Game control method, device and equipment and computer readable storage medium
By displaying a second game screen with the target field of view in the MOBA game, the problem of difficulty for players to expand the field of view of virtual objects is solved, and a wider field of view and a better gaming experience is achieved.
Patent Information
- Application Number
- CN202311758047.X
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2023-12-19
- Publication Date
- 2025-06-20
AI Technical Summary
In MOBA games, it is difficult for players to effectively expand the range of vision of virtual objects, affecting game decisions and player experience.
By displaying the second game screen, the screen includes a target field of view corresponding to the second field of view and a first game screen corresponding to the first field of view. The second field of view is determined based on the position information of the virtual object and is different from the first field of view.
The expanded view range of the display is achieved, allowing players to better obtain virtual environment information around the virtual object, improve the expansion and interactivity of the view range, and thus improve the gaming experience.
Smart Images

Figure CN120168958A_ABST
Abstract
Description
Technical Field
[0001] Embodiments of the present application relate to the field of computer technologies, and particularly to a method, apparatus, device, and computer-readable storage medium for game control. Background Art
[0002] With the continuous development of computer technologies, the number of players of MOBA (Multiplayer Online Battle Arena) games is increasing. An MOBA game can display a virtual environment and virtual objects located in the virtual environment. Players control the virtual objects to move in the virtual environment and interact with the virtual environment or other virtual players through virtual props.
[0003] In an MOBA game, for a player, the field of view of a virtual object in the virtual environment is a very important attribute. The player controls the virtual object to move in the virtual environment to obtain the field of view screen of the virtual object. The field of view screen is the screen obtained by the virtual object observing the virtual environment. The player uses the field of view screen to obtain information about the virtual environment and makes game decisions based on the virtual environment information. Summary of the Invention
[0004] Embodiments of the present application provide a method, apparatus, device, and computer-readable storage medium for game control. The technical solutions are as follows:
[0005] On the one hand, embodiments of the present application provide a method for game control, the method including:
[0006] Display a first game screen, the first game screen including a screen corresponding to a first field of view range, the first field of view range being the field of view range of a virtual object located in a virtual environment;
[0007] In response to receiving trigger information for expanding the field of view range, obtain a target field of view screen, the target field of view screen being determined based on a second field of view range and the virtual environment, the second field of view range being determined based on the pose information of the virtual object, and the second field of view range being different from the first field of view range;
[0008] Display a second game screen, the second game screen including the first game screen and the target field of view screen.
[0009] On the other hand, embodiments of the present application provide a device for game control, the device including:
[0010] A first display module, configured to display a first game screen, the first game screen including a screen corresponding to a first field of view range, the first field of view range being the field of view range of a virtual object located in a virtual environment;
[0011] An acquisition module, configured to acquire a target field of view picture in response to receiving trigger information for expanding the field of view range, where the target field of view picture is determined based on a second field of view range and the virtual environment, the second field of view range is determined based on the pose information of the virtual object, and the second field of view range is different from the first field of view range;
[0012] A second display module, configured to display a second game picture, where the second game picture includes the first game picture and the target field of view picture.
[0013] In a possible implementation manner, the acquisition module is further configured to determine a field of view direction and position information of a first virtual camera based on the pose information of the virtual object, where the pose information includes the orientation of the virtual object, and the angle between the field of view direction and the orientation of the virtual object is a reference angle; acquire parameter information of the first virtual camera, and determine the second field of view range based on the parameter information of the first virtual camera, the position information, and the field of view direction.
[0014] In a possible implementation manner, the second display module is further configured to acquire initial parameter information of the target field of view picture, where the initial parameter information includes at least one of the size of the target field of view picture or the position of the target field of view picture; based on the initial parameter information of the target field of view picture, superimpose the first game picture and the target field of view picture to obtain a superimposed picture, where the target field of view picture is smaller than the first game picture and the target field of view picture is located above the first game picture; perform special effect processing on the superimposed picture to obtain the second game picture.
[0015] In a possible implementation manner, the first display module is further configured to acquire trigger information for expanding the field of view range in response to detecting a trigger operation on the field of view control.
[0016] In a possible implementation manner, the first display module is further configured to detect the state of the field of view control, where the state of the field of view control includes a triggerable state; in response to the field of view control being in the triggerable state, detect a trigger operation on the field of view control; in response to a trigger operation received by the field of view control and a use operation of a virtual item, acquire trigger information for expanding the field of view range, where the virtual item is generated based on the trigger operation of the field of view control.
[0017] In a possible implementation manner, the first display module is further configured to detect the energy of the virtual object; in response to the energy of the virtual object being not less than an energy threshold, the field of view control is in the triggerable state, and the field of view control in the triggerable state is used to receive a trigger operation, where the trigger operation includes a click operation.
[0018] In a possible implementation, the first display module is further configured to detect a first state of the virtual object, where the first state is the state of the virtual object in the virtual environment at the current moment; in response to the first state of the virtual object satisfying an abnormal trigger state and the vision control being in the non-trigger state, the abnormal trigger state includes at least one of a knockdown state, a vehicle state, a climbing state, or a rescue state.
[0019] In a possible implementation, the second display module is further configured to detect control information of the target vision screen, where the control information includes at least one of position movement information, screen magnification information, or screen reduction information; in response to detecting the control information, control the target vision screen to perform a corresponding operation based on the control information.
[0020] In a possible implementation, the second display module is further configured to determine a generation time of the target vision screen, calculate a duration of the target vision screen based on the generation time, where the duration is a difference between the current time and the generation time; in response to the duration being not less than a reference duration, display a third game screen, where the third game screen is a screen corresponding to the first vision range of the virtual object at the current moment.
[0021] In a possible implementation, the second display module is further configured to detect a state of the virtual object in the second game screen, and in response to detecting that the virtual object is in a second state, display a third game screen, where the second state includes the virtual object being in a dead state or a vehicle state.
[0022] In a possible implementation, the first display module is further configured to obtain initial pose information of the virtual object and parameter information of a second virtual camera, where the initial pose information includes at least one of initial position information, initial orientation information, or initial attitude information of the virtual object in the virtual environment, and the second virtual camera is used to generate a screen corresponding to the first vision range; determine the first vision range of the virtual object in the virtual environment based on the initial pose information and the parameter information of the second virtual camera; and display the first game screen based on the first vision range.
[0023] On the other hand, an embodiment of the present application provides a computer device, where the computer device includes a processor and a memory, and at least one program code is stored in the memory, and the at least one program code is loaded and executed by the processor to enable the computer device to implement the method for game control described in any one of the above.
[0024] On the other hand, a computer-readable storage medium is also provided. At least one program code is stored in the computer-readable storage medium and is loaded and executed by a processor to enable a computer to implement the method for game control described in any one of the above.
[0025] On the other hand, a computer program or a computer program product is also provided. At least one computer instruction is stored in the computer program or the computer program product and is loaded and executed by a processor to enable a computer to implement any one of the above methods for game control.
[0026] The technical solutions provided in the embodiments of the present application at least bring the following beneficial effects:
[0027] The technical solutions provided in the embodiments of the present application display a second game screen, which includes a target visual field screen corresponding to a second visual field range and a first game screen corresponding to a first visual field range. Among them, the second visual field range is different from the first visual field range, realizing the expansion of the display visual field range. By expanding the display visual field range, players can better obtain virtual environment information around the virtual object, increasing the expandability and interactivity of the visual field range. Game players make game decisions in a timely manner based on the virtual environment information using the expanded display visual field range, improving the game experience of players. BRIEF DESCRIPTION OF THE DRAWINGS
[0028] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings required for the description of the embodiments will be briefly introduced below. Obviously, the drawings in the following description are only some embodiments of the present application. For those of ordinary skill in the art, other drawings can be obtained based on these drawings without creative efforts.
