of the character's first game screen. In this way, the player can still grasp the real-time game status of teammates without looking for teammates, which reduces the player's process of looking for teammates during the game, thus, Indirectly reducing the response frequency of the terminal device during the game.
  • Embodiments of the present disclosure provide a screen display method that provides a graphical user interface through a terminal device, and a portion of a game scene is displayed in the graphical user interface; the screen display method includes:
  • the first virtual character corresponding to the terminal device When the first virtual character corresponding to the terminal device is in a non-following movement state, in response to the movement instruction, the first virtual character is controlled to move in the virtual space, and the first virtual character is displayed in the graphical user interface.
  • the first virtual character is controlled to enter the follow movement state, and the second game screen of the virtual space where the other virtual characters are located is displayed in the first preset area of the graphical user interface, wherein the first The preset area does not completely block the first game screen, and the first virtual character in the following state is a state in which the first virtual character automatically moves according to the movement of the target virtual character in the virtual space.
  • the graphical user interface displays character identifiers of other virtual characters in the same team as the first virtual character; the screen display method further includes:
  • a third game screen in the virtual space where the second virtual character is located is displayed in the graphical user interface.
  • displaying the third game screen of the virtual space where the second virtual character is located in the graphical user interface includes:
  • the third game screen is displayed in a second preset area displayed by the graphical user interface.
  • the screen display method further includes:
  • functional controls are displayed in the graphical user interface; when the first virtual character corresponding to the terminal device is in a non-following movement state, in response to a movement instruction, the first virtual character is controlled to Virtual characters move in virtual space, including:
  • the screen display method also includes:
  • the interaction information corresponding to the message prompt control is sent to the third virtual character selected by the fourth touch operation.
  • the fourth touch operation is a sliding touch operation, and the response is to the fourth touch operation of the message prompt control, and the interaction information corresponding to the message prompt control is sent to the message prompt control.
  • the third virtual character selected by the fourth touch operation includes:
  • the other virtual character to which the second game screen belongs is determined as the third virtual character; or, if the end position is located in the response range of the other character identification, Then determine the virtual character corresponding to the other character identification as the third virtual character;
  • the fourth touch operation is a click touch operation
  • the response to the fourth touch operation of the message prompt control is to send the interaction information corresponding to the message prompt control to the message prompt control.
  • the third virtual character selected by the fourth touch operation includes:
  • the voice information received in the voice input state is sent as interactive information to the fourth virtual character selected by the fifth touch operation.
  • the first virtual character is in the following movement state
  • the first virtual character in response to the sixth touch operation on the functional control, the first virtual character is controlled to exit the following movement state.
  • a follow-cancel control is displayed in the graphical user interface, and the screen display method further includes:
  • the first virtual character is controlled to exit the following movement state.
  • the follow instruction is generated in the following manner:
  • the following instruction is generated in response to the following condition meeting the preset following requirement; wherein the following condition meeting the preset following requirement includes at least one of the following:
  • the first virtual character enters the area associated with the target virtual character.
  • the message prompt control is determined in the following manner:
  • the message prompt control is determined according to any one or more of the following first reference parameters; the role attributes of the first virtual character; the team attributes of the team to which the first virtual character belongs; and the current execution of the first virtual character.
  • Game tasks wherein, the character attributes include one or more of character vitality, character defense, character attack power, character damage, and character location; the team attributes include team game progress, surviving teammates in the team One or more of the number and location of teammates on the team.
  • the first virtual character is in the following movement state, in response to the eighth touch operation on the functional control, the first virtual character is controlled to attack the hostile virtual character.
  • a character identifier that can follow the virtual character is displayed in the graphical user interface; the screen display method further includes:
  • Embodiments of the present disclosure also provide a screen display device that provides a graphical user interface through a terminal device, and part of the game scene is displayed in the graphical user interface; the screen display device includes:
  • a movement control module configured to control the movement of the first virtual character in the virtual space in response to a movement instruction when the first virtual character corresponding to the terminal device is in a non-following movement state, and in the graphical user interface Display the first game screen in the virtual space where the first virtual character is located;
  • the first screen display module is used to respond to the follow instruction, control the first virtual character to enter the follow movement state, and display the second game of the virtual space where other virtual characters are located in the first preset area of the graphical user interface.
  • the graphical user interface displays character identifiers of other virtual characters in the same team as the first virtual character;
  • the screen display device further includes a second screen display module, and the second The screen display module is used for:
  • a third game screen in the virtual space where the second virtual character is located is displayed in the graphical user interface.
  • the second screen display module when used to display the third game screen of the virtual space where the second virtual character is located in the graphical user interface, the second screen display Modules are used for:
  • the third game screen is displayed in a second preset area displayed by the graphical user interface.
  • the picture display device further includes a highlighting module, the highlighting module is used for:
  • functional controls are displayed in the graphical user interface; when the first virtual character corresponding to the terminal device is in a non-following movement state, the movement control module controls, in response to a movement instruction, When the first virtual character moves in the virtual space, the movement control module is used to:
  • the screen display device also includes a first information sending module, the first information sending module is used for:
  • the interaction information corresponding to the message prompt control is sent to the third virtual character selected by the fourth touch operation.
  • the fourth touch operation is a sliding touch operation
  • the first information sending module is configured to send the message in response to the fourth touch operation on the message prompt control.
  • the first information sending module is used to:
  • the other virtual character to which the second game screen belongs is determined as the third virtual character; or, if the end position is located in the response range of the other character identification, Then determine the virtual character corresponding to the other character identification as the third virtual character;
  • the fourth touch operation is a click touch operation
  • the first information sending module is configured to send the message in response to the fourth touch operation on the message prompt control.
  • the first information sending module is used to:
  • functional controls are displayed in the graphical user interface; the screen display device further includes a second information sending module, and the second information sending module is used to:
  • the voice information received in the voice input state is sent as interactive information to the fourth virtual character selected by the fifth touch operation.
  • functional controls are displayed in the graphical user interface; the screen display device further includes a first status exit module, and the first status exit module is used to:
  • the first virtual character is in the following movement state
  • the first virtual character in response to the sixth touch operation on the functional control, the first virtual character is controlled to exit the following movement state.
  • a follow-cancel control is displayed in the graphical user interface, and the screen display device further includes a second status exit module, and the second status exit module is used to:
  • the first virtual character is controlled to exit the following movement state.
  • the first screen display module is used to generate follow instructions in the following manner:
  • the following instruction is generated in response to the following condition meeting the preset following requirement; wherein the following condition meeting the preset following requirement includes at least one of the following:
  • the first virtual character enters the area associated with the target virtual character.
  • the first information sending module is configured to determine the message prompt control in the following manner:
  • the message prompt control is determined according to any one or more of the following first reference parameters; the role attributes of the first virtual character; the team attributes of the team to which the first virtual character belongs; and the current execution of the first virtual character.
  • Game tasks wherein, the character attributes include one or more of character vitality, character defense, character attack power, character damage, and character location; the team attributes include team game progress, surviving teammates in the team One or more of the number and location of teammates on the team.
  • functional controls are displayed in the graphical user interface; the screen display device further includes an attack module, and the attack module is used to:
  • the first virtual character is in the following movement state, in response to the eighth touch operation on the functional control, the first virtual character is controlled to attack the hostile virtual character.
  • functional controls are displayed in the graphical user interface; the screen display device further includes a follow switching module, and the follow switching module is used to:
  • An embodiment of the present disclosure also provides an electronic device, including: a processor, a memory, and a bus.
  • the memory stores machine-readable instructions executable by the processor.
  • the processor and the Memories communicate with each other through a bus, and when the machine-readable instructions are executed by the processor, the steps of the above-mentioned screen display method are performed.
  • Embodiments of the present disclosure also provide a computer-readable storage medium.
  • the computer-readable storage medium stores a computer program.
  • the steps of the above-mentioned screen display method are executed.
  • the screen display method, device, electronic device and readable storage medium provided by the embodiments of the present disclosure provide a graphical user interface through a terminal device, and part of the game scene is displayed in the graphical user interface; in the first corresponding to the terminal device
  • the first virtual character is controlled to move in the virtual space, and the first game in the virtual space where the first virtual character is located is displayed in the graphical user interface.
  • the player in response to the follow instruction, control the first virtual character to enter the follow movement state, and display the second game screen of the virtual space where other virtual characters are located in the first preset area of the graphical user interface, wherein, the The first preset area does not completely block the first game screen, and the first virtual character in the following state is a state in which the first virtual character automatically moves according to the movement of the target virtual character in the virtual space.
  • the player can still grasp the real-time game status of his teammates without looking for teammates, which reduces the process of players looking for teammates during the game, thus indirectly reducing the interaction between the player and the terminal device during the game. ; At the same time, it can also prevent players from making misoperations during the search process, which can indirectly improve the winning rate of the first player and his team.
  • Figure 1 is a flow chart of a screen display method provided by an embodiment of the present disclosure
  • Figure 2 is a schematic diagram of a graphical user interface provided by an embodiment of the present disclosure
  • Figure 3 is a schematic diagram of an interactive information sending process provided by an embodiment of the present disclosure.
  • Figure 4 is a second schematic diagram of a graphical user interface provided by an embodiment of the present disclosure.
  • Figure 5 is a third schematic diagram of a graphical user interface provided by an embodiment of the present disclosure.
  • Figure 6 is one of the structural schematic diagrams of a screen display device provided by an embodiment of the present disclosure.
  • Figure 7 is a second structural schematic diagram of a screen display device provided by an embodiment of the present disclosure.
  • Figure 8 is a third structural schematic diagram of a screen display device provided by an embodiment of the present disclosure.
  • FIG. 9 is a schematic structural diagram of an electronic device provided by an embodiment of the present disclosure.
  • the screen display method in one embodiment of the present disclosure can be run on a local terminal device or a server.
  • the screen display method can be implemented and executed based on a cloud interactive system, where the cloud interactive system includes a server and a client device.
  • cloud applications such as cloud games
  • cloud gaming refers to a gaming method based on cloud computing.
  • the running body of the game program and the game screen rendering body are separated.
  • the storage and operation of the information processing method are completed on the cloud game server.
  • the role of the client device is used to receive and send data.
  • the presentation of the game screen can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the information processing is performed by the cloud. game server.
  • the player operates the client device to send operating instructions to the cloud game server.
  • the cloud game server runs the game according to the operating instructions, encodes and compresses the game screen and other data, and returns it to the client device through the network.
  • the cloud game server performs operations through the client device. Decode and output game screen.
  • the local terminal device stores the game program and is used to present the game screen.
  • the local terminal device is used to interact with players through a graphical user interface, that is, conventionally downloading, installing and running game programs through electronic devices.
  • the local terminal device may provide the graphical user interface to the player in a variety of ways. For example, it may be rendered and displayed on the display screen of the terminal, or provided to the player through holographic projection.
  • the local terminal device may include a display screen and a processor.
  • the display screen is used to present a graphical user interface.
  • the graphical user interface includes a game screen.
  • the processor is used to run the game, generate the graphical user interface, and control the graphical user interface. displayed on the display screen.
  • the implementation environment provided in one embodiment of the present disclosure may include: a first terminal device, a game server, and a second terminal device.
  • the first terminal device and the second terminal device communicate with the server respectively to implement data communication.
  • the first terminal device and the second terminal device are each installed with a client that executes the screen display method provided by the present disclosure
  • the game server is a server that executes the screen display method provided by the present disclosure. Through the client, the first terminal device and the second terminal device can respectively communicate with the game server.
  • the first terminal device establishes communication with the game server by running the client.
  • the server establishes a game match according to the client's game request.
  • the parameters of the game may be determined based on the parameters in the received game request.
  • the parameters of the game may include the number of people participating in the game, the level of the characters participating in the game, etc.
  • the server determines a target game game for the client from multiple game games that have been established based on the client's game request.
  • the server determines a target game game for the client through the first terminal device.
  • a graphical user interface of a terminal device displays a virtual scene corresponding to the game.
  • the first terminal device is a device controlled by the first user.
  • the player character displayed in the graphical user interface of the first terminal device is a virtual character controlled by the first user.
  • the first user inputs operating instructions through the graphical user interface to control the player character. Perform corresponding operations in the virtual scene.
  • the second terminal device establishes communication with the game server by running the client.
  • the server establishes a game match according to the client's game request.
  • the parameters of the game may be determined based on the parameters in the received game request.
  • the parameters of the game may include the number of people participating in the game, the level of the characters participating in the game, etc.
  • the server determines a target game game for the client from multiple game games that have been established based on the client's game request.
  • the server determines a target game game for the client through the first
  • the graphical user interface of the second terminal device displays the virtual scene corresponding to the game.
  • the second terminal device is a device controlled by the second user.
  • the player character displayed in the graphical user interface of the second terminal device is a virtual character controlled by the second user.
  • the second user inputs operating instructions through the graphical user interface to control the player character. Perform corresponding operations in the virtual scene.
  • the server performs data calculation based on the game data reported by receiving the first terminal device and the second terminal device, and synchronizes the calculated game data to the first terminal device and the second terminal device, so that the first terminal device and the second terminal device
  • the device controls the graphical user interface to render the corresponding virtual scene and/or player character based on the synchronized data sent by the server.
  • the player character controlled by the first terminal device and the player character controlled by the second terminal device are player characters in the same game.
  • the player character controlled by the first terminal device and the player character controlled by the second terminal device may have the same character attributes, or may have different character attributes.
  • the player characters in the current game may include two or more player characters, and different player characters may correspond to different terminal devices respectively. That is to say, in the current game, There are more than two terminal devices that transmit and synchronize game data with the game server respectively.
  • embodiments of the present disclosure provide a screen display method, so that players can grasp the real-time game status of teammates without having to look for teammates during the game, thereby reducing the need for players to look for teammates during the game, thereby indirectly reducing It provides the interaction between the player and the terminal device during the game.
  • FIG. 1 is a flow chart of a screen display method provided by an embodiment of the present disclosure.
  • a graphical user interface is provided through the terminal device, and part of the game scene is displayed in the graphical user interface; as shown in Figure 1, the screen display method provided by the embodiment of the present disclosure includes:
  • the first player's graphical user interface can Set a first preset area that does not completely block the first game screen displayed in the graphical user interface, and display the second game screen of other virtual characters in the first preset area to realize games with other virtual characters.
  • Dynamic monitoring helps the first player control the game dynamics of other virtual characters in real time, and because the first virtual character is in a state of following the movement at this time, the first player can give other virtual characters sufficient support during the game. Paying attention to, in turn, helps avoid the frequency of incorrect operations made by the first player in order to monitor the game dynamics of other virtual characters, and indirectly improves the winning probability of the first player and his team.
  • the game scene is the scene in which the first virtual character, the target virtual character or other virtual characters controlled by the first player performs game tasks in the game; specifically, the game scene may display the first virtual character controlled by the first player.
  • the first virtual character, the target virtual character, other virtual characters, non-player characters (NPCs) and other virtual objects (for example, virtual buildings, virtual vegetation, virtual stores, etc.) the first virtual object controlled by the first player can be controlled according to The first player's control reaches any position in the game scene to perform corresponding game tasks, etc.
  • the state of non-following movement means that the first virtual character controlled by the first player moves in the game scene according to the control of the first player, that is, how the first virtual character moves in the game scene (for example, The first virtual character's movement direction, speed, and movement status, etc.) depend on the control of the first player.
  • the first player can control the first virtual character to move in the virtual space by issuing movement instructions to the first virtual character, for example , the first player issues a movement instruction by touching the direction control.
  • the movement instruction may include the first virtual character's movement direction (for example, 60° in the northeast direction), movement speed (for example, 1m/s), and movement status (for example, Running state); at this time, according to the movement command issued by the first player, the first virtual character can be controlled to move 60° to the northeast at a speed of 1m/s in the virtual space in the running state.
  • Virtual space refers to the three-dimensional space or two-dimensional space set by the game scene.
  • the movement of the target virtual character in the game scene is actually the movement in the virtual space set by the game scene.
  • the game scene displayed in the graphical user interface will also change accordingly.
  • the first game screen refers to the screen of the game scene in the virtual space where the first virtual character is currently in the game.
  • the display content in the first game screen can change according to the screen presentation perspective selected by the first player, for example, When the first player chooses to present the first game picture from a first-person perspective, at this time, the first game picture may only include part of the first virtual character, for example, the hands of the first virtual character; when the first player chooses to present the first game picture from a first-person perspective, When the first game screen is presented from a third-person perspective, all the first virtual characters can be displayed to the first player in the first game screen.
  • the first virtual character in response to the movement instruction, is controlled to move in the virtual space.
  • the first virtual character when the first player presses the operation button corresponding to the movement control, the first virtual character can be controlled to move.
  • the player can move the controls through touch with fingers, mouse, etc.; or through preset key combinations in the keyboard, for example, the ctrl key, alt key, a key and other keys in the keyboard.
  • the preset keys can be based on the first player's Requirements are set manually.
  • step S101 when the first virtual character controlled by the first player is in a non-following movement state in the game, the first player can issue instructions to the first virtual character through touch movement controls or preset combination keys. Movement instructions.
  • the first virtual character After receiving the movement instructions, the first virtual character can move in the virtual space of the game scene according to the instructions of the movement instructions; here, the movement instructions can include the movement speed of the first virtual character in the virtual space (for example, 1m /s, etc.), movement direction (for example, northeast, southeast, etc.) and movement mode (for example, running, sprinting, etc.), etc.
  • the first game picture of the virtual space where the first virtual character is located during movement is displayed in the graphical user interface.
  • the following movement state means that the first virtual character controlled by the first player follows the target virtual character in the game scene. That is, how the first virtual character moves in the game scene depends on the target virtual character. Specifically, the first virtual character The direction, speed and mode of movement in the virtual space all depend on the target virtual character.
  • the first virtual character can follow the target virtual character and moves toward the northeast direction of the virtual space in a running state.
  • step S102 in response to the follow command, the first virtual character can be controlled to enter the following movement state. At this time, the first player no longer needs to control the first virtual character in movement, and the first virtual character can follow the target virtual character. Move around in virtual space.
  • the follow instruction that triggers the first virtual character to enter the follow movement state is generated in the following manner: generating the follow instruction in response to the following condition meeting the preset follow requirements;
  • the following conditions satisfying the preset following requirements include at least one of the following: receiving a follow movement instruction issued by the first player; and the first virtual character entering the area associated with the target virtual character.
