Game control method and device and electronic equipment
By associating the virtual camera with a controlled character in the game and automatically unlocking according to the target character conditions, the problem of lack of flexibility in the locking method of the virtual camera is solved, and the stability and visual experience of the game screen are improved.
Patent Information
- Application Number
- CN202510237558.X
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-02-28
- Publication Date
- 2025-07-04
AI Technical Summary
The virtual camera locking method in existing games lacks flexibility, resulting in poor visual experience, especially when the target character moves quickly or performs violent attack actions.
By associating the virtual camera with a controlled role, controlling the virtual camera movement according to the position changes of the controlled role, and automatically unlocking according to the target role movement conditions or actions in response to the target role locking and unlocking instructions.
Improve the visual experience of the game screen, keep the scene screen stable, enhance operation flexibility, and reduce screen shaking caused by the target character's rapid movement or attack.
Smart Images

Figure CN120242459A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the technical field of games, and in particular, to a method, a device, and an electronic device for game control. Background Art
[0002] In the field of games, the combat system is an important part of the game. In some types of games, such as MMORP (Massive Multiplayer Online Role-Playing Game) games, the combat system is even the core part of the game. The operation logic and visual design in the combat system are directly related to the overall quality of the game. In such games, players will have the opportunity to incarnate as a fictional character and explore in a vast and unknown game world. During the exploration process, various monsters will be encountered. By challenging the monsters, the player's growth value can be increased. In order to reduce the combat difficulty, the monsters are often locked to track them. However, in the prior art, the tracking method of the monsters is often relatively fixed, lacking flexibility and having a poor visual experience. Summary of the Invention
[0003] In view of this, the purpose of the present invention is to provide a method, a device, and an electronic device for game control to avoid the problems of poor visual experience and low operation flexibility caused by the fixed virtual camera locking method.
[0004] In a first aspect, an embodiment of the present invention provides a method for game control. A graphical user interface is provided through a terminal device, and the graphical user interface displays a scene picture of at least a part of a virtual scene captured by a virtual camera. The virtual scene includes a controlled character and a target character. The method includes: associating the virtual camera with the position of the controlled character in the virtual scene to control the movement of the virtual camera according to the position change of the controlled character; in response to a trigger instruction for locking the target character, controlling the virtual camera to lock the target character to adjust the position and / or orientation of the virtual camera according to the position of the target character in the virtual scene; and in a state where the virtual camera locks the target character, in response to the movement of the target character satisfying a first preset condition or the target character executing a specified attack action, controlling the virtual camera to unlock the target character.
[0005] Second aspect, an embodiment of the present invention provides a game control device, which provides a graphical user interface through a terminal device. The graphical user interface displays a scene image of at least part of a virtual scene captured by a virtual camera. The virtual scene includes a controlled character and a target character. The device includes: a camera association module, configured to associate the virtual camera with the position of the controlled character in the virtual scene, so as to control the movement of the virtual camera according to the position change of the controlled character; a locking module, configured to control the virtual camera to lock the target character in response to a trigger instruction for locking the target character, so as to adjust the position and / or orientation of the virtual camera according to the position of the target character in the virtual scene; an unlocking module, configured to, in a state where the virtual camera locks the target character, control the virtual camera to unlock the target character in response to the movement of the target character satisfying a first preset condition or the target character performing a specified attack action.
[0006] Third aspect, an embodiment of the present invention provides an electronic device, including a processor and a memory. The memory stores computer executable instructions that can be executed by the processor. The processor executes the computer executable instructions to implement the above game control method.
[0007] Fourth aspect, an embodiment of the present invention provides a computer-readable storage medium. The computer-readable storage medium stores computer executable instructions. When the computer executable instructions are called and executed by a processor, the computer executable instructions cause the processor to implement the above game control method.