[0029] Figure 1 is a schematic diagram of the implementation environment of a method for game control provided by an embodiment of the present application;
[0030] Figure 2 is a flowchart of a method for game control provided by an embodiment of the present application;
[0031] Figure 3 is a schematic diagram of a first game screen provided by an embodiment of the present application;
[0032] Figure 4 is a flowchart of generating a second game screen provided by an embodiment of the present application;
[0033] Figure 5 is a schematic diagram of a second game screen provided by an embodiment of the present application;
[0034] Figure 6It is a schematic diagram of a second game screen after the target field of view screen is moved provided by an embodiment of the present application;
[0035] Figure 7 It is a schematic diagram of a second game screen after the target field of view screen is enlarged provided by an embodiment of the present application;
[0036] Figure 8 It is a schematic diagram of an interaction process between an application program and a server provided by an embodiment of the present application;
[0037] Figure 9 It is a schematic diagram of the structure of a game control device provided by an embodiment of the present application;
[0038] Figure 10 It is a schematic diagram of the structure of a terminal device provided by an embodiment of the present application;
[0039] Figure 11 It is a schematic diagram of the structure of a server provided by an embodiment of the present application. Detailed implementation manners
[0040] To make the objectives, technical solutions, and advantages of the present application clearer, the following will further describe the embodiments of the present application in detail with reference to the accompanying drawings.
[0041] It should be noted that the terms "first", "second", etc. in the present application are used to distinguish similar objects, and do not necessarily need to describe a specific order or sequence. It should be understood that such terms can be interchanged under appropriate circumstances so that the embodiments of the present application described herein can be implemented in an order other than those illustrated or described herein. The implementation manners described in the following exemplary embodiments do not represent all implementation manners consistent with the present application. On the contrary, they are merely examples of devices and methods consistent with some aspects of the present application as detailed in the appended claims.
[0042] Before introducing the technical solutions of the present application, the abbreviations and key terms related to the embodiments of the present application are defined first.
[0043] Virtual environment: It refers to the environment provided (or displayed) when an application program runs on a terminal device. This virtual environment is an environment created for virtual objects to move. The virtual environment can be a two-dimensional virtual environment, a 2.5D virtual environment, or a three-dimensional virtual environment, etc. The virtual environment can be a simulation environment of the real world, a semi-simulation environment of the real world, or a pure fictional environment. Exemplarily, the virtual environment involved in the embodiments of the present application is a three-dimensional virtual environment.
[0044] Virtual object: It refers to an active object in a virtual environment, which can be a virtual character, a virtual animal, an anime character, etc. Players can control the virtual object by means of peripheral components or by clicking on the touch display screen. Each virtual object has its own shape and volume in the virtual environment and occupies a part of the space in the virtual environment. Exemplarily, when the virtual environment is a three-dimensional virtual environment, the virtual object is a three-dimensional solid model created based on animation skeleton technology.
[0045] Third-person perspective: It refers to the perspective where the virtual camera in the game is at a certain distance behind the virtual object controlled by the player, and all elements within a certain environment around the virtual object controlled by the player can be seen in the virtual environment.
[0046] First-person perspective: The game is played from the subjective perspective of the player.
[0047] Computer Vision (CV) technology: Computer vision is a science that studies how to enable machines to "see". Further, it refers to using cameras and computers to replace human eyes for tasks such as object recognition and measurement in machine vision, and further performing graphic processing to make the computer-processed images more suitable for human eye observation or transmission to instrument detection. As a scientific discipline, computer vision studies related theories and technologies and attempts to build artificial intelligence systems that can obtain information from images or multi-dimensional data. Large model technology has brought important changes to the development of computer vision technology. Pre-trained models in the field of vision such as swin-transformer (Rotated Patch Transformer), ViT (Vision Transformer), V-MOE (Vision Mixture of Experts), and MAE (Masked Autoencoders) can be quickly and widely applied to downstream specific tasks after fine-tuning. Computer vision technology usually includes technologies such as image processing, image recognition, image semantic understanding, image retrieval, OCR (Optical Character Recognition), video processing, video semantic understanding, video content / behavior recognition, three-dimensional object reconstruction, 3D (Three Dimensions) technology, virtual reality, augmented reality, simultaneous localization and mapping, etc., and also includes common biometric recognition technologies such as face recognition and fingerprint recognition.
[0048] Figure 1 It is a schematic diagram of the implementation environment of a game control method provided by an embodiment of the present application. As Figure 1 shown, the implementation environment includes: a terminal device 101 and a server 102.
[0049] Among them, a client capable of providing a virtual environment is installed and running in the terminal device 101, and the terminal device 101 is used to execute the game control method provided by the embodiments of the present application. The virtual object and the virtual environment including the virtual object are displayed on the terminal device 101.
[0050] Exemplarily, the client can be a game client. The game client that provides the virtual environment in the terminal device 101 can be a third-person shooting (TPS) game, a first-person shooting (FPS) game, a multiplayer online battle arena (MOBA) game, a multiplayer shooting survival game, a massive multiplayer online role-playing game (MMO), an action role-playing game (ARPG), a virtual reality (VR) client, an augmented reality (AR) client, a three-dimensional map program, a map simulation program, a social client, an interactive entertainment client, etc.
[0051] The server 102 is used to provide background services for the game client installed in the terminal device 101 and capable of providing a virtual environment. In a possible implementation manner, the server 102 undertakes the main computing work, and the terminal device 101 undertakes the secondary computing work. Or, the server 102 undertakes the secondary computing work, and the terminal device 101 undertakes the main computing work. Or, a distributed computing architecture is adopted between the terminal device 101 and the server 102 for collaborative computing.
[0052] Optionally, the terminal device 101 can be any electronic device product that can perform human-computer interaction with the user in one or more ways such as a keyboard, a touchpad, a remote control, voice interaction, or a handwriting device. For example, the terminal device 101 can be a smart phone, a tablet computer, a notebook computer, a desktop computer, a smart speaker, a smart watch, a PC (Personal Computer), a mobile phone, a PDA (Personal Digital Assistant), a wearable device, a PPC (Pocket PC), a smart vehicle machine, a smart TV, etc.
[0053] The terminal device 101 can generally refer to one of multiple terminal devices. In this embodiment, only the terminal device 101 is used as an example for illustration. Those skilled in the art can understand that the number of the above-mentioned terminal devices 101 can be more or less. For example, the above-mentioned terminal device 101 can be only one, or the above-mentioned terminal device 101 can be dozens or hundreds, or a larger number. The embodiments of the present application do not limit the number and device type of the terminal device 101.
[0054] The server 102 is a single server, or a server cluster composed of multiple servers, or any one of a cloud computing platform and a virtualization center. The embodiments of the present application do not limit this. The server 102 is directly or indirectly communicatively connected to the terminal device 101 through a wired or wireless communication method. The server 102 has a data receiving function, a data processing function, and a data sending function. Of course, the server 102 may also have other functions. The embodiments of the present application do not limit this.
[0055] Those skilled in the art should understand that the above-mentioned terminal device 101 and server 102 are only for illustrative purposes. Other existing or future terminal devices or servers that are applicable to the present application should also be included within the protection scope of the present application and are hereby incorporated herein by reference.