  • the first player can trigger the first virtual character to enter a state of following the movement of the target virtual character by accepting the follow invitation issued by the target virtual character; here, the follow invitation is that the player to whom the target virtual character belongs passes the touch control. Triggered by corresponding controls (for example, follow invitation controls, etc.) and/or preset combination cases. Specifically, when the player to which the target virtual character belongs touches the follow invitation control, the follow invitation can be sent to the first player. After the first player accepts the follow invitation, the target virtual character can be determined as the target virtual character selected by the first player to follow, and the following conditions of the first virtual character controlled by the first player can be determined to meet the preset follow requirements.
  • the follow invitation is that the player to whom the target virtual character belongs passes the touch control. Triggered by corresponding controls (for example, follow invitation controls, etc.) and/or preset combination cases.
  • the follow invitation can be sent to the first player.
  • the target virtual character can be determined as the target virtual character selected by the first player to follow, and the following conditions of
  • the first virtual character when the first virtual character enters the following movement state, there may be a certain distance between the first virtual character and the target virtual character, that is, the first virtual character can follow the target virtual character to move in the virtual space from a long distance; for example, From south to north are the first virtual character's A position, the target virtual character's B position, and the target virtual character's destination C position; the target virtual character starts from B position, if the distance between B position and A position is less than or equal to the preset distance threshold, the controlled player of the target virtual character can initiate a follow invitation to the first player; if the first player accepts the follow invitation of the controlled player of the target virtual character, the first virtual character can follow Starting from position A, follow the target virtual character and move to position C as the destination.
  • the target virtual character is a specific non-player character related to the game task currently being performed by the first virtual character
  • the first virtual character controlled by the first player when the first virtual character controlled by the first player enters the area associated with the target virtual character, it will automatically
  • the first virtual character is triggered to enter the following state, that is, when the first virtual character enters the area associated with the target virtual character, the target virtual character can be determined as the target virtual character selected by the first player to follow, and the first virtual character can be determined.
  • the following conditions of the first virtual character controlled by the player meet the preset following requirements.
  • step S102 in response to the follow instruction, the first virtual character is controlled to follow the target virtual character to move in the virtual space in the following movement state; and the location of the virtual space where the first virtual character is located during the movement is displayed in the graphical user interface.
  • the first game screen at the same time, in order for the first player to be able to grasp the game dynamics of other virtual characters in the same team in real time, or the game dynamics of other virtual characters such as specific non-player characters in the game, the first player can be overlaid and set in the graphical user interface.
  • a preset area and choose to display the second game screen of the virtual space where other virtual characters are in the first preset area; here, since the first virtual character follows the movement of the target virtual character from a long distance, the first virtual character Before joining the target virtual character, the first player cannot understand the game dynamics of the target virtual character. Therefore, the first player can also choose to display the game screen of the virtual space where the target virtual character is in the first preset area. Therefore, other virtual characters This may include target avatars, avatars belonging to the same team as the first player, specific non-player characters, etc.
  • the displayed first preset area does not completely block the first game screen, which allows the first player to pay full attention to the game status of the first virtual character while paying attention to the game dynamics of other virtual characters. This prevents the first player from missing combat opportunities and misoperations due to lack of attention in time.
  • the first preset area may also display attribute information of other virtual characters, such as the movement direction and movement status of other virtual characters, the vitality, attack power, defense power of other virtual characters, and the difference between other virtual characters and the first virtual character. Relative distance and other information between them to help the first player control the game status of other virtual characters.
  • the first preset area may be displayed in the graphical user interface in the form of a floating window.
  • the first player can switch or add additional perspectives by displaying the player logo on the graphical user interface, that is, switching the second game screen displayed in the first preset area or Add a third game screen, etc. to increase the viewing angle of the first player.
  • the content of the second game screen in the virtual space where other virtual characters are located depends on the content of the game screen displayed in the graphical user interface of the player to which the other virtual characters belong. Specifically, the content of the second game screen can be different from that of other virtual characters.
  • the game screen viewed by the player who belongs to the character may be consistent or inconsistent; specifically, the obtained game screen content of the player belonging to other virtual characters may be directly used as the content of the second game screen and displayed in the first preset area; It is also possible to change the display perspective of the game screens of other players' virtual characters according to the display perspective selected by the first player after obtaining the game screen content of the players who belong to other virtual characters, so as to obtain the second content displayed in the first preset area.
  • Game screens for example, the game screens of players belonging to other virtual characters are displayed in the graphical user interface of the players from a first-person perspective, and the first player chooses to view the game screens of players belonging to other virtual characters from a third-person perspective. At this time, It is necessary to change the game screen of the player belonging to other virtual characters to a third-person perspective, obtain the second game screen, and display the second game screen in the first preset area.
  • the graphical user interface displays character identifiers of other virtual characters in the same team as the first virtual character; the screen display method further includes: when the first virtual character is following the movement In the state, in response to the first touch operation on the character identification, select a second virtual character from the other virtual characters; display the second virtual character in the virtual space where the second virtual character is located in the graphical user interface.
  • the character identifiers of other virtual characters in the same team as the first virtual character can be displayed in the graphical user interface; here, the character identifiers of other virtual characters can be those that other virtual characters belong to.
  • Player-related identifiers such as player avatars, player nicknames, player IDs, and other identifiers; they can also be identifiers of other virtual characters themselves, such as character images, character names, and other identifiers.
  • the second virtual character selected by the first touch operation is determined from other virtual characters, and the graphic user
  • the third game screen of the virtual space where the second virtual character is located is displayed in the interface.
  • the second virtual character is a virtual character other than the first virtual character and the target virtual character.
  • a second virtual character is selected from the other virtual characters.
  • the second virtual character can be selected.
  • Second virtual character selection instructions and select the second virtual character from other virtual characters; among them, the player can issue selection instructions through touch operations such as clicking and dragging and/or preset key combinations; specifically, the player can issue selection instructions through Touch the player logo with your finger, mouse, etc.; or use the preset key combinations in the keyboard, for example, the ctrl key, alt key, a key and other keys in the keyboard.
  • the preset keys can be manually set according to the player's needs.
  • the displaying the third game screen of the virtual space where the second virtual character is located in the graphical user interface includes: changing the third game screen displayed in the first preset area.
  • the second game screen is switched to the third game screen; and/or the third game screen is displayed in the second preset area displayed on the graphical user interface.
  • the second game screen displayed in the first preset area can be switched to the third game screen in the virtual space where the second virtual character is located.
  • multiple preset areas can also be displayed in the graphical user interface, so that the player can more comprehensively control the game dynamics of each virtual character in the game.
  • the second preset area can be superposed in other areas in the graphical user interface except the first preset area, and the third game screen of the second virtual character can be displayed in the second preset area; in this way, The first player can view the second game screen of other virtual characters through the first preset area, and view the third game screen of the second virtual character through the second preset area, realizing the first game screen and the second game screen. and simultaneous viewing of the third game screen.
  • the second preset area may be displayed in the graphical user interface in the form of a floating window.
  • the role identification of the target virtual character can be the player identification of the controlled player of the target virtual character, that is, the player identification of the player to which the target virtual character belongs.
  • a special symbol is displayed at the player identification of the controlled player of the target virtual character, For example, a flag can be displayed next to the player's logo.
  • the role identification of the second virtual character and the role identification of the target virtual character can also be highlighted in the graphical user interface, for example, in the role identification of the second virtual character (and/or the role identification of the target virtual character). ) shows a halo on the outer ring.
  • the character identifiers of other virtual characters can be the relevant identifiers of the players to which other virtual characters belong, such as player avatars, player nicknames, player IDs, etc.; they can also be some identifiers of other virtual characters themselves, such as character images, character Name and other identification.
  • the character identification of the target virtual character can be the identification of the player to which the target virtual character belongs, such as player avatar, player nickname, player ID, etc.; it can also be some identification of the target virtual character itself, such as character image, character name, etc. logo.
  • the role identification of the second virtual character may be the identification related to the player to which the second virtual character belongs, such as a player avatar, player nickname, player ID, etc.; it may also be some identification of the second virtual character itself, such as a character image, Character names and other identifiers.
  • FIG. 2 is a schematic diagram of a graphical user interface provided by an embodiment of the present disclosure.
  • the graphical user interface 2a displays a first game screen 2b of the virtual space where the first virtual character is located, character identifiers 2c-2e, and a first preset area 2f.
  • the first virtual character currently follows the character identifier 2c.
  • the corresponding target virtual character moves in the virtual space to which the game scene belongs; the second game screen 2g of other virtual characters (not shown in the figure) corresponding to the character identification 2d is displayed in the first preset area 2f; when the first player When the character identification 2e is touched through the first touch operation, the second preset area 2h is superimposed and displayed in the graphical user interface 2a, and the second virtual character corresponding to the character identification 2e is displayed in the second preset area 2h (in the figure (not shown) the third game screen 2i; and, the character identification 2c is highlighted through "a flag", and the character identification 2d and the character identification 2e are highlighted through haloes of different colors.
  • the first player In order to facilitate communication between the first player and his teammates during the game, the first player is usually provided with specially set communication controls on the graphical user interface, and the message he wants to send to his teammates is determined by touching the communication controls.
  • the additional communication controls will inevitably cause more or less obstruction to the first player's game interface.
  • the first virtual character In order to reduce excessive obstruction to the first game screen, in the embodiment of the present disclosure, the first virtual character is in a following moving state. , functional controls that have been displayed in the graphical user interface can be functionally reused, thereby reducing the number of controls that need to be displayed in the graphical user interface and avoiding blocking the first game screen.
  • functional controls are displayed in the graphical user interface; when the first virtual character corresponding to the terminal device is in a non-following movement state, the first virtual character is controlled in response to a movement instruction.
  • the character moving in the virtual space includes: controlling the first virtual character to move in the virtual space in response to a second touch operation on the functional control when the first virtual character is in a non-following movement state.
  • the first player can control the first virtual character to move in the virtual space by touching the functional controls displayed in the graphical user interface.
  • the first player can transmit movement information to the first virtual character through the touch function control, including movement direction (for example, 60° northeast), movement speed (for example, 1m/s), and movement state (for example, running state) and other information.
  • movement direction for example, 60° northeast
  • movement speed for example, 1m/s
  • movement state for example, running state
  • the functional controls include movement controls for controlling the virtual character to move in the game scene, skill controls for controlling the virtual character to release skills in the game scene, backpack controls for controlling the virtual character to open a virtual backpack, and control of the virtual character to move to other virtual characters. Controls such as information interaction controls that send interactive information.
  • FIG. 3 is a schematic diagram of an interactive information sending process provided by an embodiment of the present disclosure.
  • the screen display method further includes: Step S301: When the first virtual character is in the following movement state, in response to the third touch operation on the functional control, in the graphical user interface Display multiple message prompt controls.
  • the first player when the first virtual character is in the non-following movement state, the first player can release the skill by touching the functional control, and when the first virtual character enters the following movement state, the first player can release the skill by applying a third touch to the functional control. Control the operation and send quick messages to other players in the same team to increase communication between players.
  • each message prompt control corresponds to An interactive message.
  • the first player can perform a fourth touch operation on any message prompt control, and send the interaction information corresponding to the message prompt control to the third virtual character selected by the fourth touch operation, so as to realize the third virtual character to which the first virtual character belongs. Communication between a player and the player to which the third virtual character belongs.
  • the second touch operation and the third touch operation may be the same touch operation.
  • the second touch operation and the third touch operation are both click operations; the second touch operation and the third touch operation They may also be different touch operations, for example, the second touch operation is a click operation, and the third touch operation is a sliding operation.
  • the functional controls that originally control the first virtual character can be used to send interactive information between players, thereby realizing the reuse of control functions, thereby reducing graphics
  • the number of controls displayed in the user interface indirectly reduces the rendering pressure of the terminal device when rendering the graphical user interface and improves the response efficiency of the terminal device.
  • FIG. 4 is a second schematic diagram of a graphical user interface provided by an embodiment of the present disclosure.
  • the graphical user interface 4a displays a function control 4b.
  • a message prompt control 4c is displayed in the graphical user interface 4a. ⁇ 4e.
  • the message prompt control can be determined in the following manner: determine the message prompt control according to any one or more of the following first reference parameters;
  • the character attributes of the first virtual character; the message prompt control displayed in the graphical user interface can be determined according to the character attributes of the first virtual character; wherein the character attributes include character vitality, character defense, character attack, One or more of the character's damage power and the character's position; for example, when the first virtual character's vitality is low, a help-type message prompt control can be displayed, such as "Save me” and so on.
  • the team attributes of the team to which the first virtual character belongs; the message prompt control displayed in the graphical user interface can also be determined according to the team attributes of the team to which the first virtual character belongs; wherein the team attributes include team game progress, team members One or more of the number of surviving teammates and the location of teammates in the team; for example, when the team to which the first virtual character belongs has obvious advantages and a greater probability of winning, an offensive message prompt control can be displayed, such as "To XXX launches an attack" etc.
  • the game task currently performed by the first virtual character; the message prompt control displayed in the graphical user interface can also be determined according to the game task currently performed by the first virtual character; for example, the game task currently performed by the first virtual character Game tasks require the cooperation of teammates to complete.
  • a collection message prompt control can be displayed, such as "Come to me" and so on.
  • players can quickly send interactive information by touching the message prompt control, thereby improving the efficiency of interaction between players during the game.
  • the present disclosure provides a variety of message sending methods.
  • step S302 includes: in response to the end of the sliding touch operation for the message prompt control, determining the end position of the sliding touch operation. ; If the end position is located in the area covered by the first preset, then determine the other virtual character to which the second game screen belongs as the third virtual character; or, if the end position is located in other character identification response range, determine the virtual character corresponding to the other character identification as the third virtual character; and send the interaction information corresponding to the message prompt control to the third virtual character.
  • the end position of the sliding touch operation is determined. If the end position is located in the response range of any other character identification, the virtual character identification to which it is located is The character is determined to be the third virtual character selected in the fourth operation; here, other character identifiers may be character identifiers of virtual characters in the same team as the first virtual character.
  • the other virtual characters belonging to the second game screen displayed in the first preset area are determined to be the third one selected by the sliding operation.
  • the third virtual character sends the interaction information corresponding to the message prompt control to the third virtual character.
  • the third game screen displayed in the second preset area belongs to The second virtual character is determined as the third virtual character.
  • FIG. 5 is a third schematic diagram of a graphical user interface provided by an embodiment of the present disclosure.
  • the graphical user interface 5a displays a first game screen 5b, character identifiers 5c ⁇ 5e, function controls 5f, message prompt controls 5g ⁇ 5i, and a first preset area 5j.
  • a third game screen 5k is displayed with a second virtual character (not shown in the figure); when the first player drags the message control 5g to the character identification 5c (as shown by the solid line in Figure 5), the character identification 5c The corresponding virtual character is determined to be the third virtual character (not shown in the figure); and when the first player drags the message prompt control 5h to the area covered by the first preset area 5j (as shown by the dotted line in Figure 5) , the second virtual character (not shown in the figure) to which the third game screen belongs is determined as the third virtual character (not shown in the figure).
  • Step S302 includes: in response to the click touch operation on the message prompt control, changing the virtual character in the same team as the first virtual character. The character is determined to be the third virtual character; and the interaction information corresponding to the message prompt control is sent to the third virtual character.
  • the fourth touch operation exerted by the first player on any message prompt control is a click touch operation
  • all virtual characters belonging to the same team as the first player will be determined as third virtual characters, and
  • the interactive information corresponding to the message prompt control is sent to all virtual characters in the same team as the first player, that is, the interactive information corresponding to the message prompt control is sent to the virtual characters controlled by other players in the same team as the first player.
  • players can send group messages to other players in the same team through one touch operation, which reduces the complexity of group sending messages in the game.
  • the screen display method further includes: when the first virtual character is in the following movement state, responding to the fifth touch operation on the functional control, entering the voice input state;
  • the voice information received in this state is sent as interactive information to the fourth virtual character selected by the fifth touch operation.
  • the first virtual character when the first virtual character is in the following movement state, functional controls that originally have other functions can be functionally reused.
  • the first player can The first virtual character is controlled to move in the virtual space through the touch function control.
  • the fifth touch operation can be applied to the function control to enter the voice input state, so that the third virtual character can enter the voice input state.
  • a player can input voice information in the voice input state, and can send the voice information input by the first player as interactive information to the fourth virtual character selected by the fifth touch operation.
  • the fifth touch operation may be a sliding touch operation, a click touch operation, a double-click touch operation, a long-press touch operation, etc., or may be a combined operation of a long-press touch operation and a sliding touch operation.
  • the voice input state is entered.
  • the first The player can input voice information; exit the voice input state in response to the start of the sliding touch operation in the joint touch operation; determine the end position of the sliding touch operation in the joint touch operation, that is, determine the end position of the joint touch operation, if The end position of the joint touch operation is located on any player identification, and the virtual character controlled by other players corresponding to the player identification is determined as the fourth virtual character selected by the joint touch operation, that is, it is determined as the fifth touch operation.
  • the selected fourth virtual character or, if the end position of the joint touch operation is located in the area covered by the first screen floating window in the graphical user interface, the second game screen displayed in the first screen floating window
  • the other virtual character it belongs to is determined to be the fourth virtual character selected by the joint touch operation, that is, it is determined to be the fourth virtual character selected by the fifth touch operation; the voice information is sent to the fourth virtual character.
  • the second screen floating window is also displayed in the graphical user interface at this time, when the end position of the joint touch operation is located in the area covered by the second screen floating window, the second screen floating window will be displayed.
  • the second virtual character to which the third game screen belongs is determined to be the fourth virtual character.
  • embodiments of the present disclosure also provide the first player with multiple ways to exit the following movement state.
  • functional controls are displayed in the graphical user interface; the screen display method further includes: responding to a sixth touch on the functional controls when the first virtual character is in a following movement state. Operation to control the first virtual character to exit the following movement state.
  • a follow cancel control is displayed in the graphical user interface, and the screen display method further includes: when the first virtual character is in a follow movement state, responding to the seventh click of the follow cancel control. Touch operation to control the first virtual character to exit the following movement state.
  • a follow cancel control is set for the first player in the graphical user interface.
  • the first player can touch the follow cancel control through the seventh touch operation to control the first virtual character.
  • the character exits the following movement state.
  • the first virtual character will encounter a hostile virtual character when following the target virtual character.
  • the first virtual character can be In the process of following the movement, the attack on the hostile virtual character is realized through the functional controls displayed in the graphical user interface, such as skill release controls, etc.
  • functional controls are displayed in the graphical user interface; the screen display method further includes: responding to an eighth touch on the functional controls when the first virtual character is in a following movement state. Operation: control the first virtual character to attack an enemy virtual character.