[0008] The embodiments of the present invention bring the following beneficial effects:
[0009] For the above game control method, device and electronic device, a graphical user interface is provided through a terminal device. The graphical user interface displays a scene image of at least part of a virtual scene captured by a virtual camera. The virtual scene includes a controlled character and a target character. The virtual camera is associated with the position of the controlled character in the virtual scene to control the movement of the virtual camera according to the position change of the controlled character. In response to a trigger instruction for locking the target character, the virtual camera is controlled to lock the target character to adjust the position and / or orientation of the virtual camera according to the position of the target character in the virtual scene. In a state where the virtual camera locks the target character, the virtual camera is controlled to unlock the target character in response to the movement of the target character satisfying a first preset condition or the target character performing a specified attack action.
[0010] In the above method, when it is necessary to lock the target character, the target character can be locked, so that the virtual camera can track the target character. The player does not need to manually adjust the field of view, and only needs to focus on the operations related to the battle. And when the movement of the target character meets the preset conditions or performs a specified attack action, the virtual camera unlocks from the target character, and the position and orientation of the virtual camera are no longer affected by the target character; therefore, when the target character makes a large or rapid movement, or performs a relatively violent attack action, it is possible to prevent the scene image captured by the virtual camera from changing rapidly due to the target character, making the scene image remain relatively stable, improving the visual experience of the game screen, and also enabling flexible control of the controlled character during the unlocking period.
[0011] Other features and advantages of the present invention will be described in the following specification, and, in part, will be obvious from the specification, or will be understood by implementing the present invention. The objectives and other advantages of the present invention are achieved and obtained by the structures specifically pointed out in the specification, claims, and drawings.
[0012] To make the above objectives, features, and advantages of the present invention more obvious and understandable, the following specifically enumerates preferred embodiments and, in conjunction with the accompanying drawings, the detailed description is as follows. Description of the Drawings
[0013] To more clearly illustrate the specific embodiments of the present invention or the technical solutions in the prior art, the following will briefly introduce the drawings required for the description of the specific embodiments or the prior art. Obviously, the following drawings are some embodiments of the present invention. For those skilled in the art, without creative efforts, other drawings can also be obtained based on these drawings.
[0014] Figure 1 It is a flowchart of a game control method provided by an embodiment of the present invention;
[0015] Figure 2 It is a schematic diagram of a virtual camera locking a target character provided by an embodiment of the present invention;
[0016] Figure 3 It is a schematic diagram of a target character unlocking provided by an embodiment of the present invention;
[0017] Figure 4 It is a schematic diagram of a virtual camera locking a first virtual character provided by an embodiment of the present invention;
[0018] Figure 5 It is a schematic diagram of a first virtual character unlocking provided by an embodiment of the present invention;
[0019] Figure 6 It is a schematic diagram of a game control device provided by an embodiment of the present invention;
[0020] Figure 7 Schematic diagram of an electronic device provided by an embodiment of the present invention. Detailed implementation manners
[0021] To make the objectives, technical solutions, and advantages of the embodiments of the present invention clearer, the technical solutions of the present invention will be clearly and completely described below with reference to the accompanying drawings. Apparently, the described embodiments are some but not all of the embodiments of the present invention. All other embodiments obtained by those skilled in the art based on the embodiments of the present invention without creative efforts shall fall within the protection scope of the present invention.
[0022] In some game scenarios, the virtual camera associated with the virtual character controlled by the player is locked to other characters other than the virtual character; at this time, the position and / or orientation of the virtual camera changes following the movement of the locked character, and the scene image captured by the virtual camera also changes following the movement of the locked character. During the change of the scene image, the locked character always remains in the central area of the scene image. When the locked character moves significantly and rapidly, the scene image will also change rapidly, resulting in a poor visual experience.
[0023] Considering that when the character locked to the virtual camera moves significantly and rapidly, the scene image captured by the virtual camera will change rapidly or shake significantly, resulting in a poor visual experience. Based on this, a game control method, device, and electronic device provided by an embodiment of the present invention can be applied to various games. For example, in games where a virtual camera follows a character for shooting.
[0024] The game control method in one embodiment of the present disclosure can run on a local terminal device or a server. When the game control method runs on the server, the method can be implemented and executed based on a cloud interaction system, where the cloud interaction system includes a server and a client device.