[0056] The embodiments of the present application provide a method for game control. This method can be applied to the above-mentioned Figure 1 shown implementation environment. Taking the flowchart of a method for game control provided by the embodiments of the present application shown in Figure 2 as an example, this method can be executed by the terminal device 101 in Figure 1 , or can be executed by the interaction between the terminal device 101 and the server 102. Taking the terminal device 101 executing this method as an example, as shown in Figure 2 , this method includes the following steps 210 to step 230.
[0057] In step 210, a first game screen is displayed. The first game screen includes a screen corresponding to a first field of view. The first field of view is the field of view of a virtual object located in a virtual environment.
[0058] In an exemplary embodiment of the present application, a game client capable of providing a virtual environment is installed and run in the terminal device. This game client can be a client of any kind of game. The embodiments of the present application do not limit this. Exemplarily, the client in the embodiments of the present application is a game application program. In response to the application program receiving a start instruction, the terminal device displays a game preloading interface of the application program. Among them, the game preloading interface can include an interface for players to form teams, a game matching interface, and a loading interface for this game, etc.
[0059] Exemplarily, the virtual environment provides an environment for the application of the terminal device. In the virtual environment, multiple virtual objects can be displayed, where different virtual objects can be controlled by different players. In addition to displaying virtual objects, the virtual environment can also display environmental elements. Among them, the environmental elements can include mountains, plains, rivers, lakes, seas, deserts, swamps, quicksand, sky, plants, buildings, etc.; the environmental elements can also include virtual props, vehicles, etc. This application takes the virtual environment as an example for illustration, and this application does not limit this.
[0060] In an exemplary embodiment of this application, after the game starts, the application of the terminal device can display a first game screen, and the first game screen includes the screen corresponding to the first field of view. Among them, the first field of view is the field of view of the virtual object located in the virtual environment, that is, the screen collected by observing the virtual environment from the perspective of the virtual object. The perspective of the virtual object can refer to the first-person perspective of the virtual object, or the third-person perspective of the virtual object, etc., and the embodiments of this application do not limit this.
[0061] Exemplarily, the perspective of the virtual object can be determined by collecting the virtual environment through a virtual camera. When using the first-person perspective, the virtual camera can be located around the eyes of the virtual object or at the eyes of the virtual object; when using the third-person perspective, the virtual camera can be located behind the virtual object and bound to the virtual object, or can be located at any position at a reference distance from the virtual object. Through the virtual camera, the virtual object located in the virtual environment can be observed from different angles. Among them, the reference distance is set according to experience or flexibly adjusted according to the virtual environment. Exemplarily, in addition to the first-person perspective and the third-person perspective, there are also other perspectives, such as the top-down perspective. When using the top-down perspective, the virtual camera can be located above the head of the virtual object, and the top-down perspective is the perspective of observing the virtual environment from an aerial top-down angle. It should be noted that the virtual camera is only used to represent the screen in the virtual environment that the virtual object can observe from different perspectives, and the virtual camera will not be actually displayed in the game screen.
[0062] This application takes the first-person perspective of the virtual object as an example for illustration, that is, the first game screen is the screen displayed in the first-person perspective, and the virtual camera corresponding to the first-person perspective is the second virtual camera.
[0063] Exemplarily, obtain the initial pose information of the virtual object and the parameter information of the second virtual camera. The initial pose information includes at least one of the initial position information, initial orientation information, or initial attitude information of the virtual object in the virtual environment. The second virtual camera is used to generate a picture corresponding to the first field of view range; based on the initial pose information and the parameter information of the second virtual camera, determine the first field of view range of the virtual object in the virtual environment; display the first game picture based on the first field of view range.
[0064] Among them, the parameter information of the second virtual camera may include the internal parameters of the second virtual camera. The internal parameters of the second virtual camera may include, but are not limited to, focal length, principal point coordinates, and distortion coefficients, etc. The first game picture is a picture generated by the second virtual camera that automatically follows the virtual object. The second virtual camera is used to simulate the first-person perspective of the virtual object. When the position of the virtual object in the virtual environment changes, the position of the second virtual camera changes with the change of the position of the virtual object in the virtual environment, but the relative position between the second virtual camera and the virtual object remains unchanged. Therefore, the external parameter information of the second virtual camera can be determined through the initial pose information of the virtual object. Among them, the external parameter information of the second virtual camera may include, but is not limited to, the position and orientation of the second virtual camera.
[0065] After obtaining the initial pose information of the virtual object and the parameter information of the second virtual camera, the first field of view range of the first virtual object can also be determined in the virtual environment based on the initial pose information and the parameter information of the second virtual camera. Among them, the first field of view range is the field of view range of the virtual object in the virtual environment, which can be characterized by the field of view range that the second virtual camera can collect.
[0066] After obtaining the first field of view range of the virtual object, a picture corresponding to the first field of view range can be determined in the virtual environment based on the first field of view range of the virtual object. For example, the picture collected by the second virtual camera in the virtual environment can be obtained based on the internal parameters of the second virtual camera. By rendering the picture collected by the second virtual camera, the first game picture is obtained.
[0067] Figure 3 It is a schematic diagram of a first game picture provided by an embodiment of the present application. As Figure 3 shown, the first game picture may include a field of view control 310, a pose control 320, a virtual joystick control 330, a global map 340, virtual props 350, virtual blood volume 360, and a direction information display unit 370.
[0068] The field of view control 310 can display the state of the current field of view control. The energy 311 of the virtual object is displayed in the field of view control. For example, when the field of view control 310 is in a triggerable state, the energy 311 of the virtual object fills the entire ring, and the ring can represent the energy threshold for the field of view control to be in a triggerable state. When the field of view control 310 is in a non-triggered state (not shown in the figure), the energy 311 of the virtual object does not fill the entire ring. As the virtual object spends more time in the virtual environment, the energy 311 of the virtual object will change dynamically and gradually fill the entire ring.
[0069] The pose control 320 and the virtual joystick control 330 are used to control the position and pose of the virtual object in the virtual environment. The virtual joystick control 330 can be used to control the virtual object to move forward, backward, left, and right in the virtual environment, and the pose control 320 can control the pose of the virtual object, such as a running pose, a squatting pose, and a prone pose. The position of the virtual object in the virtual environment can be obtained by observing the global map 340, and the direction information display unit 370 can display the viewing direction of the current virtual object. Among them, the viewing direction of the current virtual object can be the direction of the center of the first field of view range. By rotating the screen of the terminal device, the viewing direction of the virtual object can be changed, so that the information of the virtual environment around the virtual object can be obtained.
[0070] The virtual object interacts with the virtual environment or virtual objects controlled by other players through virtual props 350. Among them, the virtual object can obtain virtual props 350 during the movement in the virtual environment. The virtual props 350 can include various virtual props, and different virtual props can have different functions. Among them, the virtual prop for expanding the field of view range can be displayed in the virtual props 350 or not, and the virtual object can directly use the virtual prop for expanding the field of view range. The first game screen can also display the virtual health 360 of the virtual object, and the virtual health 360 can represent the life state of the virtual object.
[0071] It should be noted that the content included in the first game screen in this application is for illustrative purposes. The first game screen can be set based on actual needs, and this application does not limit this.
[0072] In step 220, in response to receiving the trigger information for expanding the field of view range, a target field of view screen is obtained. The target field of view screen is determined based on the second field of view range and the virtual environment. The second field of view range is determined based on the pose information of the virtual object, and the second field of view range is different from the first field of view range.