  • the first virtual character when the first virtual character encounters an attackable hostile virtual character while following the movement of the second virtual character, it can also initiate an attack on the hostile virtual character through the functional controls displayed in the graphical user interface. ; Specifically, an eighth touch operation can be applied to the functional control to control the first virtual character to release the corresponding attack skill, so that the first virtual character can use the touch functional control to attack the hostile virtual character while following the movement. attack.
  • the first player can also switch between following objects through the displayed character identification.
  • the first virtual character when the first virtual character is in the following movement state, in response to the ninth touch operation on the character identification, select a virtual character other than the target virtual character from the followable virtual characters.
  • follow the virtual character control the first virtual character to move in the virtual space following the following virtual character.
  • the following object can be switched through the role identification of the followable virtual character displayed in the graphical user interface. ; Specifically, through the ninth touch operation, the following virtual character that you want to switch can be selected from the followable virtual characters, and the first virtual character can be controlled to move in the virtual space following the determined following virtual character; if this is not possible, Switch, the unswitchable prompt information will be displayed in the graphical user interface to achieve the purpose of prompting the first player.
  • part of the game scene is displayed in the graphical user interface; when the first virtual character controlled by the first player is in a non-following movement state, in response to the movement instruction issued by the first player, Control the first virtual character to move in the virtual space, and display the first game screen of the virtual space where the first virtual character is in the graphical user interface; respond to the following condition to meet the preset following requirements, and control the first virtual character to enter the following movement state ; When the first virtual character is in the following movement state, control the first virtual character to follow the target virtual character to move in the virtual space, display the first game screen in the graphical user interface, and display the first screen floating window in the graphical user interface , and display the second game screen of the virtual space where other virtual characters are located in the first screen floating window.
  • the player can still grasp the real-time game status of his teammates without looking for teammates, which reduces the process of players looking for teammates during the game, thus indirectly reducing the interaction between the player and the terminal device during the game. ; At the same time, it can also prevent players from making misoperations during the search process, which can indirectly improve the winning rate of the first player and his team.
  • FIG. 6 is a schematic structural diagram of a screen display device provided by an embodiment of the present disclosure.
  • FIG. 7 is a schematic structural diagram of a screen display device provided by an embodiment of the present disclosure.
  • FIG. 8 is a third structural schematic diagram of a screen display device provided by an embodiment of the present disclosure.
  • a graphical user interface is provided through the terminal device, and part of the game scene is displayed in the graphical user interface; as shown in Figure 6, the screen display device 600 includes:
  • the movement control module 601 is configured to control the first virtual character to move in the virtual space in response to a movement instruction when the first virtual character corresponding to the terminal device is in a non-following movement state, and control the movement of the first virtual character in the graphical user interface. display the first game screen of the virtual space where the first virtual character is located;
  • the first screen display module 602 is used to respond to the follow instruction, control the first virtual character to enter the follow movement state, and display the second image of the virtual space where other virtual characters are located in the first preset area of the graphical user interface.
  • Game screen wherein the first preset area does not completely block the first game screen, and the first virtual character is in the following state because the first virtual character moves according to the movement of the target virtual character in the virtual space. The state of automatic movement.
  • the graphical user interface displays character identifiers of other virtual characters in the same team as the first virtual character; the screen display device 600 also includes a second screen display module 603, so The second screen display module 603 is used for:
  • a third game screen in the virtual space where the second virtual character is located is displayed in the graphical user interface.
  • the second screen display module 603 is used to display the third game screen of the virtual space where the second virtual character is located in the graphical user interface, the second screen display module 603 is used to:
  • the third game screen is displayed in a second preset area displayed by the graphical user interface.
  • the screen display device 600 also includes a highlighting module 604, the highlighting module 604 is used for:
  • the movement control module 601 responds to movement instructions when the first virtual character corresponding to the terminal device is in a non-following movement state, When controlling the first virtual character to move in the virtual space, the movement control module 601 is used to:
  • the screen display device 600 also includes a first information sending module 605.
  • the first information sending module 605 is used for:
  • the interaction information corresponding to the message prompt control is sent to the third virtual character selected by the fourth touch operation.
  • the fourth touch operation is a sliding touch operation
  • the first information sending module 605 is used to respond to the fourth touch operation for the message prompt control, and send the corresponding interaction of the message prompt control to
  • the first information sending module 605 is used to:
  • the other virtual character to which the second game screen belongs is determined as the third virtual character; or, if the end position is located in the response range of the other character identification, Then determine the virtual character corresponding to the other character identification as the third virtual character;
  • the fourth touch operation is a click touch operation
  • the first information sending module 605 is used to respond to the fourth touch operation for the message prompt control, and send the corresponding interaction of the message prompt control to
  • the first information sending module 605 is used to:
  • the screen display device 600 also includes a second information sending module 606.
  • the second information sending module 606 is used for:
  • the voice information received in the voice input state is sent as interactive information to the fourth virtual character selected by the fifth touch operation.
  • the screen display device 600 also includes a first state exit module 607, the first state exit module 607 is used for:
  • the first virtual character is in the following movement state
  • the first virtual character in response to the sixth touch operation on the functional control, the first virtual character is controlled to exit the following movement state.
  • the screen display device 600 also includes a second state exit module 608.
  • the second state exit module 608 is used for:
  • the first virtual character is controlled to exit the following movement state.
  • the first screen display module is used to generate follow instructions in the following manner:
  • the following instruction is generated in response to the following condition meeting the preset following requirement; wherein the following condition meeting the preset following requirement includes at least one of the following:
  • the first virtual character enters the area associated with the target virtual character.
  • the first information sending module 605 is configured to determine the message prompt control in the following manner:
  • the message prompt control is determined according to any one or more of the following first reference parameters; the role attributes of the first virtual character; the team attributes of the team to which the first virtual character belongs; and the current execution of the first virtual character.
  • Game tasks wherein, the character attributes include one or more of character vitality, character defense, character attack power, character damage, and character location; the team attributes include team game progress, surviving teammates in the team One or more of the number and location of teammates on the team.
  • the screen display device 600 also includes an attack module 609, and the attack module 609 is used to:
  • the first virtual character is in the following movement state, in response to the eighth touch operation on the functional control, the first virtual character is controlled to attack the hostile virtual character.
  • the screen display device 600 also includes a follow switching module 610, and the follow switching module 610 is used for:
  • the screen display device provided by the embodiment of the present disclosure provides a graphical user interface through a terminal device, and part of the game scene is displayed in the graphical user interface; when the first virtual character corresponding to the terminal device is in a non-following movement state, In response to the movement instruction, the first virtual character is controlled to move in the virtual space, and the first game screen of the virtual space where the first virtual character is located is displayed in the graphical user interface; in response to the follow instruction, the first virtual character is controlled to move in the virtual space.
  • a virtual character enters the following movement state, and displays the second game screen of the virtual space where other virtual characters are located in the first preset area of the graphical user interface, wherein the first preset area does not completely block the In the first game screen, the first virtual character is in the following state, which is a state in which the first virtual character automatically moves according to the movement of the target virtual character in the virtual space.
  • the player can still grasp the real-time game status of his teammates without looking for teammates, which reduces the process of players looking for teammates during the game, thereby indirectly reducing the response frequency of the terminal device during the game; at the same time, It can also prevent players from making misoperations during the search process, which can indirectly improve the winning rate of the first player and his team.
  • FIG. 9 is a schematic structural diagram of an electronic device provided by an embodiment of the present disclosure.
  • the electronic device 900 includes a processor 910 , a memory 920 and a bus 930 .
  • the memory 920 stores machine readable instructions executable by the processor 910.
  • the processor 910 and the memory 920 communicate through the bus 930, so that the processor 910 Execute the following instructions when running:
  • the first virtual character corresponding to the terminal device When the first virtual character corresponding to the terminal device is in a non-following movement state, in response to the movement instruction, the first virtual character is controlled to move in the virtual space, and the first virtual character is displayed in the graphical user interface.
  • the first virtual character is controlled to enter the follow movement state, and the second game screen of the virtual space where the other virtual characters are located is displayed in the first preset area of the graphical user interface, wherein the first The preset area does not completely block the first game screen, and the first virtual character in the following state is a state in which the first virtual character automatically moves according to the movement of the target virtual character in the virtual space.
  • the player can still grasp the real-time game status of his teammates without having to look for his teammates, which reduces the process of players looking for teammates during the game, thereby indirectly reducing the response frequency of the terminal device during the game.
  • the instructions executed by the processor 910 also include:
  • a third game screen in the virtual space where the second virtual character is located is displayed in the graphical user interface.
  • the second virtual character can be quickly selected by touching the displayed character identifier, and the game status of the second virtual character can be monitored.
  • the instructions executed by the processor 910 to display the third game screen of the virtual space where the second virtual character is located in the graphical user interface include:
  • the third game screen is displayed in a second preset area displayed by the graphical user interface.
  • the display position of the third game screen of the second virtual character in the graphical user interface can be reasonably arranged to avoid unnecessary blocking of the first game screen displayed in the graphical user interface.
  • the instructions executed by the processor 910 also include:
  • the character identifiers of different virtual characters can be highlighted in the graphical user interface to prompt the player, thereby preventing the player from repeatedly issuing interface switching instructions during the game and reducing the response frequency of the terminal device during the game.
  • the screen display method also includes:
  • the interaction information corresponding to the message prompt control is sent to the third virtual character selected by the fourth touch operation.
  • the functional controls that have been displayed in the graphical user interface can be functionally reused, thereby reducing the number of controls that need to be displayed in the graphical user interface and avoiding blocking the first game screen.
  • the response is directed to the fourth touch operation of the message prompt control, and the interaction information corresponding to the message prompt control is sent to the fourth touch control.
  • Operate the selected third virtual character including:
  • the other virtual character to which the second game screen belongs is determined as the third virtual character; or, if the end position is located in the response range of the other character identification, Then determine the virtual character corresponding to the other character identification as the third virtual character;
  • the functional controls that originally control the first virtual character can be used to send interactive information between players, thereby realizing functional reuse of the controls, thereby reducing graphics
  • the number of controls displayed in the user interface indirectly reduces the rendering pressure of the terminal device when rendering the graphical user interface and improves the response efficiency of the terminal device.
  • the response is directed to the fourth touch operation of the message prompt control, and the interaction information corresponding to the message prompt control is sent to the fourth touch control.
  • Operate the selected third virtual character including:
  • players can quickly send interactive information by touching the message prompt control, thereby improving the efficiency of interaction between players during the game.
  • the instructions executed by the processor 910 also include:
  • the voice information received in the voice input state is sent as interactive information to the fourth virtual character selected by the fifth touch operation.
  • players are provided with multiple ways to send interactive information to teammates in the game, so that players can send voice messages to teammates during the game and improve the efficiency of interaction between players.
  • the instructions executed by the processor 910 also include:
  • the first virtual character is in the following movement state
  • the first virtual character in response to the sixth touch operation on the functional control, the first virtual character is controlled to exit the following movement state.
  • the functional controls that have been displayed in the graphical user interface can be functionally reused, thereby reducing the number of controls that need to be displayed in the graphical user interface and avoiding blocking the first game screen.
  • the instructions executed by the processor 910 also include:
  • the first virtual character is controlled to exit the following movement state.
  • the player is provided with the possibility to exit the follow movement state at any time during the game, which improves the efficiency of human-computer interaction during the game.
  • the following instructions are generated in the following manner:
  • the following instruction is generated in response to the following condition meeting the preset following requirement; wherein the following condition meeting the preset following requirement includes at least one of the following:
  • the first virtual character enters the area associated with the target virtual character.
  • the message prompt control is determined in the following manner:
  • the message prompt control is determined according to any one or more of the following first reference parameters; the role attributes of the first virtual character; the team attributes of the team to which the first virtual character belongs; and the current execution of the first virtual character.
  • Game tasks wherein, the character attributes include one or more of character vitality, character defense, character attack power, character damage, and character location; the team attributes include team game progress, surviving teammates in the team One or more of the number and location of teammates on the team.
  • the instructions executed by the processor 910 also include:
  • the first virtual character is in the following movement state, in response to the eighth touch operation on the functional control, the first virtual character is controlled to attack the hostile virtual character.
  • the original functional controls can be functionally reused, and attacks by hostile virtual characters can be implemented through the functional controls, thereby reducing the number of controls that need to be displayed in the graphical user interface. Avoid blocking the first game screen.
  • the instructions executed by the processor 910 also include:
  • the possibility of switching the following object at any time can be provided, so as to reduce the complexity of switching the following object and reduce the complexity of the game operation.
  • Embodiments of the present disclosure also provide a computer-readable storage medium.
  • a computer program is stored on the computer-readable storage medium, so that the computer program executes the following instructions when run by a processor:
  • the first virtual character corresponding to the terminal device When the first virtual character corresponding to the terminal device is in a non-following movement state, in response to the movement instruction, the first virtual character is controlled to move in the virtual space, and the first virtual character is displayed in the graphical user interface.
  • the first virtual character is controlled to enter the follow movement state, and the second game screen of the virtual space where the other virtual characters are located is displayed in the first preset area of the graphical user interface, wherein the first The preset area does not completely block the first game screen, and the first virtual character in the following state is a state in which the first virtual character automatically moves according to the movement of the target virtual character in the virtual space.
  • the player can still grasp the real-time game status of his teammates without having to look for his teammates, which reduces the process of players looking for teammates during the game, thereby indirectly reducing the response frequency of the terminal device during the game.
  • the instructions executed by the computer-readable storage medium also include:
  • a third game screen in the virtual space where the second virtual character is located is displayed in the graphical user interface.
  • the second virtual character can be quickly selected by touching the displayed character identifier, and the game status of the second virtual character can be monitored.
  • the third game screen of the virtual space where the second virtual character is located is displayed in the graphical user interface, including:
  • the third game screen is displayed in a second preset area displayed by the graphical user interface.
  • the display position of the third game screen of the second virtual character in the graphical user interface can be reasonably arranged to avoid unnecessary blocking of the first game screen displayed in the graphical user interface.
  • the instructions executed by the computer-readable storage medium also include:
  • the character identifiers of different virtual characters can be highlighted in the graphical user interface to prompt the player, thereby preventing the player from repeatedly issuing interface switching instructions during the game and reducing the response frequency of the terminal device during the game.
  • controlling the first virtual character to move in the virtual space includes:
  • the screen display method also includes:
  • the interaction information corresponding to the message prompt control is sent to the third virtual character selected by the fourth touch operation.
  • the functional controls that have been displayed in the graphical user interface can be functionally reused, thereby reducing the number of controls that need to be displayed in the graphical user interface and avoiding blocking the first game screen.
  • the response is to the fourth touch operation of the message prompt control, and the interaction information corresponding to the message prompt control is sent to the fourth touch operation.
  • the third virtual character selected by touch operation includes:
  • the other virtual character to which the second game screen belongs is determined as the third virtual character; or, if the end position is located in the response range of the other character identification, Then determine the virtual character corresponding to the other character identification as the third virtual character;
  • the functional controls that originally control the first virtual character can be used to send interactive information between players, thereby realizing functional reuse of the controls, thereby reducing graphics
  • the number of controls displayed in the user interface indirectly reduces the rendering pressure of the terminal device when rendering the graphical user interface and improves the response efficiency of the terminal device.
  • the response is to the fourth touch operation of the message prompt control, and the interaction information corresponding to the message prompt control is sent to the fourth touch operation.
  • the third virtual character selected by touch operation includes:
  • players can quickly send interactive information by touching the message prompt control, thereby improving the efficiency of interaction between players during the game.
  • the instructions executed by the computer-readable storage medium also include:
  • the voice information received in the voice input state is sent as interactive information to the fourth virtual character selected by the fifth touch operation.
  • players are provided with multiple ways to send interactive information to teammates in the game, so that players can send voice messages to teammates during the game and improve the efficiency of interaction between players.
  • the instructions executed by the computer-readable storage medium also include:
  • the first virtual character is in the following movement state
  • the first virtual character in response to the sixth touch operation on the functional control, the first virtual character is controlled to exit the following movement state.
  • the functional controls that have been displayed in the graphical user interface can be functionally reused, thereby reducing the number of controls that need to be displayed in the graphical user interface and avoiding blocking the first game screen.
  • the instructions executed by the computer-readable storage medium also include:
  • the first virtual character is controlled to exit the following movement state.
  • the player is provided with the possibility to exit the follow movement state at any time during the game, which improves the efficiency of human-computer interaction during the game.
  • the following instructions are generated in the following manner:
  • the following instruction is generated in response to the following condition meeting the preset following requirement; wherein the following condition meeting the preset following requirement includes at least one of the following:
  • the first virtual character enters the area associated with the target virtual character.
  • the message prompt control is determined in the following manner:
  • the message prompt control is determined according to any one or more of the following first reference parameters; the role attributes of the first virtual character; the team attributes of the team to which the first virtual character belongs; and the current execution of the first virtual character.
  • Game tasks wherein, the character attributes include one or more of character vitality, character defense, character attack power, character damage, and character location; the team attributes include team game progress, surviving teammates in the team One or more of the number and location of teammates on the team.
  • the instructions executed by the computer-readable storage medium also include:
  • the first virtual character is in the following movement state, in response to the eighth touch operation on the functional control, the first virtual character is controlled to attack the hostile virtual character.
  • the original functional controls can be functionally reused, and attacks by hostile virtual characters can be implemented through the functional controls, thereby reducing the number of controls that need to be displayed in the graphical user interface. Avoid blocking the first game screen.
  • the instructions executed by the computer-readable storage medium also include:
  • the possibility of switching the following object at any time can be provided, so as to reduce the complexity of switching the following object and reduce the complexity of the game operation.
  • the disclosed systems, devices and methods can be implemented in other ways.
  • the device embodiments described above are only illustrative.
  • the division of the units is only a logical function division. In actual implementation, there may be other division methods.
  • multiple units or components may be combined or can be integrated into another system, or some features can be ignored, or not implemented.
  • the coupling or direct coupling or communication connection between each other shown or discussed may be through some communication interfaces, and the indirect coupling or communication connection of the devices or units may be in electrical, mechanical or other forms.
  • the units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place, or they may be distributed to multiple network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of this embodiment.
  • each functional unit in various embodiments of the present disclosure may be integrated into one processing unit, or each unit may exist physically alone, or two or more units may be integrated into one unit.
  • the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a non-volatile computer-readable storage medium that is executable by a processor.
  • the technical solution of the present disclosure is essentially or the part that contributes to the existing technology or the part of the technical solution can be embodied in the form of a software product.
  • the computer software product is stored in a storage medium, including Several instructions are used to cause a computer device (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the methods described in various embodiments of the present disclosure.