[0025] In an optional implementation, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the game control method are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device 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 cloud game server in the cloud is used for information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.
[0026] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. 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 a display screen of the terminal, or provided to the player through a holographic projection. For example, 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, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.
[0027] In a possible implementation, an embodiment of the present invention provides a method for controlling a game, providing a graphical user interface through a terminal device, wherein the terminal device may be the local terminal device mentioned above, or may be a client device in the cloud interaction system mentioned above. The graphical user interface displays a scene image of at least a portion of a virtual scene captured by a virtual camera, wherein the virtual scene includes a controlled character and a target character.
[0028] The controlled character may be controlled by the above-mentioned terminal device or by other devices; that is, the terminal device that displays the scene image may be the same device as the device that controls the controlled character or may be a different device.
[0029] The target character may be a character controlled by a player or a character not controlled by a player; when the target character is a character controlled by a player, a device controlling the target character is usually different from a device controlling the controlled character.
[0030] like Figure 1 As shown, the game control method includes the following steps:
[0031] Step S102: Associate the virtual camera with the position of the controlled character in the virtual scene to control the movement of the virtual camera according to the position change of the controlled character.
[0032] After the virtual camera is associated with the position of the controlled character in the virtual scene, when the controlled character moves in the virtual scene, the virtual camera follows the controlled character to move. The virtual camera maintains a specified relative position with the controlled character. For example, when the scene is shot from a third-person perspective, the virtual camera is located above and behind the controlled character, maintaining a certain distance from the controlled character, and the scene includes the entire controlled character or the upper body of the controlled character. Another example is that when the scene is shot from a first-person perspective, the virtual camera can be located near the shoulder or head of the controlled character. The scene does not include the controlled character, or in some shooting directions, the scene includes parts such as the arms and legs of the controlled character.
[0033] Step S104: In response to a trigger instruction for locking on a target character, control the virtual camera to lock on the target character to adjust the position and / or orientation of the virtual camera according to the position of the target character in the virtual scene.
[0034] This trigger instruction can be generated by the terminal device after the player performs an operation on the terminal device. For example, triggering a control provided by the graphical user interface, a mouse control, a keyboard, or a button on a remote control generates this trigger instruction. This trigger instruction can also be automatically generated by the game system. For example, conditions for generating this trigger instruction are preset, and when these conditions are met, this trigger instruction is generated. These conditions can be that the target character is in a combat state with the controlled character, the distance between the target character and the controlled character is less than a preset distance threshold, etc.
[0035] After the virtual camera locks on the target character, the position of the target character in the virtual scene can adjust the position or orientation of the virtual camera, or the position of the target character in the virtual scene can adjust both the position and the orientation of the virtual camera.
[0036] For example, when the target character moves in the virtual scene, the virtual camera follows the target character to move, so that the target character is always located in the scene captured by the virtual camera, or the target character is always located in a specified area of the scene captured by the virtual camera.
[0037] Another example is that the position of the virtual camera is determined according to the position of the aforementioned controlled character in the virtual scene, and the orientation of the virtual camera changes according to the movement of the target character, so that the target character is always located in the scene captured by the virtual camera, or the target character is always located in a specified area of the scene captured by the virtual camera.
[0038] For another example, the position of the virtual camera is jointly affected by the positions of the controlled character and the target character in the virtual scene; first, since the virtual camera is associated with the position of the controlled character in the virtual scene, the movable range of the virtual camera can be determined in the virtual scene according to the position of the controlled character in the virtual scene; then, according to the position of the target character in the virtual scene, the virtual camera is controlled to move within the movable range.
[0039] For another example, the orientation of the virtual camera is jointly affected by the orientation of the controlled character and the position of the target character in the virtual scene; first, since the virtual camera is associated with the position of the controlled character in the virtual scene, the rotatable angle range of the virtual camera can be determined according to the orientation of the controlled character; then, according to the position of the target character in the virtual scene, the virtual camera is controlled to adjust its orientation within the rotatable angle range.