[0073] In an exemplary embodiment of the present application, before receiving the trigger information for expanding the field of view, the trigger operation of the field of view control can also be detected. In response to detecting the trigger operation of the field of view control, the trigger information for expanding the field of view is obtained. Among them, the field of view control is located in the first game screen. Optionally, before detecting the trigger operation of the field of view control, the state of the field of view control can also be detected. The state of the field of view control includes a triggerable state and a non-triggerable state. When the field of view control is in the triggerable state, the field of view control can receive the trigger operation and generate corresponding trigger information after receiving the trigger operation; when the field of view control is in the non-triggerable state, the field of view control does not receive the trigger operation or even if the field of view control receives the trigger operation, it does not generate corresponding trigger information.
[0074] Exemplarily, the state of the field of view control can be determined by the energy of the virtual object. For example, the current energy of the virtual object is detected; the current energy of the virtual object is compared with the energy threshold, where the energy threshold is the energy required for the field of view control to be in the triggerable state. In response to the energy of the virtual object being not less than the energy threshold, the field of view control is in the triggerable state; in response to the energy of the virtual object being less than the energy threshold, the field of view control is in the non-triggerable state.
[0075] In a possible implementation manner, the energy of the virtual object can be proportional to the game time, that is, as the player's game time increases, the energy of the virtual object also increases. When the game time reaches the time threshold, that is, the energy threshold, the field of view control is in the triggerable state. For example, the energy threshold of the field of view control is configured to be 3 minutes. As the time of the virtual object in the virtual environment increases, the energy of the virtual object also increases. When the energy of the virtual object is not less than 3 minutes, the field of view control is in the triggerable state. The field of view control in the triggerable state is used to receive the trigger operation, and the trigger operation can include but is not limited to a click operation.
[0076] Exemplarily, the state of the field of view control can be determined by the first state of the virtual object. For example, the first state of the virtual object is detected, where the first state is the state of the virtual object in the virtual environment at the current moment. In response to the first state of the virtual object satisfying the abnormal trigger state, the field of view control is in the non-triggerable state. When the field of view control is in the non-triggerable state, even if the trigger operation is received, no corresponding trigger information is generated. Among them, the abnormal trigger state includes at least one of a knockdown state, a vehicle state, a climbing state, or a rescue state. It should be noted that the content of the abnormal trigger state in the present application is for exemplary illustration, and the abnormal trigger state can be set based on the actual situation, and the present application does not limit this.
[0077] In an exemplary embodiment of the present application, after detecting the state of the field of view control, in response to the field of view control being in a triggerable state, a trigger operation of the field of view control is detected. Exemplarily, the state of the field of view control is detected. When the field of view control is in a triggerable state, it is detected whether the field of view control receives a trigger operation. In response to the field of view control receiving a trigger operation and an operation of using a virtual item, trigger information for expanding the field of view range is obtained. For example, when it is detected that the field of view control receives a trigger operation, a virtual item is generated, and when an operation of using the virtual item is received, trigger information for expanding the field of view range is generated.
[0078] In an exemplary embodiment of the present application, in response to receiving the trigger information for expanding the field of view range, a second field of view range is determined based on the pose information of the virtual object. Exemplarily, the viewing direction and the position information of the first virtual camera are determined based on the pose information of the virtual object. The viewing direction is the direction corresponding to the second field of view range. For example, the viewing direction can be the direction corresponding to the center line of the second field of view range. The pose information of the virtual object may include the orientation of the virtual object. The angle between the viewing direction and the orientation of the virtual object is the reference angle.
[0079] Exemplarily, the pose information of the virtual object may include at least one of the position information, orientation information, or attitude information of the virtual object. Based on the orientation information of the virtual object, the orientation of the virtual object is determined. Combining Figure 3 , the orientation of the virtual object can be obtained through the direction information display unit 370. The viewing direction is determined based on the orientation of the virtual object. The angle between the viewing direction and the orientation of the virtual object is the reference angle. The viewing direction can be one or more, and each viewing direction corresponds to a reference angle. The reference angle can be a positive value and a negative value. When the reference angle is a positive value, the orientation of the virtual object is rotated clockwise by the reference angle to obtain the viewing direction; when the reference angle is a negative value, the orientation of the virtual object is rotated counterclockwise by the reference angle to obtain the viewing direction, where the magnitude of the reference angle can be set based on the actual situation.
[0080] In an exemplary embodiment of the present application, the number of viewing directions and the magnitude of the reference angle are fixed values. In the present application, an example is given where the number of viewing directions is 2. For example, the reference angle is set to ±135°, that is, the angle between the viewing direction and the orientation of the virtual object is 135°. At this time, the viewing directions are the left rear direction and the right rear direction of the virtual object.
[0081] In another exemplary embodiment of the present application, in the game setting interface, the player can set the magnitude and the number of reference angles based on their own habits. The corresponding viewing directions can be obtained through the magnitude and the number of reference angles set by the player.
[0082] It should be noted that due to the different viewing directions and the orientations of the virtual objects, in the subsequent process, the second viewing range determined based on the viewing direction is different from the first viewing range. Among them, the first viewing range may partially overlap with the second viewing range, or the second viewing range may not overlap with the first viewing range at all.
[0083] In an exemplary embodiment of the present application, the first virtual camera may be fixed at the reference position of the virtual object. For example, it may be fixed on the head of the virtual object or around the head. The position information of the first virtual camera can be determined through the position information and attitude information of the virtual object, and the orientation of the first virtual camera can be the viewing direction. Among them, the first virtual camera moves as the virtual object moves, that is, the relative position between the first virtual camera and the virtual object remains unchanged.
[0084] In an exemplary embodiment of the present application, after determining the position information of the first virtual camera, the parameter information of the first virtual camera may also be obtained, and the second viewing range is determined based on the parameter information, position information, and viewing direction of the first virtual camera.
[0085] Exemplarily, the parameter information of the first virtual camera may include but is not limited to focal length, principal point coordinates, distortion coefficients, etc. The position and orientation of the first virtual camera are determined through the position information and viewing direction of the first virtual camera, and the second viewing range can be determined in the virtual environment using the parameter information of the first virtual camera. Among them, the number of the first virtual cameras can be determined based on the number of viewing directions, and each viewing direction may correspond to a first virtual camera.
[0086] In an exemplary embodiment of the present application, after determining the second viewing range, the image of the first virtual camera may also be rendered based on the second viewing range and the virtual environment to obtain the target viewing image.
[0087] Exemplarily, the image to be rendered by the first virtual camera can be obtained based on the second viewing range, the rendering parameters are obtained using the relevant information of the virtual environment, and the image of the first virtual camera is rendered using the rendering parameters to obtain the target viewing image. After obtaining the target viewing image, the target viewing image can be stored in the render target (Render Target).
[0088] In step 230, the second game image is displayed, and the second game image includes the first game image and the target viewing image.
[0089] In an exemplary embodiment of the present application, the second game image may also be generated before displaying the second game image. Figure 4 This is a flowchart of generating a second game image provided by an embodiment of the present application. As Figure 4As shown, generating the second game screen may include steps 231 to 233.
[0090] In step 231, initial parameter information of the target field of view screen is obtained, and the initial parameter information includes at least one of the size of the target field of view screen or the position of the target field of view screen.
[0091] Exemplarily, the target field of view screen may be a rectangular screen, the length and width sizes of the rectangular screen are obtained, and the size of the target field of view screen is determined, wherein the target field of view screen is smaller than the first game screen.
[0092] In step 232, the target field of view screen is superimposed on the first game screen based on the initial parameter information to obtain a superimposed screen. The target field of view screen is smaller than the first game screen, and the target field of view screen is located above the first game screen.