  • the aforementioned storage media include: U disk, mobile hard disk, read-only memory (ROM), random access memory (Random Access Memory, RAM), magnetic disk or optical disk and other media that can store program code. .

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Abstract

本公开提供了一种画面显示方法、装置、电子设备及可读存储介质,在第一虚拟角色处于非跟随移动的状态下,响应于移动指令,控制第一虚拟角色在虚拟空间中移动,并在图形用户界面中显示第一虚拟角色所处虚拟空间的第一游戏画面;响应跟随指令,控制第一虚拟角色进入到跟随移动状态,并在所述图形用户界面的第一预设区域显示其他虚拟角色所处虚拟空间的第二游戏画面,其中,第一虚拟角色处于跟随目标虚拟角色在虚拟空间的移动的状态。这样,在玩家无需寻找队友的情况下,仍然能够掌握队友的实时游戏状态,减少了玩家在游戏过程中寻找队友的过程,从而,间接地减少了终端设备在游戏过程中的响应频率,还可避免玩家在寻找过程中出现误操作的情况。

Description

一种画面显示方法、装置、电子设备及可读存储介质
相关申请的交叉引用
本公开要求于2022年03月17日提交中国国家知识产权局的申请号为202210267777.9、名称为“一种画面显示方法、装置、电子设备及可读存储介质”的中国专利申请的优先权,其全部内容通过引用结合在本公开中。
技术领域
本公开涉及计算机技术领域,尤其是涉及一种画面显示方法、装置、电子设备及可读存储介质。
背景技术
在第一人称射击类游戏(First-person shooting game,FPS)中,每个玩家都会有可以与其协作游戏的同队队友,但是,在游戏中即便是同队伍的玩家,各个玩家所控制的虚拟角色所处的位置之间可能相隔甚远,此时,玩家无法实时掌握队友的游戏动态,进而,在游戏过程中错失很多协作游戏的机会。
通常情况下,玩家需在游戏过程中通过找寻队友,与队友一起行动来掌握队友的实时游戏动态,但是,寻找队友需耗费玩家的游戏时间,并且,寻找的过程实际上是一个连续对虚拟角色进行控制的过程,想要在游戏中连续地对虚拟角色施以控制,玩家则需要通过连续地交互操作不断地向虚拟角色施加游戏指令,而频繁地施加游戏指令会增加终端设备的数据处理量以及处理压力,因此,玩家在游戏中寻找队友的过程,在拖慢游戏进程的同时,还会间接地增加终端设备的运行负担;并且,若玩家在游戏过程中将更多的精力放在关注队友的游戏动态上,容易使得玩家无法准确地对自己的游戏处境进行判断,出现误操作的情况。
发明内容
有鉴于此,本公开的目的在于提供一种画面显示方法、装置、电子设备及可读存储介质,在第一虚拟角色处于跟随移动的状态下,在图形用户界面中以不完全遮挡第一虚拟角色的第一游戏画面的形式显示队友的第二游戏画面,这样,在玩家无需寻找队友的情况下,仍然能够掌握队友的实时游戏状态,减少了玩家在游戏过程中寻找队友的过程,从而,间接地减少了终端设备在游戏过程中的响应频率。
本公开实施例提供了一种画面显示方法,通过终端设备提供图形用户界面,所述图形用户界面中显示有部分的游戏场景;所述画面显示方法包括:
在所述终端设备对应的第一虚拟角色处于非跟随移动的状态下,响应于移动指令,控制所述第一虚拟角色在虚拟空间中移动,并在所述图形用户界面中显示所述第一虚拟角色所处虚拟空间的第一游戏画面;
响应跟随指令,控制所述第一虚拟角色进入到跟随移动状态,并在所述图形用户界面的第一预设区域显示其他虚拟角色所处虚拟空间的第二游戏画面,其中,所述第一预设区域不完全遮挡所述第一游戏画面,所述第一虚拟角色处于跟随状态为所述第一虚拟角色根据目标虚拟角色在所述虚拟空间的移动进行自动移动的状态。
在一种可能的实施方式中,所述图形用户界面中显示有与所述第一虚拟角色同队伍的其他虚拟角色的角色标识;所述画面显示方法还包括:
在所述第一虚拟角色处于跟随移动状态下,响应针对所述角色标识的第一触控操作,从所述其他虚拟角色中选择出第二虚拟角色;
在所述图形用户界面中显示所述第二虚拟角色所处虚拟空间的第三游戏画面。
在一种可能实施方式中,所述在所述图形用户界面中显示所述第二虚拟角色所处虚拟空间的第三游戏画面,包括:
将所述第一预设区域中所显示的所述第二游戏画面切换为所述第三游戏画面;和/或,
在所述图形用户界面所展现的第二预设区域中显示所述第三游戏画面。
在一种可能实施方式中,所述画面显示方法还包括:
突出显示所述图形用户界面中所述第二虚拟角色的角色标识;和/或,
突出显示所述目标虚拟角色的角色标识;和/或,
突出显示所述其他虚拟角色的角色标识。
在一种可能实施方式中,所述图形用户界面中显示有功能控件;所述在所述终端设备对应的第一虚拟角色处于非跟随移动的状态下,响应于移动指令,控制所述第一虚拟角色在虚拟空间中移动,包括:
在第一虚拟角色处于非跟随移动的状态下,响应针对所述功能控件的第二触控操作,控制所述第一虚拟角色在虚拟空间中移动;
所述画面显示方法还包括:
在所述第一虚拟角色处于跟随移动状态下,响应针对所述功能控件的第三触控操作,在所述图形用户界面中显示多个消息提示控件;
响应针对所述消息提示控件的第四触控操作,将所述消息提示控件对应的交互信息发送给所述第四触控操作所选择的第三虚拟角色。
在一种可能实施方式中,所述第四触控操作为滑动触控操作,所述响应针对所述消息提示控件的第四触控操作,将所述消息提示控件对应的交互信息发送给所述第四触控操作所选择的第三虚拟角色,包括:
响应于针对所述消息提示控件的滑动触控操作的结束,确定所述滑动触控操作的结束位置;
若所述结束位置位于所述第一预设区域内,则将所述第二游戏画面所属的其他虚拟角色确定为第三虚拟角色;或,若所述结束位置位于其他角色标识的响应范围,则将所述其他角色标识所对应的虚拟角色确定为第三虚拟角色;
将所述消息提示控件对应的交互信息发送给所述第三虚拟角色。
在一种可能实施方式中,所述第四触控操作为点击触控操作,所述响应针对所述消息提示控件的第四触控操作,将所述消息提示控件对应的交互信息发送给所述第四触控操作所选择的第三虚拟角色,包括:
响应于针对所述消息提示控件的点击触控操作,将与所述第一虚拟角色同队伍的虚拟角色确定为所述第三虚拟角色;
将所述消息提示控件对应的交互信息发送给所述第三虚拟角色。
在一种可能实施方式中,所述图形用户界面中显示有功能控件;所述画面显示方法还包括:
在所述第一虚拟角色处于跟随移动状态下,响应针对所述功能控件的第五触控操作,进入语音输入状态;
将在语音输入状态下接收到的语音信息作为交互信息发送给所述第五触控操作所选择的第四虚拟角色。
在一种可能实施方式中,所述图形用户界面中显示有功能控件;所述画面显示方法还包括:
在所述第一虚拟角色处于跟随移动状态下,响应针对所述功能控件的第六触控操作,控制所述第一虚拟角色退出跟随移动状态。
在一种可能实施方式中,所述图形用户界面中显示有跟随取消控件,所述画面显示方法还包括:
在所述第一虚拟角色处于跟随移动状态下,响应针对所述跟随取消控件的第七触控操作,控制所述第一虚拟角色退出跟随移动状态。
在一种可能实施方式中,通过以下方式产生跟随指令:
响应跟随条件满足预设跟随要求产生所述跟随指令;其中,所述跟随条件满足预设跟随要求包括以下至少之一:
接收到控制所述第一虚拟角色在游戏场景中移动的跟随移动指令;
所述第一虚拟角色进入所述目标虚拟角色所关联的区域内。
在一种可能实施方式中,通过以下方式确定所述消息提示控件:
根据以下任意一个或多个第一参考参数,确定所述消息提示控件;所述第一虚拟角色的角色属性;所述第一虚拟角色所属团队的团队属性;所述第一虚拟角色当前执行的游戏任务;其中,所述角色属性包括角色生命力、角色防御力、角色攻击力、角色伤害力以及角色所处位置中的一种或多种;所述团队属性包括团队游戏进度、团队中存活队友数量以及团队中队友所在位置中的一种或多种。
在一种可能实施方式中,所述图形用户界面中显示有功能控件;所述画面显示方法还包括:
在所述第一虚拟角色处于跟随移动状态下,响应针对所述功能控件的第八触控操作,控制所述第一虚拟角色攻击敌对虚拟角色。
在一种可能实施方式中,图形用户界面中显示有可跟随虚拟角色的角色标识;所述画面显示方法还包括:
在所述第一虚拟角色处于跟随移动状态下,响应针对所述可跟随虚拟角色的角色标识的第九触控操作,从所述可跟随虚拟角色中选择出除所述目标虚拟角色之外的跟随虚拟角色;
控制所述第一虚拟角色跟随所述跟随虚拟角色在所述虚拟空间中移动。
本公开实施例还提供了一种画面显示装置,通过终端设备提供图形用户界面,所述图形用户界面中显示有部分的游戏场景;所述画面显示装置包括:
移动控制模块,用于在所述终端设备对应的第一虚拟角色处于非跟随移动的状态下,响应于移动指令,控制所述第一虚拟角色在虚拟空间中移动,并在所述图形用户界面中显示所述第一虚拟角色所处虚拟空间的第一游戏画面;
第一画面显示模块,用于响应跟随指令,控制所述第一虚拟角色进入到跟随移动状态,并在所述图形用户界面的第一预设区域显示其他虚拟角色所处虚拟空间的第二游戏画面,其中,所述第一预设区域不完全遮挡所述第一游戏画面,所述第一虚拟角色处于跟随状态为所述第一虚拟角色根据目标虚拟角色在所述虚拟空间的移动进行自动移动的状态。
在一种可能实施方式中,所述图形用户界面中显示有与所述第一虚拟角色同队伍的其他虚拟角色的角色标识;所述画面显示装置还包括第二画面显示模块,所述第二画面显示模块用于:
在所述第一虚拟角色处于跟随移动状态下,响应针对所述角色标识的第一触控操作,从所述其他虚拟角色中选择出第二虚拟角色;
在所述图形用户界面中显示所述第二虚拟角色所处虚拟空间的第三游戏画面。
在一种可能的实施方式中,所述第二画面显示模块在用于在所述图形用户界面中显示所述第二虚拟角色所处虚拟空间的第三游戏画面时,所述第二画面显示模块用于:
将所述第一预设区域中所显示的所述第二游戏画面切换为所述第三游戏画面;和/或,
在所述图形用户界面所展现的第二预设区域中显示所述第三游戏画面。
在一种可能的实施方式中,所述画面显示装置还包括突出显示模块,所述突出显示模块用于:
突出显示所述图形用户界面中所述第二虚拟角色的角色标识;和/或,
突出显示所述目标虚拟角色的角色标识;和/或,
突出显示所述其他虚拟角色的角色标识。
在一种可能的实施方式中,所述图形用户界面中显示有功能控件;所述移动控制模块在所述终端设备对应的第一虚拟角色处于非跟随移动的状态下,响应于移动指令,控制所述第一虚拟角色在虚拟空间中移动时,所述移动控制模块用于:
在第一虚拟角色处于非跟随移动的状态下,响应针对所述功能控件的第二触控操作,控制所述第一虚拟角色在虚拟空间中移动;
所述画面显示装置还包括第一信息发送模块,所述第一信息发送模块用于:
在所述第一虚拟角色处于跟随移动状态下,响应针对所述功能控件的第三触控操作,在所述图形用户界面中显示多个消息提示控件;
响应针对所述消息提示控件的第四触控操作,将所述消息提示控件对应的交互信息发送给所述第四触控操作所选择的第三虚拟角色。
在一种可能的实施方式中,所述第四触控操作为滑动触控操作,所述第一信息发送模块在用于响应针对所述消息提示控件的第四触控操作,将所述消息提示控件对应的交互信息发送给所述第四触控操作所选择的第三虚拟角色时,所述第一信息发送模块用于:
响应于针对所述消息提示控件的滑动触控操作的结束,确定所述滑动触控操作的结束位置;
若所述结束位置位于所述第一预设区域内,则将所述第二游戏画面所属的其他虚拟角色确定为第三虚拟角色;或,若所述结束位置位于其他角色标识的响应范围,则将所述其他角色标识所对应的虚拟角色确定为第三虚拟角色;
将所述消息提示控件对应的交互信息发送给所述第三虚拟角色。
在一种可能的实施方式中,所述第四触控操作为点击触控操作,所述第一信息发送模块在用于响应针对所述消息提示控件的第四触控操作,将所述消息提示控件对应的交互信息发送给所述第四触控操作所选择的第三虚拟角色时,所述第一信息发送模块用于:
响应于针对所述消息提示控件的点击触控操作,将与所述第一虚拟角色同队伍的虚拟角色确定为所述第三虚拟角色;
将所述消息提示控件对应的交互信息发送给所述第三虚拟角色。
在一种可能的实施方式中,所述图形用户界面中显示有功能控件;所述画面显示装置还包括第二信息发送模块,所述第二信息发送模块用于:
在所述第一虚拟角色处于跟随移动状态下,响应针对所述功能控件的第五触控操作,进入语音输入状态;
将在语音输入状态下接收到的语音信息作为交互信息发送给所述第五触控操作所选择的第四虚拟角色。
在一种可能的实施方式中,所述图形用户界面中显示有功能控件;所述画面显示装置还包括第一状态退出模块,所述第一状态退出模块用于:
在所述第一虚拟角色处于跟随移动状态下,响应针对所述功能控件的第六触控操作,控制所述第一虚拟角色退出跟随移动状态。
在一种可能的实施方式中,所述图形用户界面中显示有跟随取消控件,所述画面显示装置还包括第二状态退出模块,所述第二状态退出模块用于:
在所述第一虚拟角色处于跟随移动状态下,响应针对所述跟随取消控件的第七触控操作,控制所述第一虚拟角色退出跟随移动状态。
在一种可能的实施方式中,所述第一画面显示模块用于通过以下方式产生跟随指令:
响应跟随条件满足预设跟随要求产生所述跟随指令;其中,所述跟随条件满足预设跟随要求包括以下至少之一:
接收到控制所述第一虚拟角色在游戏场景中移动的跟随移动指令;
所述第一虚拟角色进入所述目标虚拟角色所关联的区域内。
在一种可能的实施方式中,所述第一信息发送模块用于通过以下方式确定所述消息提示控件:
根据以下任意一个或多个第一参考参数,确定所述消息提示控件;所述第一虚拟角色的角色属性;所述第一虚拟角色所属团队的团队属性;所述第一虚拟角色当前执行的游戏任务;其中,所述角色属性包括角色生命力、角色防御力、角色攻击力、角色伤害力以及角色所处位置中的一种或多种;所述团队属性包括团队游戏进度、团队中存活队友数量以及团队中队友所在位置中的一种或多种。
在一种可能的实施方式中,所述图形用户界面中显示有功能控件;所述画面显示装置还包括攻击模块,所述攻击模块用于:
在所述第一虚拟角色处于跟随移动状态下,响应针对所述功能控件的第八触控操作,控制所述第一虚拟角色攻击敌对虚拟角色。
在一种可能的实施方式中,所述图形用户界面中显示有功能控件;所述画面显示装置还包括跟随切换模块,所述跟随切换模块用于:
在所述第一虚拟角色处于跟随移动状态下,响应针对所述可跟随虚拟角色的角色标识的第九触控操作,从所述可跟随虚拟角色中选择出除所述目标虚拟角色之外的跟随虚拟角色;
控制所述第一虚拟角色跟随所述跟随虚拟角色在所述虚拟空间中移动。
本公开实施例还提供一种电子设备,包括:处理器、存储器和总线,所述存储器存储有所述处理器可执行的机器可读指令,当电子设备运行时,所述处理器与所述存储器之间通过总线通信,所述机器可读指令被所述处理器执行时执行如上述的画面显示方法的步骤。
本公开实施例还提供一种计算机可读存储介质,该计算机可读存储介质上存储有计算机程序,该计算机程序被处理器运行时执行如上述的画面显示方法的步骤。
本公开实施例提供的画面显示方法、装置、电子设备及可读存储介质,通过终端设备提供图形用户界面,所述图形用户界面中显示有部分的游戏场景;在所述终端设备对应的第一虚拟角色处于非跟随移动的状态下,响应于移动指令,控制所述第一虚拟角色在虚拟空间中移动,并在所述图形用户界面中显示所述第一虚拟角色所处虚拟空间的第一游戏画面;响应跟随指令,控制所述第一虚拟角色进入到跟随移动状态,并在所述图形用户界面的第一预设区域显示其他虚拟角色所处虚拟空间的第二游戏画面,其中,所述第一预设区域不完全遮挡所述第一游戏画面,所述第一虚拟角色处于跟随状态为所述第一虚拟角色根据目标虚拟角色在所述虚拟空间的移动进行自动移动的状态。这样,在玩家无需寻找队友的情况下,仍然能够掌握队友的实时游戏状态,减少了玩家在游戏过程中寻找队友的过程,从而,间接地减少了游戏过程中玩家与 终端设备之间的交互操作;同时,还可以避免玩家在寻找过程中出现误操作的情况,间接的可提高第一玩家以及所属队伍的获胜率。
为使本公开的上述目的、特征和优点能更明显易懂,下文特举较佳实施例,并配合所附附图,作详细说明如下。
附图说明
为了更清楚地说明本公开实施例的技术方案,下面将对实施例中所需要使用的附图作简单地介绍,应当理解,以下附图仅示出了本公开的某些实施例,因此不应被看作是对范围的限定,对于本领域普通技术人员来讲,在不付出创造性劳动的前提下,还可以根据这些附图获得其他相关的附图。
图1为本公开实施例所提供的一种画面显示方法的流程图;