[0040] It should be noted that when the virtual camera is controlled to lock onto the target character, the association between the virtual camera and the controlled character is simultaneously released, that is, the movement of the virtual camera is no longer controlled according to the position change of the controlled character.
[0041] Step S106, when the virtual camera is locked on the target character, in response to the movement of the target character satisfying the first preset condition or the target character performing a designated attack action, controlling the virtual camera to unlock the target character.
[0042] When the virtual camera locks onto the target character, the game system can monitor the movement status or actions performed by the target character. When the target character moves rapidly or performs a more violent attack, the game system automatically controls the virtual camera to unlock the target character. After unlocking the target character, the position and orientation of the virtual camera are no longer affected by the position of the target character. It should be noted that when the virtual camera unlocks the target character, the association relationship between the virtual camera and the controlled character is re-established at the same time. The position of the virtual camera changes based on the change in the position of the controlled character, thereby avoiding the scene captured by the virtual camera from changing rapidly due to the target character, such as rapid movement, repeated shaking, etc.
[0043] The aforementioned first preset condition may include a condition determined based on the moving direction and moving speed of the target character, for example, the moving direction is a specified direction, the moving speed is greater than a preset speed threshold, etc. The aforementioned specified attack action may be preset, for example, a sweep attack, a water spray attack, a fire spray attack, etc., or may refer to any attack action, that is, as long as the target character initiates an attack, the target character may be unlocked.
[0044] The above method for game control provides a graphical user interface through a terminal device. The graphical user interface displays a scene image of at least a part of a virtual scene captured by a virtual camera. The virtual scene includes a controlled character and a target character. The position of the virtual camera in the virtual scene is associated with the position of the controlled character to control the movement of the virtual camera according to the change in the position of the controlled character. In response to a trigger instruction for locking the target character, the virtual camera is controlled to lock the target character to adjust the position and / or orientation of the virtual camera according to the position of the target character in the virtual scene. In the state where the virtual camera locks the target character, in response to the movement of the target character satisfying a first preset condition or the target character performing a specified attack action, the virtual camera is controlled to unlock the target character.
[0045] In the above manner, when it is necessary to lock the target character, the target character can be locked, so that the virtual camera can track the target character. The player does not need to manually adjust the field of view, and only needs to focus on the operations related to the battle. And when the movement of the target character satisfies the preset condition or performs the specified attack action, the virtual camera unlocks the target character, and the position and orientation of the virtual camera are no longer affected by the target character. Therefore, when the target character makes a large or rapid movement, or performs a relatively violent attack action, it is possible to prevent the scene image captured by the virtual camera from changing rapidly due to the target character, making the scene image relatively stable, improving the visual experience of the game screen, and also enabling flexible control of the controlled character during the unlocking period.
[0046] In a specific implementation manner, the above first preset condition includes at least one of the following: the target character moves in a specified direction; the moving speed of the target character is greater than a preset speed threshold; the target character moves outside a first specified area, and the first specified area is an area determined based on the center of the scene image or the current scene image; the distance between the target character and the controlled character after the target character moves is greater than a first preset distance.
[0047] In the above first preset condition, when the target character moves in a specified direction, the specified direction can be set in advance. For example, moving in the vertical direction, moving eastward, etc. Or a direction range can be set in advance. When the moving direction of the target character is within this direction range, it can be determined that the target character moves in the specified direction.
[0048] In one example, the specified direction is the vertical direction, or a direction component including the vertical direction, that is, the specified direction is diagonally upward or diagonally downward, etc. For some game scenes, the player expects the scene image captured by the virtual camera to move horizontally and not move or only move slightly in the vertical direction. Based on this requirement, the specified direction can be set to the vertical direction, or a direction including the vertical direction component.