[0093] Exemplarily, the target field of view screen in the render target is adjusted based on the parameter information of the target field of view screen, and based on the position information of the target field of view screen, the adjusted target field of view screen is superimposed on the first game screen. Since the target field of view screen is smaller than the first game screen, when performing screen superimposition, the target field of view screen is located above the first game screen.
[0094] In step 233, special effects processing is performed on the superimposed screen to obtain the second game screen. Among them, the special effects processing may include but is not limited to fading the superimposed screen. For example, by adjusting the rendering parameters of the superimposed screen, the second game screen is obtained.
[0095] In an exemplary embodiment of the present application, after obtaining the second game screen, the second game screen may be displayed. In the present application, taking the number of target fields of view screen as 2 as an example, Figure 5 is a schematic diagram of a second game screen provided by an embodiment of the present application. As Figure 5 shown, the second game screen may include a first game screen 410, a first target field of view screen 420, and a second target field of view screen 430. Among them, the first game screen 410 is a screen corresponding to the first field of view range of the virtual object at the current moment, and the first target field of view screen 420 and the second target field of view screen 430 are screens corresponding to the second field of view range of the virtual object at the current moment. For example, the first target field of view screen 420 may display the field of view screen behind the left of the virtual object, and the second target field of view screen 430 may display the field of view screen behind the right of the virtual object. When the virtual object moves, the first game screen 410, the first target field of view screen 420, and the second target field of view screen 430 also change accordingly.
[0096] During the game process, through the second game screen, the player can not only obtain the first game screen in the forward direction of the virtual object, but also obtain the target field of view screens in other directions of the virtual object. Through the second game screen, the player can better obtain the information around the virtual object. Through the second game screen, the player can quickly switch the combat mode to attack other virtual objects or avoid the attacks of other virtual objects.
[0097] In this application, by superimposing the first game screen corresponding to the first field of view range and the target field of view screen corresponding to the second field of view range, the second game screen is obtained. During the game process, the player's field of view is expanded, and the player's mastery of the virtual environment around the virtual object is increased. The player can observe the surrounding virtual environment without rotating the screen, improving the player's game experience.
[0098] In an exemplary embodiment of this application, after obtaining the second game screen, it is also possible to detect the control information of the target field of view screen in the second game screen. The control information includes at least one of position movement information, screen magnification information, or screen reduction information; in response to detecting the control information, based on the control information, control the target field of view screen to perform corresponding operations. Among them, the control information can be generated based on the trigger information of the target field of view screen. When there are multiple target field of view screens in the second game screen, multiple target field of view screens can be controlled simultaneously based on the control information, or the selected target field of view screen can be controlled based on the control information.
[0099] Exemplarily, the trigger operation of the position movement information can be long-pressing the target field of view screen, the trigger operation of the screen magnification information can be double-clicking the target field of view screen or the double-press point moving outward from the target field of view screen to the outside of the target field of view screen, and the trigger operation of the screen reduction information can be single-clicking the target field of view screen or the double-press point moving inward from the target field of view screen to the inside of the target field of view screen. When the trigger operation of the target field of view screen is detected, the corresponding trigger information can be generated, and based on the trigger information, the control information of the target field of view screen is generated.
[0100] In a possible implementation manner, when the control information is position movement information, it is possible to detect the movement information of the pressing position in the target field of view screen, generate the corresponding control information through the movement information of the pressing position, and use the control information to control the target field of view screen to move following the movement information of the pressing position. Figure 6 It is a schematic diagram of the second game screen after the target field of view screen moves provided by an embodiment of this application. Combining Figure 5 and Figure 6 , after the first target field of view screen 420 and the second target field of view screen 430 receive different position movement information, they can be controlled to move based on the position movement information.
[0101] Exemplarily, when the control information is screen magnification information, a trigger operation of the target view screen can be detected. When the trigger operation is a double-tap on the target view screen, the target view screen generates corresponding control information based on a reference magnification factor, where the reference magnification factor can be set based on the actual situation or can be a reference magnification factor pre-set by the application program. When the trigger operation is that two pressing points move outward from the target view screen on the target view screen, the magnification factor can be determined based on the distance moved between the two pressing points, and corresponding control information is generated based on the magnification factor. After obtaining the corresponding control information, the target view screen is magnified based on the control information. Figure 7 It is a schematic diagram of a second game screen after the target view screen is magnified provided by an embodiment of the present application. As Figure 7 shown, the second target view screen 430 receives control information for screen magnification, and the control information includes a magnification factor. The second target view screen 430 performs an operation of magnifying the screen based on the magnification factor in the control information.
[0102] It should be noted that the case where the control information is screen reduction information is similar to the case where the control information is screen magnification information, and will not be elaborated here.
[0103] During the game process, the player can adjust the size and position of the target view screen, can adjust the target view screen to a specified position, magnify or reduce the target view screen, which can, to a certain extent, reduce the occlusion of the effective virtual environment information in the first game screen by the target view screen, enabling the player to better observe the target view screen and the first game screen, and improving the player's control over the virtual environment around the virtual object.
[0104] In an exemplary implementation manner of the present application, after the second game screen is displayed, the generation time of the target view screen can also be determined, and the duration of the target view screen is calculated based on the generation time, where the duration is the difference between the current time and the generation time; in response to the duration being not less than a reference duration, a third game screen is displayed, and the third game screen is a screen corresponding to the first field of view range of the virtual object at the current moment.
[0105] Exemplarily, the duration of the target view screen is a reference duration, and the reference duration is set by the server. When the duration of the target view screen is less than the reference duration, the second game screen is displayed, and the second game screen includes a screen corresponding to the first field of view range of the virtual object at the current moment and the target view screen; when the duration of the target view screen is not less than the reference duration, the third game screen is displayed, and the third game screen is a screen corresponding to the first field of view range of the virtual object at the current moment, that is, the display of the target view screen is cancelled.
[0106] In an exemplary embodiment of the present application, after the second game screen is displayed, the state of the virtual object in the second game screen can also be detected. In response to detecting that the virtual object is in the second state, a third game screen is displayed, and the second state includes at least one of the virtual object being in a dead state or a vehicle state.
[0107] Exemplarily, during the process of displaying the target field of view screen, the state of the virtual object is detected in real time. If it is detected that the virtual object is killed and falls to the ground or the virtual object dies, the display of the target field of view screen is cancelled; or if it is detected that the virtual object starts to use a vehicle, the display of the target field of view screen is cancelled.
[0108] In an exemplary embodiment of the present application, the application program of the client realizes the use process of virtual items by interacting with the server. Figure 8 It is a schematic diagram of an interaction process between an application program and a server provided by an embodiment of the present application. As Figure 8 shown, in response to the use operation of the virtual item in the application program of the client, a trigger information for expanding the field of view range is generated. The client sends a request to use the virtual item to the server, where the request to use the virtual item may also include the player ID (IDentity document, identity document) and the ID of the virtual item; the server can verify the request to use the virtual item. For example, the first state of the virtual object is determined. After the request to use the virtual item passes the verification, the server issues an instruction to release the virtual item, where the instruction to release the virtual item by the server may also include information related to generating the target field of view screen.
[0109] After the client receives the instruction to release the virtual item, the virtual object can determine that the virtual item can be used based on the ID of the virtual item. After the player uses the virtual item, the client displays the target field of view screen and generates the use special effect of the virtual item; the server calculates the duration of the target field of view screen. When the duration of the target field of view screen is not less than the reference duration, the server sends an instruction to end the use of the virtual item to the client. After the client receives the instruction to end the use of the virtual item, the display of the target field of view screen is cancelled.