图2为本公开实施例所提供的一种图形用户界面示意图之一;
图3为本公开实施例所提供的一种交互信息发送流程示意图;
图4为本公开实施例所提供的一种图形用户界面示意图之二;
图5为本公开实施例所提供的一种图形用户界面示意图之三;
图6为本公开实施例所提供的一种画面显示装置的结构示意图之一;
图7为本公开实施例所提供的一种画面显示装置的结构示意图之二;
图8为本公开实施例所提供的一种画面显示装置的结构示意图之三;
图9为本公开实施例所提供的一种电子设备的结构示意图。
具体实施方式
为使本公开实施例的目的、技术方案和优点更加清楚,下面将结合本公开实施例中附图,对本公开实施例中的技术方案进行清楚、完整地描述,显然,所描述的实施例仅仅是本公开一部分实施例,而不是全部的实施例。通常在此处附图中描述和示出的本公开实施例的组件可以以各种不同的配置来布置和设计。因此,以下对在附图中提供的本公开的实施例的详细描述并非旨在限制要求保护的本公开的范围,而是仅仅表示本公开的选定实施例。基于本公开的实施例,本领域技术人员在没有做出创造性劳动的前提下所获得的每个其他实施例,都属于本公开保护的范围。
经研究发现,目前,在游戏中同队伍的队友之间由于每个玩家所选择的游戏开局地点的不同,致使同队伍玩家所控制的虚拟角色相隔甚远,此时,同队伍的玩家之间互相不能够了解对方的游戏动态;为了能够掌握队友的游戏状态,玩家需在游戏场景中寻找自己的队友,且选择与队友一起游戏的方式来实现对于队友游戏动态的实时监控;或者,玩家需要在游戏中通过与队友之间的交流,根据队友的描述来了解队友的游戏动态,但是,在游戏过程中,队友之间并不能够实时的进行交流,例如,若队友处于对战过程中无法及时地向外界传送信息,或者,队友不能够完全准确地对当前的游戏状态进行描述,均会使得玩家与队友间错失协作游戏的机会,进而,改变队伍的游戏局面;若玩家将大部分的精力放在观察队友游戏状态上,则会影响玩家的游戏进度,且容易提高玩家出现误操作的概率,降低了玩家及其所属团队取得游戏胜利的概率。
在本公开其中一种实施例中的画面显示方法可以运行于本地终端设备或者是服务器。当画面显示方法运行于服务器时,该画面显示方法则可以基于云交互系统来实现与执行,其中,云交互系统包括服务器和客户端设备。
在一可选的实施方式中,云交互系统下可以运行各种云应用,例如:云游戏。以云游戏为例,云游戏是指以云计算为基础的游戏方式。在云游戏的运行模式下,游戏程序的运行主体和游戏画面呈现主体是分离的,信息处理方法的储存与运行是在云游戏服务器上完成的,客户端设备的作用用于数据的接收、发送以及游戏画面的呈现,举例而言,客户端设备可以是靠近用户侧的具有数据传输功能的显示设备,如,移动终端、电视机、计算机、掌上电脑等;但是进行信息处理的为云端的云游戏服务器。在进行游戏时,玩家操作客户端设备向云游戏服务器发送操作指令,云游戏服务器根据操作指令运行游戏,将游戏画面等数据进行编码压缩,通过网络返回客户端设备,最后,通过客户端设备进行解码并输出游戏画面。
在一可选的实施方式中,以游戏为例,本地终端设备存储有游戏程序并用于呈现游戏画面。本地终端设备用于通过图形用户界面与玩家进行交互,即,常规的通过电子设备下载安装游戏程序并运行。该本地终端设备将图形用户界面提供给玩家的方式可以包括多种,例如,可以渲染显示在终端的显示屏上,或者, 通过全息投影提供给玩家。举例而言,本地终端设备可以包括显示屏和处理器,该显示屏用于呈现图形用户界面,该图形用户界面包括游戏画面,该处理器用于运行该游戏、生成图形用户界面以及控制图形用户界面在显示屏上的显示。
在本公开一个实施例提供的实施环境可以包括:第一终端设备、游戏服务器和第二终端设备。第一终端设备和第二终端设备分别与服务器进行通信,以实现数据通信。在本实施方式中,第一终端设备和第二终端设备分别安装有执行本公开所提供的画面显示方法的客户端,游戏服务器为执行本公开提供的画面显示方法的服务器端。通过客户端,使得第一终端设备和第二终端设备分别可以与游戏服务器进行通信。
以第一终端设备为例,第一终端设备通过运行客户端与游戏服务器建立通信。在一可选的实施方式中,服务器根据客户端的游戏请求建立游戏对局。其中,游戏对局的参数可以根据接收到的游戏请求中的参数进行确定,例如,游戏对局的参数可包括参与游戏对局的人数,参与游戏对局的角色级别等。当第一终端设备接收到服务器的响应时,通过第一终端设备的图形用户界面显示游戏对局所对应的虚拟场景。在一可选的实施方式中,服务器根据客户端的游戏请求,从已经建立的多个游戏对局中为客户端确定一目标游戏对局,当第一终端设备接收到服务器的响应时,通过第一终端设备的图形用户界面显示游戏对局所对应的虚拟场景。第一终端设备为第一用户控制的设备,第一终端设备的图形用户界面中显示的玩家角色为该第一用户控制的虚拟角色,第一用户通过图形用户界面输入操作指令,以控制玩家角色在虚拟场景中执行相应的操作。
以第二终端设备为例,第二终端设备通过运行客户端与游戏服务器建立通信。在一可选的实施方式中,服务器根据客户端的游戏请求建立游戏对局。其中,游戏对局的参数可以根据接收到的游戏请求中的参数进行确定,例如,游戏对局的参数可包括参与游戏对局的人数,参与游戏对局的角色级别等。当第二终端设备接收到服务器的响应时,通过第二终端设备的图形用户界面显示游戏对局所对应的虚拟场景。在一可选的实施方式中,服务器根据客户端的游戏请求,从已经建立的多个游戏对局中为客户端确定一目标游戏对局,当第二终端设备接收到服务器的响应时,通过第二终端设备的图形用户界面显示游戏对局所对应的虚拟场景。第二终端设备为第二用户控制的设备,第二终端设备的图形用户界面中显示的玩家角色为该第二用户控制的虚拟角色,第二用户通过图形用户界面输入操作指令,以控制玩家角色在虚拟场景中执行相应的操作。
服务器根据通过接收第一终端设备和第二终端设备上报的游戏数据,进行数据计算,并将计算后的游戏数据同步至第一终端设备和第二终端设备,使得第一终端设备和第二终端设备根据服务器下发的同步数据控制图形用户界面渲染出对应的虚拟场景和/或玩家角色。
在本实施方式中,第一终端设备控制的玩家角色和第二终端设备控制的玩家角色为处于同一游戏对局中的玩家角色。其中,第一终端设备控制的玩家角色和第二终端设备控制的玩家角色可以具有相同的角色属性,也可以为具有不同的角色属性。
需要说明的是,处于当前游戏对局中的玩家角色可以包括两个或是两个以上的玩家角色,不同的玩家角色可以分别对应不同的终端设备,也就是说,在当前游戏对局中,存在两个以上的终端设备分别与游戏服务器进行游戏数据的发送和同步。
基于此,本公开实施例提供了一种画面显示方法,玩家无需在游戏过程中寻找队友,便能够掌握队友的实时游戏状态,减少了玩家在游戏过程中寻找队友的过程,从而,间接地减少了游戏过程中玩家与终端设备之间的交互操作。
请参阅图1,图1为本公开实施例所提供的一种画面显示方法的流程图。通过终端设备提供图形用户界面,所述图形用户界面中显示有部分的游戏场景;如图1中所示,本公开实施例提供的画面显示方法,包括:
S101、在所述终端设备对应的第一虚拟角色处于非跟随移动的状态下,响应于移动指令,控制所述第一虚拟角色在虚拟空间中移动,并在所述图形用户界面中显示所述第一虚拟角色所处虚拟空间的第一游戏画面。
S102、响应跟随指令,控制所述第一虚拟角色进入到跟随移动状态,并在所述图形用户界面的第一预设区域显示其他虚拟角色所处虚拟空间的第二游戏画面,其中,所述第一预设区域不完全遮挡所述第一游戏画面,所述第一虚拟角色处于跟随状态为所述第一虚拟角色根据目标虚拟角色在所述虚拟空间的移动进 行自动移动的状态。
在本公开实施例中,在第一玩家所控制的第一虚拟角色处于跟随移动的状态下,为了使得第一玩家能够实时掌握其他虚拟角色的游戏动态,可在第一玩家的图形用户界面中设置一不完全对图形用户界面中所显示的第一游戏画面造成遮挡的第一预设区域,将其他虚拟角色的第二游戏画面展示在第一预设区域中,以实现对其他虚拟角色游戏动态的监测,有助于第一玩家实时掌控其他虚拟角色的游戏动态,并且,由于此时第一虚拟角色处于跟随移动的状态,使得第一玩家能够在游戏的过程中给予其他虚拟角色充分的关注,进而,有助于避免第一玩家为了监测其他虚拟角色的游戏动态而产生误操作的误操作频率,间接地可提高第一玩家及其队伍的获胜概率。
游戏场景为第一玩家所控制的第一虚拟角色、目标虚拟角色或其他虚拟角色,在游戏中执行游戏任务时所处的场景;具体的,游戏场景中可显示有为第一玩家所控制的第一虚拟角色、目标虚拟角色、其他虚拟角色、非玩家角色(NPC)以及其他虚拟对象(例如,虚拟建筑、虚拟植被以及虚拟商店等等),第一玩家所控制的第一虚拟对象可以根据第一玩家的控制到达游戏场景中任意位置处执行相应的游戏任务等。
这里,非跟随移动的状态下是指第一玩家所控制的第一虚拟角色在游戏场景,是根据第一玩家的控制来进行移动的,即,第一虚拟角色如何在游戏场景中移动(例如,第一虚拟角色的移动方向、速度以及移动状态等),取决于第一玩家的控制,第一玩家可通过向第一虚拟角色下达移动指令的方式来控制第一虚拟角色在虚拟空间中移动,例如,第一玩家通过触控方向控件来下达移动指令,移动指令中可包括第一虚拟角色的移动方向(例如,东北方向60°)、移动速度(例如,1m/s)以及移动状态(例如,疾走状态);此时,便可根据第一玩家所下达的移动指令,控制第一虚拟角色在疾走状态下的在虚拟空间中以1m/s的速度向东北方向60°移动。
虚拟空间是指游戏场景所设置的三维空间或二维空间,目标虚拟角色在游戏场景中移动实际上是在游戏场景所设置的虚拟空间中的移动,随着目标虚拟角色在虚拟空间中的移动,显示在图形用户界面中游戏场景也会随之发生变化。
第一游戏画面是指第一虚拟角色当前在游戏中所处虚拟空间处的游戏场景的画面,第一游戏画面中的显示内容可根据第一玩家所选择的画面呈现视角而发生变化,例如,当第一玩家选择以第一人称视角来呈现第一游戏画面时,此时,第一游戏画面中可仅包括部分的第一虚拟角色,例如,第一虚拟角色的手;当第一玩家选择以第三人称视角来呈现第一游戏画面时,第一游戏画面中可将全部的第一虚拟角色显示给第一玩家。
本公开所提供的方案中,响应于移动指令,控制所述第一虚拟角色在虚拟空间中移动,具体可以为,当第一玩家按下移动控件对应的操作按键时,便可以下达控制第一虚拟角色在虚拟空间中进行移动的移动指令,并控制第一虚拟角色在虚拟空间中进行移动;其中,第一玩家可以通过点击、拖动等触控操作和\或预设组合按键下达移动指令;具体的,玩家可以通过手指、鼠标等触控移动控件;或者是通过键盘中的预设组合键,例如,键盘中的ctrl键、alt键、a键等按键,预设按键可以根据第一玩家需求进行人为设置。
在步骤S101中,在第一玩家所控制的第一虚拟角色在游戏中处于非跟随移动的状态下,第一玩家可通过触控移动控件或者预设的组合按键等,向第一虚拟角色下达移动指令,第一虚拟角色在接收到移动指令后,便可根据移动指令的指示在游戏场景的虚拟空间中移动;这里,移动指令可包括第一虚拟角色在虚拟空间中的移动速度(例如,1m/s等)、移动方向(例如,东北方向、东南方向等)以及移动模式(例如,奔跑、疾走等)等。
同时,将第一虚拟角色在移动过程中所处虚拟空间的第一游戏画面显示在图形用户界面中。
跟随移动状态是指,第一玩家所控制的第一虚拟角色在游戏场景跟随目标虚拟角色进行移动,即第一虚拟角色在游戏场景中如何移动取决于目标虚拟角色,具体的,第一虚拟角色在虚拟空间中的移动方向、移动速度以及移动模式等均取决于目标虚拟角色。
作为示例的,当目标虚拟角色处于疾走状态向虚拟空间的东北方向移动时,第一虚拟角色则可跟随目标虚拟角色以疾走状态向虚拟空间的东北方向移动。
在步骤S102中,响应跟随指令,便可控制第一虚拟角色进入跟随移动状态,此时,第一玩家无需再在移动上对第一虚拟角色进行控制,第一虚拟角色便可跟随目标虚拟角色在虚拟空间中进行移动。
在一种实施方式中,通过以下方式生成触发第一虚拟角色进入跟随移动状态的跟随指令:响应跟随条 件满足预设跟随要求产生所述跟随指令;
所述跟随条件满足预设跟随要求包括以下至少之一:接收到所述第一玩家所下达的跟随移动指令;所述第一虚拟角色进入所述目标虚拟角色所关联的区域内。
具体的,第一玩家在游戏过程中可通过接受目标虚拟角色发出的跟随邀请的方式,触发第一虚拟角色进入跟随目标虚拟角色移动的状态;这里,跟随邀请为目标虚拟角色所属玩家通过触控相应的控件(例如,跟随邀请控件等)和/或预设组合案件所触发的,具体的,当目标虚拟角色所属玩家触控了跟随邀请控件之后,便可向第一玩家发送跟随邀请,在第一玩家接受了跟随邀请之后,便可将该目标虚拟角色确定为第一玩家所选择跟随的目标虚拟角色,以及确定第一玩家所控制的第一虚拟角色的跟随条件满足预设跟随要求。
这里,在第一虚拟角色进入到跟随移动状态时,第一虚拟角色与目标虚拟角色之间可以存在一定的距离,即第一虚拟角色可以远距离地跟随目标虚拟角色在虚拟空间中移动;例如,由南到北依次是第一虚拟角色所处A位置、目标虚拟角色所处B位置以及目标虚拟角色的目的地C位置;目标虚拟角色从B位置出发,若B位置与A位置之间的距离小于或等于预设距离阈值,则目标虚拟角色的受控玩家则可以向第一玩家发起跟随邀请;若第一玩家接受了目标虚拟角色的受控玩家的跟随邀请,则第一虚拟角色可以从A位置出发,跟随目标虚拟角色以C位置为目的地进行移动。
或者当目标虚拟角色为特定的与第一虚拟角色当前正在执行的游戏任务相关的非玩家角色时,当第一玩家所控制的第一虚拟角色进入到目标虚拟角色所关联的区域时,便自动触发第一虚拟角色进入到跟随状态,即当第一虚拟角色进入目标虚拟角色所关联的区域时,便可将该目标虚拟角色确定为第一玩家所选择跟随的目标虚拟角色,以及确定第一玩家所控制的第一虚拟角色的跟随条件满足预设跟随要求。
在步骤S102中,响应于跟随指令,控制第一虚拟角色在跟随移动状态下,跟随目标虚拟角色在虚拟空间中移动;并在图形用户界面中显示第一虚拟角色在移动过程中所处虚拟空间的第一游戏画面;同时,为了第一玩家能够实时掌握同一队伍中其他虚拟角色的游戏动态,或者是游戏中特定非玩家角色等其他虚拟角色的游戏动态,可在图形用户界面中叠加设置一第一预设区域,并选择在第一预设区域中显示其他虚拟角色所处虚拟空间的第二游戏画面;这里,由于第一虚拟角色存在远距离跟随目标虚拟角色移动的情况,第一虚拟角色与目标虚拟角色汇合之前,第一玩家也无法了解到目标虚拟角色的游戏动态,所以,也可选择在第一预设区域中显示目标虚拟角色所处虚拟空间的游戏画面,因此,其他虚拟角色可包括目标虚拟角色、与第一玩家属同队伍的虚拟角色、特定非玩家角色等等。
并且,显示的第一预设区域不完全遮挡第一游戏画面,这便能够使得第一玩家在关注其他虚拟角色的游戏动态的同时,还能够对第一虚拟角色的游戏状态给予全面的关注,避免第一玩家由于关注不及时错失战斗时机,出现误操作的情况等。
这里,第一预设区域中还可显示其他虚拟角色的属性信息,例如,其他虚拟角色的移动方向、移动状态、其他虚拟角色的生命力、攻击力、防御力以及其他虚拟角色与第一虚拟角色之间的相对距离等信息,以帮助第一玩家掌控其他虚拟角色的游戏状态。
这里,第一预设区域可以以浮窗的形式显示在图形用户界面中。
为了使得第一玩家可以查看不同的其他虚拟角色的游戏状态,第一玩家可通过显示图形用户界面上玩家标识切换或者增加额外视角,即切换第一预设区域中所显示的第二游戏画面或者增加第三游戏画面等,实现第一玩家观察视角上的增加。
其中,其他虚拟角色所处虚拟空间的第二游戏画面的内容,取决于其他虚拟角色所属玩家的图形用户界面中所显示的游戏画面的内容,具体的,第二游戏画面的内容可与其他虚拟角色所属玩家所观看到的游戏画面一致,也可不一致;具体的,可直接将获取到的其他虚拟角色所属玩家的游戏画面内容作为第二游戏画面的内容,显示在第一预设区域中;也可在获取到其他虚拟角色所属玩家的游戏画面内容后,按照第一玩家所选择的展示视角,转变其他虚拟角色所属玩家的游戏画面的展示视角,得到显示在第一预设区域中第二游戏画面,例如,其他虚拟角色所属玩家的游戏画面是以第一人称视角显示在所属玩家的图像用户界面中,而第一玩家选择以第三人称视角观看其他虚拟角色所属玩家的游戏画面,此时,需将其他虚拟角色所属玩家的游戏画面转变至第三人称视角,得到第二游戏画面并将第二游戏画面显示在第一预设区域中。
在一种实施方式中,所述图形用户界面中显示有与所述第一虚拟角色同队伍的其他虚拟角色的角色标识;所述画面显示方法还包括:在所述第一虚拟角色处于跟随移动状态下,响应针对所述角色标识的第一 触控操作,从所述其他虚拟角色中选择出第二虚拟角色;在所述图形用户界面中显示所述第二虚拟角色所处虚拟空间的第三游戏画面。
这里,在第一虚拟角色的游戏过程中可将与第一虚拟角色同队伍的其他虚拟角色的角色标识一同显示在图形用户界面中;这里,其他虚拟角色的角色标识,可以为其他虚拟角色所属玩家的相关标识,例如,玩家头像、玩家昵称以及玩家ID等标识;还可以是其他虚拟角色自身的一些标识,例如,角色图像、角色名称等标识。