[0049] In the above first preset condition, the moving speed of the target character is greater than a preset speed threshold; this preset speed threshold can be 5 meters per second, 10 meters per second, etc.; it can be set such that the moving speed of the target character in any direction is greater than the preset speed threshold to meet the first preset condition; or, the two conditions that the target character performs a specified-direction movement and the moving speed of the target character is greater than the preset speed threshold can be set to an "and" relationship, that is, the target character performs a specified-direction movement and the moving speed of the target character in the specified direction is greater than the preset speed threshold to meet the first preset condition.
[0050] In one example, when the target character moves rapidly in the vertical direction, such as rapidly upward or rapidly downward, when the virtual camera locks onto the target character, the virtual camera will produce a large change in the pitch angle, and the scene image captured by the virtual camera will cause a sense of dizziness; by releasing the binding of the virtual camera to the target character, the change in the pitch angle of the virtual camera is reduced, making the scene image remain stable and avoiding the sense of dizziness.
[0051] The above first specified area can be a partial image area in the scene image or the entire area of the scene image. When the first specified area is a partial image area in the scene image, the first specified area is determined based on the center of the scene image; for example, the first specified area is a circle, a square, etc. centered on the center of the scene image; the first specified area is an area with a preset size and a preset shape, for example, a circle with a radius of 5 centimeters, a rectangle with a side length of 5 centimeters, etc.
[0052] For another example, the first specified area has a specified positional relationship with the center of the scene image. For example, the first specified area is located above the center of the scene image, and the center of the scene image is located at the bottom edge of the area of the first specified area.
[0053] The above first specified area can also be located in the virtual scene. In actual implementation, the scene position corresponding to the center of the scene image can be determined, and the first specified area is determined based on this scene position. For example, the middle of the area of the first specified area is this scene position, and the first specified area is an area with a preset size and a preset shape, for example, a circle with a radius of 5 meters, a rectangle with a side length of 5 meters, etc.
[0054] In another way, based on the center of the scene image, a central area is determined in the scene image. This central area can be understood as the visual central area of the player. The central area can have a preset size and a preset shape, for example, a circle with a radius of 3 centimeters, a rectangle with a side length of 3 centimeters, etc. The scene area corresponding to this central area is the above first specified area.
[0055] The first designated area is usually an area that the player pays more attention to. When the target character leaves the first designated area, it can be understood that the target character has left the player's visual center and the target character is no longer of interest to the player. At this time, the virtual camera is controlled to unlock the target character.
[0056] The above-mentioned first preset distance can be pre-set, for example, 10 meters, 5 meters, etc.; when the distance between the target character and the controlled character after moving is greater than the first preset distance, that is, the target character is far away from the controlled character, the target character is less threatening to the controlled character at a long distance, and the target character is no longer of concern to the player. At this time, the virtual camera is controlled to unlock the target character.
[0057] In the above method, multiple parameters such as moving direction, moving speed, area, character distance, etc. are used to determine whether the movement of the target character meets the preset conditions for unlocking, thereby avoiding adverse effects on the scene screen when the movement of the target character meets the preset conditions, further improving the stability of the scene screen, and improving the visual experience of the game screen.
[0058] In one embodiment, the trigger instruction for locking the target character is generated based on at least one of the following: the target character enters a combat state with the controlled character; a locking operation for the target character is received; the target character enters a designated area; the distance between the target character and the controlled character is less than a second preset distance. The designated area mentioned here can be an area determined based on the center of the scene screen, or can be any other designated area, such as a horizontal plane area.
[0059] For example, the controlled character enters a copy game or game stage related to the target character, and in the copy game or game stage, the game goal of the controlled character is to fight with the target character. In this case, when the controlled character enters the copy game or game stage related to the target character, it can be determined that the target character enters a combat state with the controlled character. Alternatively, the controlled character actively attacks the target character, or the target character actively attacks the controlled character, which can also determine that the target character enters a combat state with the controlled character.
[0060] The above locking operation can be responded by the terminal device controlling the controlled character, and the locking operation can be triggered by a control provided by a graphical user interface, a mouse control, a keyboard or a remote control button, etc. In one example, the locking operation is clicking the middle button of the mouse. When the mouse mark points to the target character, the middle button of the mouse is clicked, and the target character is locked.