[0110] The virtual item provided by the embodiment of the present application can be used as a tactical gameplay item. When the virtual object is attacked by other virtual objects, the player can use the virtual item to view the target's field of view. The second field of view corresponding to the target's field of view is different from the first field of view of the virtual object in the current game screen. Therefore, the player can better master the virtual environment around the virtual object, quickly adjust the position of the virtual object, and avoid the attacks of other virtual objects. And through the target's field of view, the positions of the remaining virtual objects around the virtual object can be quickly found, and the remaining virtual objects can be attacked. The use of virtual items can enrich the skills of the game, enhance the interactivity of the game, help bring a fresher feeling to the player, and improve the player's gaming experience.
[0111] The present application also provides a game control device. Figure 9 It is a schematic structural diagram of a game control device provided by an embodiment of the present application, as Figure 9 shown. The device includes:
[0112] A first display module 810, configured to display a first game screen, where the first game screen includes a screen corresponding to a first field of view, and the first field of view is the field of view of a virtual object located in a virtual environment;
[0113] An acquisition module 820, configured to, in response to receiving trigger information for expanding the field of view, acquire a target field of view screen, where the target field of view screen is determined based on a second field of view and a virtual environment, and the second field of view is determined based on the pose information of the virtual object, and the second field of view is different from the first field of view;
[0114] A second display module 830, configured to display a second game screen, where the second game screen includes the first game screen and the target field of view screen.
[0115] In a possible implementation manner, the acquisition module 820 is further configured to determine a viewing direction and position information of a first virtual camera based on the pose information of the virtual object, where the pose information includes the orientation of the virtual object, and the angle between the viewing direction and the orientation of the virtual object is a reference angle; acquire parameter information of the first virtual camera, and determine the second field of view based on the parameter information, position information, and viewing direction of the first virtual camera.
[0116] In a possible implementation manner, the second display module 830 is further configured to acquire initial parameter information of the target field of view screen, where the initial parameter information includes at least one of the size or position of the target field of view screen; based on the initial parameter information of the target field of view screen, superimpose the first game screen and the target field of view screen to obtain a superimposed screen, where the target field of view screen is smaller than the first game screen, and the target field of view screen is located above the first game screen; perform special effect processing on the superimposed screen to obtain the second game screen.
[0117] In a possible implementation, the first display module 810 is further configured to obtain trigger information for expanding the field of view in response to detecting a trigger operation on the field-of-view control.
[0118] In a possible implementation, the first display module 810 is further configured to detect the state of the field-of-view control, where the state of the field-of-view control includes a triggerable state; in response to the field-of-view control being in the triggerable state, detect a trigger operation on the field-of-view control; in response to a trigger operation received by the field-of-view control and a use operation of a virtual item, obtain trigger information for expanding the field of view, and the virtual item is generated based on the trigger operation of the field-of-view control.
[0119] In a possible implementation, the first display module 810 is further configured to obtain the energy of the virtual object and an energy threshold; in response to the energy of the virtual object being not less than the energy threshold, control the field-of-view control to be in the triggerable state, and the field-of-view control in the triggerable state is used to receive a trigger operation, and the trigger operation includes a click operation.
[0120] In a possible implementation, the first display module 810 is further configured to obtain a first state of the virtual object, where the first state is the state of the virtual object in the virtual environment at the current moment; in response to the first state of the virtual object satisfying an abnormal trigger state, control the field-of-view control to be in a non-trigger state, and the abnormal trigger state includes at least one of a knockdown state, a vehicle state, a climbing state, or a rescue state.
[0121] In a possible implementation, the second display module 830 is further configured to detect control information for the target field-of-view screen, where the control information includes at least one of position movement information, screen magnification information, or screen reduction information; in response to detecting the control information, control the target field-of-view screen to perform a corresponding operation based on the control information.
[0122] In a possible implementation, the second display module 830 is further configured to determine the generation time of the target field-of-view screen, calculate the duration of the target field-of-view screen based on the generation time, where the duration is the difference between the current time and the generation time; in response to the duration being not less than a reference duration, display a third game screen, and the third game screen is the screen corresponding to the first field-of-view range of the virtual object at the current moment.
[0123] In a possible implementation, the second display module 830 is further configured to detect the state of the virtual object in the second game screen, and in response to detecting that the virtual object is in a second state, display a third game screen, and the second state includes the virtual object being in a dead state or a vehicle state.
[0124] In a possible implementation, the first display module 810 is further configured to obtain the initial pose information of the virtual object and the parameter information of the second virtual camera. The initial pose information includes at least one of the initial position information, the initial orientation information, or the initial attitude information of the virtual object in the virtual environment. The second virtual camera is used to generate a picture corresponding to the first field of view range. Based on the initial pose information and the parameter information of the second virtual camera, the first field of view range of the virtual object is determined in the virtual environment. Based on the first field of view range, the first game picture is displayed.
[0125] In this application, the target view picture corresponding to the second field of view range and the first game picture corresponding to the first field of view range are superimposed to obtain a second game picture, where the second field of view range is different from the first field of view range. By expanding the display field of view range, players can better obtain the virtual environment information around the virtual object based on the second game picture, make game decisions in a timely manner based on the virtual environment information, and improve the players' gaming experience.
[0126] It should be understood that when the above-provided device implements its functions, only the above-mentioned division of each functional module is used for illustration. In practical applications, the above functions can be allocated to different functional modules according to needs, that is, the internal structure of the device is divided into different functional modules to complete all or part of the functions described above. In addition, the device provided in the above embodiment and the method embodiment belong to the same concept, and the specific implementation process is detailed in the method embodiment, which will not be repeated here.
[0127] Figure 10 The block diagram of the terminal device 1100 provided by an exemplary embodiment of this application is shown. The terminal device 1100 can be any electronic device product that can perform human-computer interaction with the user through one or more ways such as a keyboard, a touchpad, a remote control, voice interaction, or a handwriting device. For example, a PC (Personal Computer), a mobile phone, a smart phone, a PDA (Personal Digital Assistant), a wearable device, a PPC (Pocket PC), a tablet computer, a smart car machine, a smart TV, a smart speaker, a smart watch, etc.
[0128] Generally, the terminal device 1100 includes: a processor 1101 and a memory 1102.
[0129] The processor 1101 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. The processor 1101 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), or PLA (Programmable Logic Array). The processor 1101 may also include a main processor and a coprocessor. The main processor is a processor for processing data in the wake state, also known as the CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in the standby state. In some embodiments, the processor 1101 may be integrated with a GPU (Graphics Processing Unit), and the GPU is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 1101 may further include an AI (Artificial Intelligence) processor, and the AI processor is used to process computational operations related to machine learning.
[0130] The memory 1102 may include one or more computer-readable storage media, and the computer-readable storage media may be non-transitory. The memory 1102 may further include high-speed random access memory and non-volatile memory, such as one or more disk storage devices and flash storage devices. In some embodiments, the non-transitory computer-readable storage media in the memory 1102 is used to store at least one instruction, and the at least one instruction is used to be executed by the processor 1101 to implement the game control method provided in the method embodiments of the present application.
[0131] In some embodiments, the terminal device 1100 may further optionally include: a peripheral device interface 1103 and at least one peripheral device. The processor 1101, the memory 1102, and the peripheral device interface 1103 may be connected through a bus or signal lines. Each peripheral device may be connected to the peripheral device interface 1103 through a bus, signal lines, or a circuit board. Specifically, the peripheral devices include at least one of a radio frequency circuit 1104, a display screen 1105, a camera module 1106, an audio circuit 1107, and a power supply 1108.