在第一虚拟角色处于跟随移动状态下,响应针对于任意一个角色标识所施加的第一触控操作,从其他虚拟角色中确定出第一触控操作所选择的第二虚拟角色,在图形用户界面中显示第二虚拟角色所处虚拟空间的第三游戏画面。
其中,为了避免图形用户界面中画面显示重复,对图形用户界面造成不必要的遮挡,第二虚拟角色为除第一虚拟角色以及目标虚拟角色之外的其他虚拟角色。
本公开所提供的方案中,响应针对所述角色标识的第一触控操作,从所述其他虚拟角色中选择出第二虚拟角色,具体可以为,当按下角色标识时,便可以下达第二虚拟角色的选择指令,并从其他虚拟角色中选择出第二虚拟角色;其中,玩家可以通过点击、拖动等触控操作和\或预设组合按键下达选择指令;具体的,玩家可以通过手指、鼠标等触控玩家标识;或者是通过键盘中的预设组合键,例如,键盘中的ctrl键、alt键、a键等按键,预设按键可以根据玩家需求进行人为设置。
在一种实施方式中,所述在所述图形用户界面中显示所述第二虚拟角色所处虚拟空间的第三游戏画面,包括:将所述第一预设区域中所显示的所述第二游戏画面切换为所述第三游戏画面;和/或,在所述图形用户界面所展现的第二预设区域中显示所述第三游戏画面。
该步骤中,若当前的图形用户界面中已叠加显示第一预设区域,且第一预设区域中已显示有其他虚拟角色所处虚拟空间的第二游戏画面,在第一玩家通过第一触控操作按下了角色标识时,可将第一预设区域中所显示的第二游戏画面切换为第二虚拟角色所处虚拟空间的第三游戏画面。
此外,为了第一玩家能够同时掌控多个虚拟角色的游戏动态,也可在图形用户界面中显示多个预设区域,从而,使得玩家可以更加全面地掌控游戏中各个虚拟角色的游戏动态。
具体的,可在图形用户界面中除第一预设区域之外的其他区域中叠加设置第二预设区域,并在第二预设区域中显示第二虚拟角色的第三游戏画面;这样,第一玩家便可以通过第一预设区域查看其他虚拟角色的第二游戏画面,以及通过第二预设区域查看第二虚拟角色的第三游戏画面,实现对于第一游戏画面、第二游戏画面以及第三游戏画面的同时查看。
这里,第二预设区域可以以浮窗的形式显示在图形用户界面中。为了达到提示第一玩家的目的,当第一虚拟角色所跟随的目标虚拟角色的受控对象为与第一玩家同队伍中的其他玩家时,突出显示所述目标虚拟角色的角色标识,这里,目标虚拟角色的角色标识可以为目标虚拟角色的受控玩家的玩家标识,即目标虚拟角色的所属玩家的玩家标识,示例性的,在目标虚拟角色的受控玩家的玩家标识处显示特殊符号,例如,可在玩家标识旁显示一面旗帜。
同时,还可突出显示所述图形用户界面中所述第二虚拟角色的角色标识以及目标虚拟角色的角色标识,例如,在第二虚拟角色的角色标识(和/或,目标虚拟角色的角色标)外圈显示一光环。
这里,其他虚拟角色的角色标识,可以为其他虚拟角色所属玩家的相关标识,例如,玩家头像、玩家昵称以及玩家ID等标识;还可以是其他虚拟角色自身的一些标识,例如,角色图像、角色名称等标识。
目标虚拟角色的角色标识,可以为目标虚拟角色所属玩家的相关标识,例如,玩家头像、玩家昵称以及玩家ID等标识;还可以是目标虚拟角色自身的一些标识,例如,角色图像、角色名称等标识。
第二虚拟角色的角色标识,可以为第二虚拟角色所属玩家的相关标识,例如,玩家头像、玩家昵称以及玩家ID等标识;还可以是第二虚拟角色自身的一些标识,例如,角色图像、角色名称等标识。
请参阅图2,图2为本公开实施例所提供的一种图形用户界面示意图之一。如图2所示,图形用户界面2a中显示有第一虚拟角色所处虚拟空间的第一游戏画面2b、角色标识2c~2e、第一预设区域2f,第一虚拟角色当前跟随角色标识2c所对应的目标虚拟角色在游戏场景所属虚拟空间中移动;第一预设区域2f中显示有角色标识2d所对应的其他虚拟角色(图中未示出)的第二游戏画面2g;当第一玩家通过第一触控操作触控角色标识2e时,在图形用户界面2a中叠加显示第二预设区域2h,并在第二预设区域2h中显示角 色标识2e对应的第二虚拟角色(图中未示出)的第三游戏画面2i;并且,通过“一面旗帜”突出显示角色标识2c,通过不同颜色的光环突出显示角色标识2d和角色标识2e。
在游戏过程中为了便于第一玩家与其队友之间的沟通,通常会在图形用户界面上为第一玩家提供特殊设置的沟通控件,通过触控沟通控件确定出想要发送给队友的消息,而额外设置的沟通控件则必然会对第一玩家的游戏界面造成或多或少的遮挡,为了减少对第一游戏画面造成过多的遮挡,本公开实施例在第一虚拟角色处于跟随移动状态下,可对已显示在图形用户界面中的功能控件进行功能上的复用,以此减少图形用户界面中需显示的控件的数量,避免对第一游戏画面造成遮挡。
在一种实施方式中,所述图形用户界面中显示有功能控件;所述在所述终端设备对应的第一虚拟角色处于非跟随移动的状态下,响应于移动指令,控制所述第一虚拟角色在虚拟空间中移动,包括:在第一虚拟角色处于非跟随移动的状态下,响应针对所述功能控件的第二触控操作,控制所述第一虚拟角色在虚拟空间中移动。
该步骤中,在第一虚拟角色处于非跟随的状态下,第一玩家可通过触控显示在图形用户界面中的功能控件来控制第一虚拟角色在虚拟空间中移动。
这里,第一玩家可通过触控功能控件向第一虚拟角色传递移动信息,包括移动方向(例如,东北方向60°)、移动速度(例如,1m/s)以及移动状态(例如,疾走状态)等信息。
其中,所述功能控件包括用于控制虚拟角色在游戏场景中移动的移动控件、控制虚拟角色在游戏场景中释放技能的技能控件、控制虚拟角色打开虚拟背包的背包控件、控制虚拟角色向其他虚拟角色发送交互信息的信息交互控件等控件。
在一种实施方式中,请参阅图3,图3为本公开实施例所提供的一种交互信息发送流程示意图。如图3所示,所述画面显示方法还包括:步骤S301、在所述第一虚拟角色处于跟随移动状态下,响应针对所述功能控件的第三触控操作,在所述图形用户界面中显示多个消息提示控件。步骤S302、响应针对所述消息提示控件的第四触控操作,将所述消息提示控件对应的交互信息发送给所述第四触控操作所选择的其他虚拟角色。
该步骤中,为了减少显示在图形用户界面中的控件的数量,避免对图形用户界面造成过多的遮挡,当第一虚拟角色处于跟随移动状态下时,可对原本具有其他功能的功能控件进行功能上的复用,例如,在第一虚拟角色处于非跟随移动状态下,第一玩家可通过触控功能控件控制第一虚拟角色在虚拟空间中移动,而当第一虚拟角色进入跟随移动状态下时,可通过对该功能控件施加第三触控操作,向同队伍的其他玩家发送快捷信息,以增加玩家之间的沟通。
再或者,在第一虚拟角色处于非跟随移动状态下,第一玩家可通过触控功能控件释放技能,而当第一虚拟角色进入跟随移动状态下时,可通过对该功能控件施加第三触控操作,向同队伍的其他玩家发送快捷信息,以增加玩家之间的沟通。
具体的,在第一虚拟角色处于跟随移动的状态下,第一玩家通过第三触控操作触控功能控件,此时,在图形用户界面中显示多个消息提示控件,每个消息提示控件对应一条交互信息。
第一玩家可针对任意一消息提示控件施加第四触控操作,将该消息提示控件对应的交互信息发送给第四触控操作所选择出的第三虚拟角色,以实现第一虚拟角色所属第一玩家与第三虚拟角色所属玩家之间的沟通。
这里,第二触控操作与第三触控操作可以为相同的触控操作,例如,第二触控操作和第三触控操作均为点击操作;第二触控操作与第三触控操作还可以为不相同的触控操作,例如,第二触控操作为点击操作,第三触控操作为滑动操作。
这样,便可在第一虚拟角色处于跟随移动状态下,将原本控制第一虚拟角色的功能控件,用于发送玩家之间的交互信息,实现控件功能上的复用,以此,来减少图形用户界面中所显示的控件的数量,间接地,降低了渲染图形用户界面时终端设备的渲染压力,提高了终端设备的响应效率。
请参阅图4,图4为本公开实施例所提供的一种图形用户界面示意图之二。如图4所示,在第一虚拟角色处于跟随移动状态下,图形用户界面4a中显示有功能控件4b,当第一玩家触控功能控件4b时,在图形用户界面4a中显示消息提示控件4c~4e。
其中,可通过以下方式确定所述消息提示控件:根据以下任意一个或多个第一参考参数,确定所述消 息提示控件;
所述第一虚拟角色的角色属性;可以根据第一虚拟角色的角色属性来确定显示在图形用户界面中的消息提示控件;其中,所述角色属性包括角色生命力、角色防御力、角色攻击力、角色伤害力以及角色所处位置中的一种或多种;示例性的,当第一虚拟角色的生命力较低时,可显示求救类的消息提示控件,例如“救救我”等。
所述第一虚拟角色所属团队的团队属性;还可以根据第一虚拟角色所属团队的团队属性来确定显示在图形用户界面中的消息提示控件;其中,所述团队属性包括团队游戏进度、团队中存活队友数量以及团队中队友所在位置中的一种或多种;示例性的,当第一虚拟角色所属团队优势明显,有较大的获胜概率时,可显示进攻类消息提示控件,例如“向XXX发起进攻”等。
所述第一虚拟角色当前执行的游戏任务;还可以根据第一虚拟角色的当前执行的游戏任务来确定显示在图形用户界面中的消息提示控件;示例性的,第一虚拟角色目前所执行的游戏任务需要队友的合作才能够完成,此时,可显示集合类消息提示控件,例如“到我这里来”等。
这样,玩家可通过触控消息提示控件,实现交互信息的快速发送,以此,提高了游戏过程中玩家之间的交互效率。
为了便于玩家在游戏中发送交互消息,本公开提供有多种消息的发送方式。
在一种实施方式中,所述第四触控操作为滑动触控操作,步骤S302包括:响应于针对所述消息提示控件的滑动触控操作的结束,确定所述滑动触控操作的结束位置;若所述结束位置位于所述第一预设所覆盖的区域内,则将所述第二游戏画面所属的其他虚拟角色确定为第三虚拟角色;或,若所述结束位置位于其他角色标识的响应范围,则将所述其他角色标识所对应的虚拟角色确定为第三虚拟角色;将所述消息提示控件对应的交互信息发送给所述第三虚拟角色。
该步骤中,当第四触控操作为滑动触控操作时,确定该滑动触控操作的结束位置,若结束位置位于任意一个其他角色标识的响应范围,则将所位于的角色标识所属的虚拟角色确定为第四操作所选择出的第三虚拟角色;这里,其他角色标识可以为与第一虚拟角色同队伍的虚拟角色的角色标识。
或者,若结束位置位于图形用户界面中第一预设区域所覆盖的区域内,则将第一预设区域中所显示的第二游戏画面所属的其他虚拟角色确定为滑动操作所选择出的第三虚拟角色;将消息提示控件对应的交互信息发送给第三虚拟角色。
同样的,若此时图形用户界面中还显示有第二预设区域,当结束位置位于第二预设区域所覆盖的区域内时,将第二预设区域中所显示的第三游戏画面所属的第二虚拟角色确定为第三虚拟角色。
请参阅图5,图5为本公开实施例所提供的一种图形用户界面示意图之三。如图5所示,图形用户界面5a中显示有第一游戏画面5b、角色标识5c~5e、功能控件5f、消息提示控件5g~5i以及第一预设区域5j,第一预设区域5j中显示有第二虚拟角色(图中未示出)的第三游戏画面5k;当第一玩家拖动消息控件5g至角色标识5c上(如图5中实线所示)时,将角色标识5c对应的虚拟角色确定为第三虚拟角色(图中未示出);而当第一玩家拖动消息提示控件5h至第一预设区域5j所覆盖区域内(如图5中虚线所示)时,将第三游戏画面所属的第二虚拟角色(图中未示出)确定为第三虚拟角色(图中未示出)。
以此,玩家可根据实际情况选择相应的交互信息发送方式,实现交互信息地快速发送,以此提高游戏中玩家之间的交互效率。在一种实施方式中,所述第四触控操作为点击触控操作,步骤S302包括:响应于针对所述消息提示控件的点击触控操作,将与所述第一虚拟角色同队伍的虚拟角色确定为所述第三虚拟角色;将所述消息提示控件对应的交互信息发送给所述第三虚拟角色。
该步骤中,若第一玩家施加在任意一消息提示控件上的第四触控操作为点击触控操作时,则将与第一玩家属同队伍的全部虚拟角色确定为第三虚拟角色,将消息提示控件对应的交互信息发送给与第一玩家同队伍的全部虚拟角色,即将消息提示控件对应的交互信息群发给与第一玩家同队伍的其他玩家所控制的虚拟角色。
这样,玩家可通过一次触控操作实现与同队伍中其他玩家之间交互信息的群发,降低了游戏中群发信息的操作复杂程度。
为了增加同队伍中各队友之间的沟通方式,为第一玩家提供与队友进行快捷语音沟通的可能,同时,还能够达到减少图形用户界面中所显示的功能控件的目的,避免对第一游戏画面造成过多的遮挡,当第一 虚拟角色处于跟随移动状态下时,可对已显示在图形用户界面中的功能控件进行功能上的复用。
在一种实施方式中,所述画面显示方法还包括:在所述第一虚拟角色处于跟随移动状态下,响应针对所述功能控件的第五触控操作,进入语音输入状态;将在语音输入状态下接收到的语音信息作为交互信息发送给所述第五触控操作所选择的第四虚拟角色。
该步骤中,当第一虚拟角色处于跟随移动状态下时,可对原本具有其他功能的功能控件进行功能上的复用,例如,在第一虚拟角色处于非跟随移动状态下,第一玩家可通过触控功能控件控制第一虚拟角色在虚拟空间中移动,而当第一虚拟角色进入跟随移动状态下时,可通过对该功能控件施加第五触控操作,进入到语音输入状态,以使第一玩家在语音输入状态下可输入语音信息,并可以将第一玩家输入的语音信息作为交互信息发送给第五触控操作所选择的第四虚拟角色。
这里,第五触控操作可以为滑动触控操作、点击触控操作、双击触控操作、长按触控操作等操作,还可以为长按触控操作和滑动触控操作的联合操作。
示例性的,当第五触控操作为长按触控操作和滑动触控操作的联合触控操作时,响应于针对功能控件的长按触控操作,进入语音输入状态,此时,第一玩家可输入语音信息;响应于联合触控操作中滑动触控操作的开始,退出语音输入状态;确定联合触控操作中滑动触控操作的结束位置,即确定联合触控操作的结束位置,若联合触控操作的结束位置位于任意一个玩家标识上,将该玩家标识对应的其他玩家所控制的虚拟角色,确定为联合触控操作所选择的第四虚拟角色,即确定为第五触控操作所选择出的第四虚拟角色;或者,若联合触控操作的结束位置位于图形用户界面中第一画面浮窗所覆盖的区域内,则将第一画面浮窗中所显示的第二游戏画面所属的其他虚拟角色确定为联合触控操作所选择出的第四虚拟角色,即确定为第五触控操作所选择出的第四虚拟角色;将语音信息发送给第四虚拟角色。
同样的,若此时图形用户界面中还显示有第二画面浮窗,当联合触控操作的结束位置位于第二画面浮窗所覆盖的区域内时,将第二画面浮窗中所显示的第三游戏画面所属的第二虚拟角色确定为第四虚拟角色。
为了便于第一玩家在游戏中的操作,本公开实施例还为第一玩家提供了多种退出跟随移动状态的方式。
在一种实施方式中,所述图形用户界面中显示有功能控件;所述画面显示方法还包括:在所述第一虚拟角色处于跟随移动状态下,响应针对所述功能控件的第六触控操作,控制所述第一虚拟角色退出跟随移动状态。
该步骤中,当第一虚拟角色处于跟随移动状态下时,若玩家想要退出此次跟随移动,则可以通过第六触控操作触控功能按键,控制第一虚拟角色退出跟随移动状态。
在另一实施例中,所述图形用户界面中显示有跟随取消控件,所述画面显示方法还包括:在所述第一虚拟角色处于跟随移动状态下,响应针对所述跟随取消控件的第七触控操作,控制所述第一虚拟角色退出此次跟随移动状态。
该步骤中,在图形用户界面中为第一玩家设置了跟随取消控件,在第一虚拟角色处于跟随移动状态下,第一玩家可通过第七触控操作触控跟随取消控件,控制第一虚拟角色退出此次跟随移动状态。
这里,在第一虚拟角色跟随目标虚拟角色移动的过程中有极大的可能会遇到敌对虚拟角色,为了进一步地增加第一虚拟角色与目标虚拟角色之间的互动,可使得第一虚拟角色在跟随移动的过程中,通过图形用户界面中显示的功能控件,例如,技能释放控件等,实现对于敌对虚拟角色的攻击。
在一种实施方式中,所述图形用户界面中显示有功能控件;所述画面显示方法还包括:在所述第一虚拟角色处于跟随移动状态下,响应针对所述功能控件的第八触控操作,控制所述第一虚拟角色攻击敌对虚拟角色。
该步骤中,当第一虚拟角色在跟随第二虚拟角色移动的过程中,遇到可攻击的敌对虚拟角色时,还可通过显示在图形用户界面中的功能控件,发起对敌对虚拟角色的攻击;具体的,可对功能控件施加第八触控操作,控制第一虚拟角色释放响应的攻击技能,使得第一虚拟角色能够在跟随移动的过程中,通过触控功能控件实现对于敌对虚拟角色的攻击。
在游戏过程中,第一玩家还可通过显示的角色标识,实现跟随对象的切换。在一种实施方式中,在所述第一虚拟角色处于跟随移动状态下,响应针对所述角色标识的第九触控操作,从可跟随虚拟角色中选择出除所述目标虚拟角色之外的跟随虚拟角色;控制所述第一虚拟角色跟随所述跟随虚拟角色在所述虚拟空间中移动。