[0061] After the above-mentioned target character enters the specified area, the foregoing trigger instruction can also be generated. The specified area can be the visual center area of the player, that is, based on the center of the scene picture, a central area is determined in the scene picture. This central area can have a preset size and a preset shape. For example, a circle with a radius of 3 cm, a rectangle with a side length of 3 cm, etc. The scene area corresponding to this central area is the foregoing specified area.
[0062] The specified area can also be other areas in the virtual scene. For example, the area occupied by the specified scene model, such as the deck area, the land area, the sea level area, etc.
[0063] The foregoing second preset distance can be set in advance. For example, the second preset distance is 10 meters, 15 meters, etc. When the distance between the target character and the controlled character is less than the second preset distance, it can be understood that the distance between the target character and the controlled character is relatively close. The target character may be the character that the player focuses on, and there may be a battle between the target character and the controlled character. Therefore, when the distance between the target character and the controlled character is less than the second preset distance, the foregoing trigger instruction is generated to lock the target character.
[0064] In the above method, the target character can be automatically locked according to the combat state, the area where the target character is located, and the character distance, or the target character can be locked according to the player's operation, which improves the character locking efficiency and facilitates the player to perform subsequent operations related to the target character.
[0065] Further, after the above-mentioned virtual camera is controlled to lock the target character, the position and / or orientation of the virtual camera is adjusted to ensure that the target character is included in the scene picture captured by the virtual camera.
[0066] It is possible to only adjust the position of the virtual camera, or only adjust the orientation of the virtual camera, or both adjust the position of the virtual camera and adjust the orientation of the virtual camera. The purpose of adjusting the virtual camera is that the target character is always located in the scene picture. In actual implementation, the target character can be located at any position in the scene picture, and there is no limit to the size of the picture area occupied by the target character in the scene picture, nor is there any limit to whether the target character is completely displayed in the scene picture, as long as the target character is included in the scene picture.
[0067] In another method, the virtual camera can be adjusted to control the target character to be located in the specified area of the scene picture, such as the foregoing first specified area; and, control the picture area occupied by the target character in the scene picture to be larger than the preset area threshold. For example, the ratio of the picture area occupied in the scene picture to the foregoing specified area is greater than 70%, so that the target character is clearly displayed in the scene picture.
[0068] When the target character moves and performs actions in the virtual scene, the position and orientation of the virtual camera are adjusted in real time so that the target character is always located in the scene picture, thereby realizing the locking of the virtual camera on the target character.
[0069] In actual implementation, after controlling the virtual camera to unlock the target character, in response to the target character moving to a specified position, the position and / or orientation of the virtual camera are adjusted so that the target character is included in the scene picture captured by the adjusted virtual camera.
[0070] After the virtual camera unlocks the target character, the target character may perform large and rapid movements, violent attack actions, etc. When the target character finishes moving or the action is completed, it is usually located at the specified position. Therefore, the target character moving to the specified position can be understood as that the target character has completed large and rapid movements or violent attack actions and entered a relatively stable moving state. In this case, the virtual camera attempts to lock the target character again.
[0071] To lock the target character, first, the virtual camera needs to capture the target character, that is, by adjusting the position and orientation of the virtual camera so that the target character is included in the scene picture, or by adjusting the position and orientation of the virtual camera so that the target character is located in the specified picture area of the scene picture, such as the center area of the picture; in this process, only the position of the virtual camera can be adjusted, or only the orientation of the virtual camera can be adjusted, or both the position and the orientation of the virtual camera can be adjusted.
[0072] After the target character is included in the scene picture, control the virtual camera to lock the target character to adjust the position and / or orientation of the virtual camera according to the position of the target character in the virtual scene.
[0073] After the virtual camera locks the target character again, the position of the target character in the virtual scene can adjust the position, or the orientation, of the virtual camera, or the position of the target character in the virtual scene can adjust both the position and the orientation of the virtual camera.