[0132] The peripheral device interface 1103 can be used to connect at least one I / O (Input / Output) related peripheral device to the processor 1101 and the memory 1102. In some embodiments, the processor 1101, the memory 1102, and the peripheral device interface 1103 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 1101, the memory 1102, and the peripheral device interface 1103 can be implemented on separate chips or circuit boards, and this embodiment does not limit this.
[0133] The radio frequency circuit 1104 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The radio frequency circuit 1104 communicates with a communication network and other communication devices through electromagnetic signals. The radio frequency circuit 1104 converts an electrical signal into an electromagnetic signal for transmission, or converts a received electromagnetic signal into an electrical signal. Optionally, the radio frequency circuit 1104 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a subscriber identity module card, and so on. The radio frequency circuit 1104 can communicate with other terminal devices through at least one wireless communication protocol. The wireless communication protocol includes but is not limited to: the World Wide Web, a metropolitan area network, an intranet, each generation of mobile communication networks (2G, 3G, 4G, and 5G), a wireless local area network, and / or a WiFi (Wireless Fidelity) network. In some embodiments, the radio frequency circuit 1104 may further include a circuit related to NFC (Near Field Communication), and this application does not limit this.
[0134] The display screen 1105 is used to display the UI (User Interface). The UI may include graphics, text, icons, videos, and any combination thereof. When the display screen 1105 is a touch display screen, the display screen 1105 also has the ability to collect touch signals on or above the surface of the display screen 1105. The touch signals can be input to the processor 1101 as control signals for processing. At this time, the display screen 1105 can also be used to provide virtual buttons and / or a virtual keyboard, also known as soft buttons and / or a soft keyboard. In some embodiments, there may be one display screen 1105, which is disposed on the front panel of the terminal device 1100; in other embodiments, there may be at least two display screens 1105, which are respectively disposed on different surfaces of the terminal device 1100 or are in a foldable design; in other embodiments, the display screen 1105 may be a flexible display screen, which is disposed on a curved surface or a folding surface of the terminal device 1100. Even, the display screen 1105 can also be set to an irregular non-rectangular shape, that is, a special-shaped screen. The display screen 1105 can be prepared using materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).
[0135] The camera module 1106 is used to collect images or videos. Optionally, the camera module 1106 includes a front camera and a rear camera. Generally, the front camera is disposed on the front panel of the terminal device 1100, and the rear camera is disposed on the back of the terminal device 1100. In some embodiments, there are at least two rear cameras, which are any one of a main camera, a depth-of-field camera, a wide-angle camera, and a telephoto camera respectively, so as to implement functions such as background blurring by fusing the main camera and the depth-of-field camera, panoramic shooting by fusing the main camera and the wide-angle camera, and VR (Virtual Reality) shooting function or other fused shooting functions. In some embodiments, the camera module 1106 may further include a flash. The flash can be a single-color temperature flash or a dual-color temperature flash. The dual-color temperature flash refers to a combination of a warm light flash and a cold light flash, and can be used for light compensation under different color temperatures.
[0136] The audio circuit 1107 may include a microphone and a speaker. The microphone is used to collect sound waves of the user and the environment, and convert the sound waves into electrical signals for input to the processor 1101 for processing, or input to the radio frequency circuit 1104 to implement voice communication. For the purpose of stereo collection or noise reduction, there may be multiple microphones, which are respectively arranged at different parts of the terminal device 1100. The microphone may also be an array microphone or an omnidirectional collection microphone. The speaker is used to convert the electrical signal from the processor 1101 or the radio frequency circuit 1104 into sound waves. The speaker may be a traditional thin film speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can not only convert the electrical signal into sound waves audible to humans, but also convert the electrical signal into sound waves inaudible to humans for uses such as ranging. In some embodiments, the audio circuit 1107 may also include a headphone jack.
[0137] The power supply 1108 is used to supply power to each component in the terminal device 1100. The power supply 1108 may be alternating current, direct current, a primary battery or a rechargeable battery. When the power supply 1108 includes a rechargeable battery, the rechargeable battery may be a wired rechargeable battery or a wireless rechargeable battery. A wired rechargeable battery is a battery charged through a wired line, and a wireless rechargeable battery is a battery charged through a wireless coil. The rechargeable battery can also be used to support fast charging technology.
[0138] In some embodiments, the terminal device 1100 further includes one or more sensors 1110. The one or more sensors 1110 include but are not limited to: an acceleration sensor 1111, a gyroscope sensor 1112, a pressure sensor 1113, an optical sensor 1114, and a proximity sensor 1115.
[0139] The acceleration sensor 1111 can detect the magnitude of acceleration on the three coordinate axes of the coordinate system established with the terminal device 1100. For example, the acceleration sensor 1111 can be used to detect the components of the gravitational acceleration on the three coordinate axes. The processor 1101 can control the display screen 1105 to display the user interface in a landscape view or a portrait view according to the gravitational acceleration signal collected by the acceleration sensor 1111. The acceleration sensor 1111 can also be used for collecting game or user's motion data.
[0140] The gyroscope sensor 1112 can detect the body direction and rotation angle of the terminal device 1100. The gyroscope sensor 1112 can cooperate with the acceleration sensor 1111 to collect the 3D actions of the user on the terminal device 1100. Based on the data collected by the gyroscope sensor 1112, the processor 1101 can implement the following functions: motion sensing (such as changing the UI according to the user's tilt operation), image stabilization during shooting, game control, and inertial navigation.
[0141] The pressure sensor 1113 can be disposed on the side frame of the terminal device 1100 and / or the lower layer of the display screen 1105. When the pressure sensor 1113 is disposed on the side frame of the terminal device 1100, it can detect the holding signal of the user on the terminal device 1100, and the processor 1101 can perform left / right hand recognition or quick operation according to the holding signal collected by the pressure sensor 1113. When the pressure sensor 1113 is disposed on the lower layer of the display screen 1105, the processor 1101 can control the operable controls on the UI interface according to the pressure operation of the user on the display screen 1105. The operable controls include at least one of a button control, a scroll bar control, an icon control, and a menu control.
[0142] The optical sensor 1114 is used to collect the ambient light intensity. In one embodiment, the processor 1101 can control the display brightness of the display screen 1105 according to the ambient light intensity collected by the optical sensor 1114. Specifically, when the ambient light intensity is high, the display brightness of the display screen 1105 is increased; when the ambient light intensity is low, the display brightness of the display screen 1105 is decreased. In another embodiment, the processor 1101 can also dynamically adjust the shooting parameters of the camera module 1106 according to the ambient light intensity collected by the optical sensor 1114.
[0143] The proximity sensor 1115, also known as the distance sensor, is usually disposed on the front panel of the terminal device 1100. The proximity sensor 1115 is used to collect the distance between the user and the front of the terminal device 1100. In one embodiment, when the proximity sensor 1115 detects that the distance between the user and the front of the terminal device 1100 is gradually decreasing, the processor 1101 controls the display screen 1105 to switch from the lit state to the off state; when the proximity sensor 1115 detects that the distance between the user and the front of the terminal device 1100 is gradually increasing, the processor 1101 controls the display screen 1105 to switch from the off state to the lit state.
[0144] Those skilled in the art can understand that Figure 10 the structure shown in does not limit the terminal device 1100, and it may include more or fewer components than shown in the figure, or combine some components, or adopt different component arrangements.