该步骤中,当第一虚拟角色在跟随第二虚拟角色移动的过程中,遇到其他的可跟随虚拟角色时,则可通过显示在图形用户界面中的可跟随虚拟角色的角色标识切换跟随对象;具体的,可通过第九触控操作,从可跟随虚拟角色中选择出想要切换的跟随虚拟角色,控制第一虚拟角色在虚拟空间中跟随确定出的跟随虚拟角色进行移动;若无法进行切换,则将无法切换的提示信息显示在图形用户界面中以达到提示第一玩家的目的。本公开实施例提供的画面显示方法,图形用户界面中显示有部分的游戏场景;在第一玩家所控制的第一虚拟角色处于非跟随移动的状态下,响应第一玩家所下达的移动指令,控制第一虚拟角色在虚拟空间中移动,并在图形用户界面中显示第一虚拟角色所处虚拟空间的第一游戏画面;响应跟随条件满足预设跟随要求,控制第一虚拟角色进入到跟随移动状态;在第一虚拟角色处于跟随移动状态下,控制第一虚拟角色跟随目标虚拟角色在虚拟空间中移动,并在图形用户界面中显示第一游戏画面,以及在图形用户界面中展现第一画面浮窗,并在第一画面浮窗中显示其他虚拟角色所处虚拟空间的第二游戏画面。这样,在玩家无需寻找队友的情况下,仍然能够掌握队友的实时游戏状态,减少了玩家在游戏过程中寻找队友的过程,从而,间接地减少了游戏过程中玩家与终端设备之间的交互操作;同时,还可以避免玩家在寻找过程中出现误操作的情况,间接的可提高第一玩家以及所属队伍的获胜率。
请参阅图6至图8,图6为本公开实施例所提供的一种画面显示装置的结构示意图之一,图7为本公开实施例所提供的一种画面显示装置的结构示意图之二,图8为本公开实施例所提供的一种画面显示装置的结构示意图之三。通过终端设备提供图形用户界面,所述图形用户界面中显示有部分的游戏场景;如图6中所示,所述画面显示装置600包括:
移动控制模块601,用于在所述终端设备对应的第一虚拟角色处于非跟随移动的状态下,响应于移动指令,控制所述第一虚拟角色在虚拟空间中移动,并在所述图形用户界面中显示所述第一虚拟角色所处虚拟空间的第一游戏画面;
第一画面显示模块602,用于响应跟随指令,控制所述第一虚拟角色进入到跟随移动状态,并在所述图形用户界面的第一预设区域显示其他虚拟角色所处虚拟空间的第二游戏画面,其中,所述第一预设区域不完全遮挡所述第一游戏画面,所述第一虚拟角色处于跟随状态为所述第一虚拟角色根据目标虚拟角色在所述虚拟空间的移动进行自动移动的状态。
进一步的,如图7所示,所述图形用户界面中显示有与所述第一虚拟角色同队伍的其他虚拟角色的角色标识;所述画面显示装置600还包括第二画面显示模块603,所述第二画面显示模块603用于:
在所述第一虚拟角色处于跟随移动状态下,响应针对所述角色标识的第一触控操作,从所述其他虚拟角色中选择出第二虚拟角色;
在所述图形用户界面中显示所述第二虚拟角色所处虚拟空间的第三游戏画面。
进一步的,所述第二画面显示模块603在用于在所述图形用户界面中显示所述第二虚拟角色所处虚拟空间的第三游戏画面时,所述第二画面显示模块603用于:
将所述第一预设区域中所显示的所述第二游戏画面切换为所述第三游戏画面;和/或,
在所述图形用户界面所展现的第二预设区域中显示所述第三游戏画面。
进一步的,如图7所示,所述画面显示装置600还包括突出显示模块604,所述突出显示模块604用于:
突出显示所述图形用户界面中所述第二虚拟角色的角色标识;和/或,
突出显示所述目标虚拟角色的角色标识;和/或,
突出显示所述其他虚拟角色的角色标识。
进一步的,如图7所示,所述图形用户界面中显示有功能控件;所述移动控制模块601在所述终端设备对应的第一虚拟角色处于非跟随移动的状态下,响应于移动指令,控制所述第一虚拟角色在虚拟空间中移动时,所述移动控制模块601用于:
在第一虚拟角色处于非跟随移动的状态下,响应针对所述功能控件的第二触控操作,控制所述第一虚拟角色在虚拟空间中移动;
所述画面显示装置600还包括第一信息发送模块605,所述第一信息发送模块605用于:
在所述第一虚拟角色处于跟随移动状态下,响应针对所述功能控件的第三触控操作,在所述图形用户界面中显示多个消息提示控件;
响应针对所述消息提示控件的第四触控操作,将所述消息提示控件对应的交互信息发送给所述第四触控操作所选择的第三虚拟角色。
进一步的,所述第四触控操作为滑动触控操作,所述第一信息发送模块605在用于响应针对所述消息提示控件的第四触控操作,将所述消息提示控件对应的交互信息发送给所述第四触控操作所选择的第三虚拟角色时,所述第一信息发送模块605用于:
响应于针对所述消息提示控件的滑动触控操作的结束,确定所述滑动触控操作的结束位置;
若所述结束位置位于所述第一预设区域内,则将所述第二游戏画面所属的其他虚拟角色确定为第三虚拟角色;或,若所述结束位置位于其他角色标识的响应范围,则将所述其他角色标识所对应的虚拟角色确定为第三虚拟角色;
将所述消息提示控件对应的交互信息发送给所述第三虚拟角色。
进一步的,所述第四触控操作为点击触控操作,所述第一信息发送模块605在用于响应针对所述消息提示控件的第四触控操作,将所述消息提示控件对应的交互信息发送给所述第四触控操作所选择的第三虚拟角色时,所述第一信息发送模块605用于:
响应于针对所述消息提示控件的点击触控操作,将与所述第一虚拟角色同队伍的虚拟角色确定为所述第三虚拟角色;
将所述消息提示控件对应的交互信息发送给所述第三虚拟角色。
进一步的,如图7所示,所述画面显示装置600还包括第二信息发送模块606,所述第二信息发送模块606用于:
在所述第一虚拟角色处于跟随移动状态下,响应针对所述功能控件的第五触控操作,进入语音输入状态;
将在语音输入状态下接收到的语音信息作为交互信息发送给所述第五触控操作所选择的第四虚拟角色。
进一步的,如图8所示,所述图形用户界面中显示有功能控件;所述画面显示装置600还包括第一状态退出模块607,所述第一状态退出模块607用于:
在所述第一虚拟角色处于跟随移动状态下,响应针对所述功能控件的第六触控操作,控制所述第一虚拟角色退出跟随移动状态。
进一步的,如图8所示,所述图形用户界面中显示有跟随取消控件,所述画面显示装置600还包括第二状态退出模块608,所述第二状态退出模块608用于:
在所述第一虚拟角色处于跟随移动状态下,响应针对所述跟随取消控件的第七触控操作,控制所述第一虚拟角色退出跟随移动状态。
进一步的,所述第一画面显示模块用于通过以下方式产生跟随指令:
响应跟随条件满足预设跟随要求产生所述跟随指令;其中,所述跟随条件满足预设跟随要求包括以下至少之一:
接收到控制所述第一虚拟角色在游戏场景中移动的跟随移动指令;
所述第一虚拟角色进入所述目标虚拟角色所关联的区域内。
进一步的,所述第一信息发送模块605用于通过以下方式确定所述消息提示控件:
根据以下任意一个或多个第一参考参数,确定所述消息提示控件;所述第一虚拟角色的角色属性;所述第一虚拟角色所属团队的团队属性;所述第一虚拟角色当前执行的游戏任务;其中,所述角色属性包括角色生命力、角色防御力、角色攻击力、角色伤害力以及角色所处位置中的一种或多种;所述团队属性包括团队游戏进度、团队中存活队友数量以及团队中队友所在位置中的一种或多种。
进一步的,所述图形用户界面中显示有功能控件;所述画面显示装置600还包括攻击模块609,所述攻击模块609用于:
在所述第一虚拟角色处于跟随移动状态下,响应针对所述功能控件的第八触控操作,控制所述第一虚拟角色攻击敌对虚拟角色。
进一步的,所述图形用户界面中显示有功能控件;所述画面显示装置600还包括跟随切换模块610,所述跟随切换模块610用于:
在所述第一虚拟角色处于跟随移动状态下,响应针对所述可跟随虚拟角色的角色标识的第九触控操作, 从所述可跟随虚拟角色中选择出除所述目标虚拟角色之外的跟随虚拟角色;
控制所述第一虚拟角色跟随所述跟随虚拟角色在所述虚拟空间中移动。
本公开实施例提供的画面显示装置,通过终端设备提供图形用户界面,所述图形用户界面中显示有部分的游戏场景;在所述终端设备对应的第一虚拟角色处于非跟随移动的状态下,响应于移动指令,控制所述第一虚拟角色在虚拟空间中移动,并在所述图形用户界面中显示所述第一虚拟角色所处虚拟空间的第一游戏画面;响应跟随指令,控制所述第一虚拟角色进入到跟随移动状态,并在所述图形用户界面的第一预设区域显示其他虚拟角色所处虚拟空间的第二游戏画面,其中,所述第一预设区域不完全遮挡所述第一游戏画面,所述第一虚拟角色处于跟随状态为所述第一虚拟角色根据目标虚拟角色在所述虚拟空间的移动进行自动移动的状态。这样,在玩家无需寻找队友的情况下,仍然能够掌握队友的实时游戏状态,减少了玩家在游戏过程中寻找队友的过程,从而,间接地减少了终端设备在游戏过程中的响应频率;同时,还可以避免玩家在寻找过程中出现误操作的情况,间接的可提高第一玩家以及所属队伍的获胜率。
请参阅图9,图9为本公开实施例所提供的一种电子设备的结构示意图。如图9中所示,所述电子设备900包括处理器910、存储器920和总线930。
所述存储器920存储有所述处理器910可执行的机器可读指令,当电子设备900运行时,所述处理器910与所述存储器920之间通过总线930通信,使得所述处理器910在运行时执行以下指令:
在所述终端设备对应的第一虚拟角色处于非跟随移动的状态下,响应于移动指令,控制所述第一虚拟角色在虚拟空间中移动,并在所述图形用户界面中显示所述第一虚拟角色所处虚拟空间的第一游戏画面;
响应跟随指令,控制所述第一虚拟角色进入到跟随移动状态,并在所述图形用户界面的第一预设区域显示其他虚拟角色所处虚拟空间的第二游戏画面,其中,所述第一预设区域不完全遮挡所述第一游戏画面,所述第一虚拟角色处于跟随状态为所述第一虚拟角色根据目标虚拟角色在所述虚拟空间的移动进行自动移动的状态。
这里,在玩家无需寻找队友的情况下,仍然能够掌握队友的实时游戏状态,减少了玩家在游戏过程中寻找队友的过程,从而,间接地减少了终端设备在游戏过程中的响应频率。
一种可能的实施方式中,处理器910执行的指令中,还包括:
在所述第一虚拟角色处于跟随移动状态下,响应针对所述角色标识的第一触控操作,从所述其他虚拟角色中选择出第二虚拟角色;
在所述图形用户界面中显示所述第二虚拟角色所处虚拟空间的第三游戏画面。
这里,在第一虚拟角色跟随目标虚拟角色移动的过程中,可以通过对显示的角色标识进行触控,快速地选择出第二虚拟角色,并实现对第二虚拟角色的游戏状态的监测。
一种可能的实施方式中,处理器910执行的指令中,在所述图形用户界面中显示所述第二虚拟角色所处虚拟空间的第三游戏画面,包括:
将所述第一预设区域中所显示的所述第二游戏画面切换为所述第三游戏画面;和/或,
在所述图形用户界面所展现的第二预设区域中显示所述第三游戏画面。
这里,可以合理地安排第二虚拟角色的第三游戏画面在图形用户界面中的显示位置,以避免对图形用户界面中所显示的第一游戏画面造成不必要的遮挡。
一种可能的实施方式中,处理器910执行的指令中,还包括:
突出显示所述图形用户界面中所述第二虚拟角色的角色标识;和/或,
突出显示所述目标虚拟角色的角色标识;和/或,
突出显示所述其他虚拟角色的角色标识。
这里,可在图形用户界面中突出显示不同虚拟角色的角色标识,以达到提示玩家的目的,进而,避免玩家在游戏过程中重复下达界面切换指令,减少终端设备在游戏过程中的响应频率。
一种可能的实施方式中,处理器910执行的指令中,所述图形用户界面中显示有功能控件;所述在所述终端设备对应的第一虚拟角色处于非跟随移动的状态下,响应于移动指令,控制所述第一虚拟角色在虚拟空间中移动,包括:
在第一虚拟角色处于非跟随移动的状态下,响应针对所述功能控件的第二触控操作,控制所述第一虚拟角色在虚拟空间中移动;
所述画面显示方法还包括:
在所述第一虚拟角色处于跟随移动状态下,响应针对所述功能控件的第三触控操作,在所述图形用户界面中显示多个消息提示控件;
响应针对所述消息提示控件的第四触控操作,将所述消息提示控件对应的交互信息发送给所述第四触控操作所选择的第三虚拟角色。
这里,可对已显示在图形用户界面中的功能控件进行功能上的复用,以此减少图形用户界面中需显示的控件的数量,避免对第一游戏画面造成遮挡。
一种可能的实施方式中,处理器910执行的指令中,所述响应针对所述消息提示控件的第四触控操作,将所述消息提示控件对应的交互信息发送给所述第四触控操作所选择的第三虚拟角色,包括:
响应于针对所述消息提示控件的滑动触控操作的结束,确定所述滑动触控操作的结束位置;
若所述结束位置位于所述第一预设区域内,则将所述第二游戏画面所属的其他虚拟角色确定为第三虚拟角色;或,若所述结束位置位于其他角色标识的响应范围,则将所述其他角色标识所对应的虚拟角色确定为第三虚拟角色;
将所述消息提示控件对应的交互信息发送给所述第三虚拟角色。
这里,便可在第一虚拟角色处于跟随移动状态下,将原本控制第一虚拟角色的功能控件,用于发送玩家之间的交互信息,实现控件功能上的复用,以此,来减少图形用户界面中所显示的控件的数量,间接地,降低了渲染图形用户界面时终端设备的渲染压力,提高了终端设备的响应效率。
一种可能的实施方式中,处理器910执行的指令中,所述响应针对所述消息提示控件的第四触控操作,将所述消息提示控件对应的交互信息发送给所述第四触控操作所选择的第三虚拟角色,包括:
响应于针对所述消息提示控件的点击触控操作,将与所述第一虚拟角色同队伍的虚拟角色确定为所述第三虚拟角色;
将所述消息提示控件对应的交互信息发送给所述第三虚拟角色。
这里,玩家可通过触控消息提示控件,实现交互信息的快速发送,以此,提高了游戏过程中玩家之间的交互效率。
一种可能的实施方式中,处理器910执行的指令中,还包括:
在所述第一虚拟角色处于跟随移动状态下,响应针对所述功能控件的第五触控操作,进入语音输入状态;
将在语音输入状态下接收到的语音信息作为交互信息发送给所述第五触控操作所选择的第四虚拟角色。
这里,在游戏中为玩家提供向队友发送交互信息的多种方式,以使玩家在游戏过程中可以向队友发送语音,提高玩家之间的交互效率。
一种可能的实施方式中,处理器910执行的指令中,还包括:
在所述第一虚拟角色处于跟随移动状态下,响应针对所述功能控件的第六触控操作,控制所述第一虚拟角色退出跟随移动状态。
这里,可对已显示在图形用户界面中的功能控件进行功能上的复用,以此减少图形用户界面中需显示的控件的数量,避免对第一游戏画面造成遮挡。
一种可能的实施方式中,处理器910执行的指令中,还包括:
在所述第一虚拟角色处于跟随移动状态下,响应针对所述跟随取消控件的第七触控操作,控制所述第一虚拟角色退出跟随移动状态。
这里,在游戏过程中为玩家提供了随时退出跟随移动状态的可能,提高了游戏过程中人机的交互效率。
一种可能的实施方式中,处理器910执行的指令中,通过以下方式产生跟随指令:
响应跟随条件满足预设跟随要求产生所述跟随指令;其中,所述跟随条件满足预设跟随要求包括以下至少之一:
接收到控制所述第一虚拟角色在游戏场景中移动的跟随移动指令;
所述第一虚拟角色进入所述目标虚拟角色所关联的区域内。
一种可能的实施方式中,处理器910执行的指令中,通过以下方式确定所述消息提示控件:
根据以下任意一个或多个第一参考参数,确定所述消息提示控件;所述第一虚拟角色的角色属性;所 述第一虚拟角色所属团队的团队属性;所述第一虚拟角色当前执行的游戏任务;其中,所述角色属性包括角色生命力、角色防御力、角色攻击力、角色伤害力以及角色所处位置中的一种或多种;所述团队属性包括团队游戏进度、团队中存活队友数量以及团队中队友所在位置中的一种或多种。
一种可能的实施方式中,处理器910执行的指令中,还包括:
在所述第一虚拟角色处于跟随移动状态下,响应针对所述功能控件的第八触控操作,控制所述第一虚拟角色攻击敌对虚拟角色。
这里,可在第一虚拟角色处于跟随移动状态下,对原本的功能控件进行功能上的复用,通过功能控件实现敌对虚拟角色的攻击,以此减少图形用户界面中需显示的控件的数量,避免对第一游戏画面造成遮挡。
一种可能的实施方式中,处理器910执行的指令中,还包括:
在所述第一虚拟角色处于跟随移动状态下,响应针对所述可跟随虚拟角色的角色标识的第九触控操作,从所述可跟随虚拟角色中选择出除所述目标虚拟角色之外的跟随虚拟角色;
控制所述第一虚拟角色跟随所述跟随虚拟角色在所述虚拟空间中移动。
这里,可在第一虚拟角色跟随移动的过程中,提供随时切换跟随对象的可能,以减少切换跟随对象的复杂程度,减低游戏操作的复杂度。
本公开实施例还提供一种计算机可读存储介质,该计算机可读存储介质上存储有计算机程序,使得该计算机程序被处理器运行时执行以下指令:
在所述终端设备对应的第一虚拟角色处于非跟随移动的状态下,响应于移动指令,控制所述第一虚拟角色在虚拟空间中移动,并在所述图形用户界面中显示所述第一虚拟角色所处虚拟空间的第一游戏画面;
响应跟随指令,控制所述第一虚拟角色进入到跟随移动状态,并在所述图形用户界面的第一预设区域显示其他虚拟角色所处虚拟空间的第二游戏画面,其中,所述第一预设区域不完全遮挡所述第一游戏画面,所述第一虚拟角色处于跟随状态为所述第一虚拟角色根据目标虚拟角色在所述虚拟空间的移动进行自动移动的状态。