[0145] Figure 11Schematic structural diagram of the server provided by the embodiment of the present application. The server 1200 may vary greatly due to different configurations or performances, and may include one or more processors (Central Processing Units, CPUs) 1201 and one or more memories 1202. Among them, at least one program code is stored in the one or more memories 1202, and the at least one program code is loaded and executed by the one or more processors 1201 to implement the game control method provided by each of the above method embodiments. Of course, the server 1200 may also have components such as wired or wireless network interfaces, keyboards, and input / output interfaces for input / output. The server 1200 may also include other components for implementing device functions, which will not be elaborated here.
[0146] In an exemplary embodiment, a computer-readable storage medium is also provided. At least one program code is stored in the storage medium, and the at least one program code is loaded and executed by a processor to enable a computer to implement any of the above game control methods.
[0147] Optionally, the above computer-readable storage medium may be a read-only memory (ROM), a random access memory (RAM), a compact disc read-only memory (CD-ROM), a magnetic tape, a floppy disk, an optical data storage device, etc.
[0148] In an exemplary embodiment, a computer program or a computer program product is also provided. At least one computer instruction is stored in the computer program or the computer program product, and the at least one computer instruction is loaded and executed by a processor to enable a computer to implement any of the above game control methods.
[0149] It should be noted that the information (including but not limited to user device information, user personal information, etc.), data (including but not limited to data for analysis, stored data, displayed data, etc.), and signals involved in the present application are all authorized by the user or fully authorized by all parties, and the collection, use, and processing of relevant data need to comply with the relevant laws, regulations, and standards of relevant countries and regions. For example, the first game screen, the second game screen, and the pose information involved in the present application are obtained under full authorization.
[0150] It should be understood that the "plurality" mentioned herein refers to two or more. "And / or" describes the association relationship of associated objects and indicates that there can be three relationships. For example, A and / or B can represent three situations: A exists alone, A and B exist simultaneously, and B exists alone. The character " / " generally represents an "or" relationship between the associated objects before and after.
[0151] The above are only exemplary embodiments of the present application and are not intended to limit the present application. Any modifications, equivalent replacements, improvements, etc. made within the principles of the present application shall be included within the protection scope of the present application.
Claims
1. A method for game control, characterized in that, The method includes: Displaying a first game screen, where the first game screen includes a screen corresponding to a first field of view, and the first field of view is the field of view of a virtual object located in a virtual environment; In response to receiving trigger information for expanding the field of view, obtaining a target field-of-view screen, where the target field-of-view screen is determined based on a second field of view and the virtual environment, the second field of view is determined based on the pose information of the virtual object, and the second field of view is different from the first field of view; Displaying a second game screen, where the second game screen includes the first game screen and the target field-of-view screen.
2. The method according to claim 1, characterized in that, Before obtaining the target field-of-view screen, it further includes: Determining a viewing direction and position information of a first virtual camera based on the pose information of the virtual object, where the pose information includes the orientation of the virtual object, and the angle between the viewing direction and the orientation of the virtual object is a reference angle; Obtaining parameter information of the first virtual camera, and determining the second field of view based on the parameter information of the first virtual camera, the position information, and the viewing direction.
3. The method according to claim 1, characterized in that, Before displaying the second game screen, it further includes: Obtaining initial parameter information of the target field-of-view screen, where the initial parameter information includes at least one of the size or the position of the target field-of-view screen; Based on the initial parameter information of the target field-of-view screen, superimposing the first game screen and the target field-of-view screen to obtain a superimposed screen, where the target field-of-view screen is smaller than the first game screen, and the target field-of-view screen is located above the first game screen; Performing special effect processing on the superimposed screen to obtain the second game screen.
4. The method according to claim 1, characterized in that, The first game screen further includes a field-of-view control, and before responding to receiving trigger information for expanding the field of view, it further includes: In response to detecting a trigger operation on the field-of-view control, obtaining trigger information for expanding the field of view.
5. The method according to claim 4, characterized in that, The obtaining trigger information for expanding the field of view in response to detecting a trigger operation on the field-of-view control includes: Detecting the state of the field-of-view control, where the state of the field-of-view control includes a triggerable state; In response to the field-of-view control being in the triggerable state, detecting a trigger operation on the field-of-view control; In response to a trigger operation received by the field-of-view control and a use operation of a virtual item, obtaining trigger information for expanding the field of view, where the virtual item is generated based on the trigger operation of the field-of-view control.
6. The method according to claim 5, characterized in that, The detecting the state of the field-of-view control includes: Detecting the energy of the virtual object; In response to the energy of the virtual object being not less than an energy threshold, the field-of-view control is in the triggerable state, and the field-of-view control in the triggerable state is used to receive a trigger operation, where the trigger operation includes a click operation.
7. The method according to claim 5, characterized in that, The state of the field-of-view control further includes a non-triggerable state, and the detecting the state of the field-of-view control includes: Detecting a first state of the virtual object, where the first state is the state of the virtual object in the virtual environment at the current moment; In response to the first state of the virtual object satisfying an exception trigger state, the field of view control is in the non-trigger state, and the exception trigger state includes at least one of a knockdown state, a vehicle state, a climbing state, or a rescue state.
8. The method according to claim 1, characterized in that, After displaying the second game screen, it further includes: Detecting control information for the target field of view screen, where the control information includes at least one of position movement information, screen magnification information, or screen reduction information; In response to detecting the control information, controlling the target field of view screen to perform a corresponding operation based on the control information.
9. The method according to claim 1, characterized in that, After displaying the second game screen, it further includes: Determining the generation time of the target field of view screen, and calculating the duration of the target field of view screen based on the generation time, where the duration is the difference between the current time and the generation time; In response to the duration being not less than a reference duration, displaying a third game screen, where the third game screen is the screen corresponding to the first field of view range of the virtual object at the current moment.
10. The method according to claim 1, characterized in that, After displaying the second game screen, it further includes: Detecting the state of the virtual object in the second game screen, and in response to detecting that the virtual object is in a second state, displaying a third game screen, where the second state includes the virtual object being in a dead state or a vehicle state.
11. The method according to any one of claims 1 to 10, characterized in that, Displaying the first game screen includes: Obtaining initial pose information of the virtual object and parameter information of a second virtual camera, where the initial pose information includes at least one of initial position information, initial orientation information, or initial attitude information of the virtual object in the virtual environment, and the second virtual camera is used to generate a screen corresponding to the first field of view range; Based on the initial pose information and the parameter information of the second virtual camera, determining the first field of view range of the virtual object in the virtual environment; Displaying the first game screen based on the first field of view range.
12. A game control device, characterized in that, The device includes: A first display module for displaying a first game screen, where the first game screen includes a screen corresponding to a first field of view range, and the first field of view range is the field of view range of a virtual object in a virtual environment; An acquisition module for, in response to receiving trigger information for expanding the field of view range, acquiring a target field of view screen, where the target field of view screen is determined based on a second field of view range and the virtual environment, the second field of view range is determined based on the pose information of the virtual object, and the second field of view range is different from the first field of view range; A second display module for displaying a second game screen, where the second game screen includes the first game screen and the target field of view screen.
13. A computer device, characterized in that, The computer device includes a processor and a memory, and at least one program code is stored in the memory, and the at least one program code is loaded and executed by the processor to enable the computer device to implement the game control method as described in any one of claims 1 to 11.
14. A computer-readable storage medium, characterized in that, At least one program code is stored in the computer-readable storage medium, and the at least one program code is loaded and executed by a processor to enable a computer to implement the game control method as described in any one of claims 1 to 11.