这里,在玩家无需寻找队友的情况下,仍然能够掌握队友的实时游戏状态,减少了玩家在游戏过程中寻找队友的过程,从而,间接地减少了终端设备在游戏过程中的响应频率。
一种可能的实施方式中,计算机可读存储介质执行的指令中,还包括:
在所述第一虚拟角色处于跟随移动状态下,响应针对所述角色标识的第一触控操作,从所述其他虚拟角色中选择出第二虚拟角色;
在所述图形用户界面中显示所述第二虚拟角色所处虚拟空间的第三游戏画面。
这里,在第一虚拟角色跟随目标虚拟角色移动的过程中,可以通过对显示的角色标识进行触控,快速地选择出第二虚拟角色,并实现对第二虚拟角色的游戏状态的监测。
一种可能的实施方式中,计算机可读存储介质执行的指令中,在所述图形用户界面中显示所述第二虚拟角色所处虚拟空间的第三游戏画面,包括:
将所述第一预设区域中所显示的所述第二游戏画面切换为所述第三游戏画面;和/或,
在所述图形用户界面所展现的第二预设区域中显示所述第三游戏画面。
这里,可以合理地安排第二虚拟角色的第三游戏画面在图形用户界面中的显示位置,以避免对图形用户界面中所显示的第一游戏画面造成不必要的遮挡。
一种可能的实施方式中,计算机可读存储介质执行的指令中,还包括:
突出显示所述图形用户界面中所述第二虚拟角色的角色标识;和/或,
突出显示所述目标虚拟角色的角色标识;和/或,
突出显示所述其他虚拟角色的角色标识。
这里,可在图形用户界面中突出显示不同虚拟角色的角色标识,以达到提示玩家的目的,进而,避免玩家在游戏过程中重复下达界面切换指令,减少终端设备在游戏过程中的响应频率。
一种可能的实施方式中,计算机可读存储介质执行的指令中,所述图形用户界面中显示有功能控件;所述在所述终端设备对应的第一虚拟角色处于非跟随移动的状态下,响应于移动指令,控制所述第一虚拟角色在虚拟空间中移动,包括:
在第一虚拟角色处于非跟随移动的状态下,响应针对所述功能控件的第二触控操作,控制所述第一虚 拟角色在虚拟空间中移动;
所述画面显示方法还包括:
在所述第一虚拟角色处于跟随移动状态下,响应针对所述功能控件的第三触控操作,在所述图形用户界面中显示多个消息提示控件;
响应针对所述消息提示控件的第四触控操作,将所述消息提示控件对应的交互信息发送给所述第四触控操作所选择的第三虚拟角色。
这里,可对已显示在图形用户界面中的功能控件进行功能上的复用,以此减少图形用户界面中需显示的控件的数量,避免对第一游戏画面造成遮挡。
一种可能的实施方式中,计算机可读存储介质执行的指令中,所述响应针对所述消息提示控件的第四触控操作,将所述消息提示控件对应的交互信息发送给所述第四触控操作所选择的第三虚拟角色,包括:
响应于针对所述消息提示控件的滑动触控操作的结束,确定所述滑动触控操作的结束位置;
若所述结束位置位于所述第一预设区域内,则将所述第二游戏画面所属的其他虚拟角色确定为第三虚拟角色;或,若所述结束位置位于其他角色标识的响应范围,则将所述其他角色标识所对应的虚拟角色确定为第三虚拟角色;
将所述消息提示控件对应的交互信息发送给所述第三虚拟角色。
这里,便可在第一虚拟角色处于跟随移动状态下,将原本控制第一虚拟角色的功能控件,用于发送玩家之间的交互信息,实现控件功能上的复用,以此,来减少图形用户界面中所显示的控件的数量,间接地,降低了渲染图形用户界面时终端设备的渲染压力,提高了终端设备的响应效率。
一种可能的实施方式中,计算机可读存储介质执行的指令中,所述响应针对所述消息提示控件的第四触控操作,将所述消息提示控件对应的交互信息发送给所述第四触控操作所选择的第三虚拟角色,包括:
响应于针对所述消息提示控件的点击触控操作,将与所述第一虚拟角色同队伍的虚拟角色确定为所述第三虚拟角色;
将所述消息提示控件对应的交互信息发送给所述第三虚拟角色。
这里,玩家可通过触控消息提示控件,实现交互信息的快速发送,以此,提高了游戏过程中玩家之间的交互效率。
一种可能的实施方式中,计算机可读存储介质执行的指令中,还包括:
在所述第一虚拟角色处于跟随移动状态下,响应针对所述功能控件的第五触控操作,进入语音输入状态;
将在语音输入状态下接收到的语音信息作为交互信息发送给所述第五触控操作所选择的第四虚拟角色。
这里,在游戏中为玩家提供向队友发送交互信息的多种方式,以使玩家在游戏过程中可以向队友发送语音,提高玩家之间的交互效率。
一种可能的实施方式中,计算机可读存储介质执行的指令中,还包括:
在所述第一虚拟角色处于跟随移动状态下,响应针对所述功能控件的第六触控操作,控制所述第一虚拟角色退出跟随移动状态。
这里,可对已显示在图形用户界面中的功能控件进行功能上的复用,以此减少图形用户界面中需显示的控件的数量,避免对第一游戏画面造成遮挡。
一种可能的实施方式中,计算机可读存储介质执行的指令中,还包括:
在所述第一虚拟角色处于跟随移动状态下,响应针对所述跟随取消控件的第七触控操作,控制所述第一虚拟角色退出跟随移动状态。
这里,在游戏过程中为玩家提供了随时退出跟随移动状态的可能,提高了游戏过程中人机的交互效率。
一种可能的实施方式中,计算机可读存储介质执行的指令中,通过以下方式产生跟随指令:
响应跟随条件满足预设跟随要求产生所述跟随指令;其中,所述跟随条件满足预设跟随要求包括以下至少之一:
接收到控制所述第一虚拟角色在游戏场景中移动的跟随移动指令;
所述第一虚拟角色进入所述目标虚拟角色所关联的区域内。
一种可能的实施方式中,计算机可读存储介质执行的指令中,通过以下方式确定所述消息提示控件:
根据以下任意一个或多个第一参考参数,确定所述消息提示控件;所述第一虚拟角色的角色属性;所述第一虚拟角色所属团队的团队属性;所述第一虚拟角色当前执行的游戏任务;其中,所述角色属性包括角色生命力、角色防御力、角色攻击力、角色伤害力以及角色所处位置中的一种或多种;所述团队属性包括团队游戏进度、团队中存活队友数量以及团队中队友所在位置中的一种或多种。
一种可能的实施方式中,计算机可读存储介质执行的指令中,还包括:
在所述第一虚拟角色处于跟随移动状态下,响应针对所述功能控件的第八触控操作,控制所述第一虚拟角色攻击敌对虚拟角色。
这里,可在第一虚拟角色处于跟随移动状态下,对原本的功能控件进行功能上的复用,通过功能控件实现敌对虚拟角色的攻击,以此减少图形用户界面中需显示的控件的数量,避免对第一游戏画面造成遮挡。
一种可能的实施方式中,计算机可读存储介质执行的指令中,还包括:
在所述第一虚拟角色处于跟随移动状态下,响应针对所述可跟随虚拟角色的角色标识的第九触控操作,从所述可跟随虚拟角色中选择出除所述目标虚拟角色之外的跟随虚拟角色;
控制所述第一虚拟角色跟随所述跟随虚拟角色在所述虚拟空间中移动。
这里,可在第一虚拟角色跟随移动的过程中,提供随时切换跟随对象的可能,以减少切换跟随对象的复杂程度,减低游戏操作的复杂度。
所属领域的技术人员可以清楚地了解到,为描述的方便和简洁,上述描述的系统、装置和单元的具体工作过程,可以参考前述方法实施例中的对应过程,在此不再赘述。
在本公开所提供的几个实施例中,应该理解到,所揭露的系统、装置和方法,可以通过其它的方式实现。以上所描述的装置实施例仅仅是示意性的,例如,所述单元的划分,仅仅为一种逻辑功能划分,实际实现时可以有另外的划分方式,又例如,多个单元或组件可以结合或者可以集成到另一个系统,或一些特征可以忽略,或不执行。另一点,所显示或讨论的相互之间的耦合或直接耦合或通信连接可以是通过一些通信接口,装置或单元的间接耦合或通信连接,可以是电性,机械或其它的形式。
所述作为分离部件说明的单元可以是或者也可以不是物理上分开的,作为单元显示的部件可以是或者也可以不是物理单元,即可以位于一个地方,或者也可以分布到多个网络单元上。可以根据实际的需要选择其中的部分或者全部单元来实现本实施例方案的目的。
另外,在本公开各个实施例中的各功能单元可以集成在一个处理单元中,也可以是各个单元单独物理存在,也可以两个或两个以上单元集成在一个单元中。
所述功能如果以软件功能单元的形式实现并作为独立的产品销售或使用时,可以存储在一个处理器可执行的非易失的计算机可读取存储介质中。基于这样的理解,本公开的技术方案本质上或者说对现有技术做出贡献的部分或者该技术方案的部分可以以软件产品的形式体现出来,该计算机软件产品存储在一个存储介质中,包括若干指令用以使得一台计算机设备(可以是个人计算机,服务器,或者网络设备等)执行本公开各个实施例所述方法的全部或部分步骤。而前述的存储介质包括:U盘、移动硬盘、只读存储器(Read-Only Memory,ROM)、随机存取存储器(Random Access Memory,RAM)、磁碟或者光盘等各种可以存储程序代码的介质。
最后应说明的是:以上所述实施例,仅为本公开的具体实施方式,用以说明本公开的技术方案,而非对其限制,本公开的保护范围并不局限于此,尽管参照前述实施例对本公开进行了详细的说明,本领域的普通技术人员应当理解:任何熟悉本技术领域的技术人员在本公开揭露的技术范围内,其依然可以对前述实施例所记载的技术方案进行修改或可轻易想到变化,或者对其中部分技术特征进行等同替换;而这些修改、变化或者替换,并不使相应技术方案的本质脱离本公开实施例技术方案的精神和范围,都应涵盖在本公开的保护范围之内。因此,本公开的保护范围应以权利要求的保护范围为准。

Claims (17)

  1. 一种画面显示方法,其中,通过终端设备提供图形用户界面,所述图形用户界面中显示有部分的游戏场景;所述画面显示方法包括:
    在所述终端设备对应的第一虚拟角色处于非跟随移动的状态下,响应于移动指令,控制所述第一虚拟角色在虚拟空间中移动,并在所述图形用户界面中显示所述第一虚拟角色所处虚拟空间的第一游戏画面;
    响应跟随指令,控制所述第一虚拟角色进入到跟随移动状态,并在所述图形用户界面的第一预设区域显示其他虚拟角色所处虚拟空间的第二游戏画面,其中,所述第一预设区域不完全遮挡所述第一游戏画面,所述第一虚拟角色处于跟随状态为所述第一虚拟角色根据目标虚拟角色在所述虚拟空间的移动进行自动移动的状态。
  2. 根据权利要求1所述的画面显示方法,其中,所述图形用户界面中显示有与所述第一虚拟角色同队伍的其他虚拟角色的角色标识;所述画面显示方法还包括:
    在所述第一虚拟角色处于跟随移动状态下,响应针对所述角色标识的第一触控操作,从所述其他虚拟角色中选择出第二虚拟角色;
    在所述图形用户界面中显示所述第二虚拟角色所处虚拟空间的第三游戏画面。
  3. 根据权利要求2所述的画面显示方法,其中,所述在所述图形用户界面中显示所述第二虚拟角色所处虚拟空间的第三游戏画面,包括:
    将所述第一预设区域中所显示的所述第二游戏画面切换为所述第三游戏画面;和/或,
    在所述图形用户界面所展现的第二预设区域中显示所述第三游戏画面。
  4. 根据权利要求2所述的画面显示方法,其中,所述画面显示方法还包括:
    突出显示所述图形用户界面中所述第二虚拟角色的角色标识;和/或,
    突出显示所述目标虚拟角色的角色标识;和/或,
    突出显示所述其他虚拟角色的角色标识。
  5. 根据权利要求1所述的画面显示方法,其中,所述图形用户界面中显示有功能控件;所述在所述终端设备对应的第一虚拟角色处于非跟随移动的状态下,响应于移动指令,控制所述第一虚拟角色在虚拟空间中移动,包括:
    在第一虚拟角色处于非跟随移动的状态下,响应针对所述功能控件的第二触控操作,控制所述第一虚拟角色在虚拟空间中移动;
    所述画面显示方法还包括:
    在所述第一虚拟角色处于跟随移动状态下,响应针对所述功能控件的第三触控操作,在所述图形用户界面中显示多个消息提示控件;
    响应针对所述消息提示控件的第四触控操作,将所述消息提示控件对应的交互信息发送给所述第四触控操作所选择的第三虚拟角色。
  6. 根据权利要求5所述的画面显示方法,其中,所述第四触控操作为滑动触控操作,所述响应针对所述消息提示控件的第四触控操作,将所述消息提示控件对应的交互信息发送给所述第四触控操作所选择的第三虚拟角色,包括:
    响应于针对所述消息提示控件的滑动触控操作的结束,确定所述滑动触控操作的结束位置;
    若所述结束位置位于所述第一预设区域内,则将所述第二游戏画面所属的其他虚拟角色确定为第三虚拟角色;或,若所述结束位置位于其他角色标识的响应范围,则将所述其他角色标识所对应的虚拟角色确定为第三虚拟角色;
    将所述消息提示控件对应的交互信息发送给所述第三虚拟角色。
  7. 根据权利要求5所述的画面显示方法,其中,所述第四触控操作为点击触控操作,所述响应针对所述消息提示控件的第四触控操作,将所述消息提示控件对应的交互信息发送给所述第四触控操作所选择的第三虚拟角色,包括:
    响应于针对所述消息提示控件的点击触控操作,将与所述第一虚拟角色同队伍的虚拟角色确定为所述第三虚拟角色;
    将所述消息提示控件对应的交互信息发送给所述第三虚拟角色。
  8. 根据权利要求1所述的画面显示方法,其中,所述图形用户界面中显示有功能控件;所述画面显示方法还包括:
    在所述第一虚拟角色处于跟随移动状态下,响应针对所述功能控件的第五触控操作,进入语音输入状态;
    将在语音输入状态下接收到的语音信息作为交互信息发送给所述第五触控操作所选择的第四虚拟角色。
  9. 根据权利要求1所述的画面显示方法,其中,所述图形用户界面中显示有功能控件;所述画面显示方法还包括:
    在所述第一虚拟角色处于跟随移动状态下,响应针对所述功能控件的第六触控操作,控制所述第一虚拟角色退出跟随移动状态。
  10. 根据权利要求1所述的画面显示方法,其中,所述图形用户界面中显示有跟随取消控件,所述画面显示方法还包括:
    在所述第一虚拟角色处于跟随移动状态下,响应针对所述跟随取消控件的第七触控操作,控制所述第一虚拟角色退出跟随移动状态。
  11. 根据权利要求1所述的画面显示方法,其中,通过以下方式产生跟随指令:
    响应跟随条件满足预设跟随要求产生所述跟随指令;其中,所述跟随条件满足预设跟随要求包括以下至少之一:
    接收到控制所述第一虚拟角色在游戏场景中移动的跟随移动指令;
    所述第一虚拟角色进入所述目标虚拟角色所关联的区域内。
  12. 根据权利要求5所述的画面显示方法,其中,通过以下方式确定所述消息提示控件:
    根据以下任意一个或多个第一参考参数,确定所述消息提示控件;所述第一虚拟角色的角色属性;所述第一虚拟角色所属团队的团队属性;所述第一虚拟角色当前执行的游戏任务;其中,所述角色属性包括角色生命力、角色防御力、角色攻击力、角色伤害力以及角色所处位置中的一种或多种;所述团队属性包括团队游戏进度、团队中存活队友数量以及团队中队友所在位置中的一种或多种。
  13. 根据权利要求1所述的画面显示方法,其中,所述图形用户界面中显示有功能控件;所述画面显示方法还包括:
    在所述第一虚拟角色处于跟随移动状态下,响应针对所述功能控件的第八触控操作,控制所述第一虚拟角色攻击敌对虚拟角色。
  14. 根据权利要求1所述的画面显示方法,其中,所述图形用户界面中显示有可跟随虚拟角色的角色标识;所述画面显示方法还包括:
    在所述第一虚拟角色处于跟随移动状态下,响应针对所述可跟随虚拟角色的角色标识的第九触控操作,从所述可跟随虚拟角色中选择出除所述目标虚拟角色之外的跟随虚拟角色;
    控制所述第一虚拟角色跟随所述跟随虚拟角色在所述虚拟空间中移动。
  15. 一种画面显示装置,其中,通过终端设备提供图形用户界面,所述图形用户界面中显示有部分的游戏场景;所述画面显示装置包括:
    移动控制模块,用于在所述终端设备对应的第一虚拟角色处于非跟随移动的状态下,响应于移动指令,控制所述第一虚拟角色在虚拟空间中移动,并在所述图形用户界面中显示所述第一虚拟角色所处虚拟空间的第一游戏画面;
    画面显示模块,用于响应跟随指令,控制所述第一虚拟角色进入到跟随移动状态,并在所述图形用户界面的第一预设区域显示其他虚拟角色所处虚拟空间的第二游戏画面,其中,所述第一预设区域不完全遮挡所述第一游戏画面,所述第一虚拟角色处于跟随状态为所述第一虚拟角色根据目标虚拟角色在所述虚拟空间的移动进行自动移动的状态。
  16. 一种电子设备,其中,包括:处理器、存储器和总线,所述存储器存储有所述处理器可执行的机器可读指令,当电子设备运行时,所述处理器与所述存储器之间通过所述总线进行通信,所述机器可读指令被所述处理器运行时执行如权利要求1至14任一所述的画面显示方法的步骤。
  17. 一种计算机可读存储介质,其中,所述计算机可读存储介质上存储有计算机程序,所述计算机程序被处理器运行时执行如权利要求1至14任一所述的画面显示方法的步骤。
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