[0074] The position and orientation of the virtual camera can be affected only by the position of the target character in the virtual scene, or can be affected by multiple factors such as the position of the target character in the virtual scene, the position of the controlled character in the virtual scene, and the orientation of the controlled character.
[0075] As Figure 2 shown, when controlling the virtual camera to lock the target character, a locking identifier is displayed in the associated area of the target character. The associated area can be the top or bottom of the target character, or the display area of the specified character part in the target character, such as the head, chest, etc. Figure 2In the example, the associated area is the mouth of the target character, that is, the locking identifier overlaps and is displayed with at least a partial area of the mouth of the target character.
[0076] After the virtual camera locks the target character, when the target character moves in the virtual scene, the locking identifier moves along with the target character, and the locking identifier is always displayed in the associated area of the target character. The relative position between the locking identifier and the associated area is fixed. For example, the locking identifier is always displayed at the center of the associated area; or, the locking identifier can move within the associated area, but the locking identifier is always located within the associated area. For example, Figure 2 in it, the associated area is the mouth area of the target character, and the mouth area is an area close to a triangle, and the locking identifier can move within a small range in this associated area.
[0077] In addition, by adjusting the position and orientation of the virtual camera, the locking identifier can be controlled to be displayed at a specified position or in a specified area of the scene screen. For example, the locking identifier is always displayed at a specified position on the scene screen, such as the center position; or, the locking identifier is displayed in a specified area and can move within a small range in this specified area. The specified area can be an area within a certain range around the center of the scene screen.
[0078] In Figure 3 the example, when the target character moves quickly upward, first control the virtual camera to release the lock, and after the lock is released, the locking identifier is cancelled from display.
[0079] In one implementation, in a state where the virtual camera does not lock the target character, in response to a movement operation on the controlled character, the controlled character is controlled to move based on the operation direction of the movement operation.
[0080] This movement operation can be responded to by the terminal device that controls the controlled character. This movement operation can be a sliding operation on the movement joystick, a triggering operation on the movement control in the keyboard, etc. The operation direction of this movement operation indicates the movement direction of the controlled character. For example, when sliding the movement joystick to the right, the movement direction is to the right; another example is that when clicking the A key on the keyboard, the movement direction is to move to the left.
[0081] In a state where the virtual camera does not lock the target character, the movement of the controlled character is not affected by the target character, that is, the controlled character is controlled to move based on the operation direction of the movement operation. For example, if the operation direction of the movement operation is to the right, the controlled character moves in a straight line to the right; another example is that if the operation direction of the movement operation is to the left, the controlled character moves in a straight line to the left.
[0082] In a state where the virtual camera locks the target character, in response to a movement operation on the controlled character, the controlled character is controlled to move around the target character.
[0083] When the virtual camera locks on the target character, the moving direction of the controlled character does not completely move in accordance with the operation direction of the movement operation. The moving direction of the controlled character is affected by the position of the target character. For example, when the operation direction of the movement operation is to the right, the controlled character moves to the right and moves around the target character. In this case, the controlled character moves in an arc to the right.
[0084] Based on the above, considering that the movement of the controlled character is affected by the target character when the virtual camera locks on the target character, if the target character attacks the controlled character, the probability of hitting the attack is relatively high when the controlled character moves around the target character. Therefore, when the target character attacks the controlled character, the virtual camera can automatically unlock the target character, so that the controlled character moves according to the movement operation. When the attack of the target character ends, the virtual camera is controlled again to lock on the target character.
[0085] In a specific implementation manner, after controlling the virtual camera to unlock the target character, in response to the target character releasing a specified skill, the virtual camera is controlled to lock on the first virtual character, so as to adjust the position and / or orientation of the virtual camera according to the position of the first virtual character in the virtual scene, where the specified skill is used to generate the first virtual character in the virtual scene.
[0086] The specified skill can be to control the generation of the first virtual character in the virtual scene, and the first virtual character attacks the controlled character. In this case, the first virtual character is the character that the player focuses on. At this time, the virtual camera locks on the first virtual character.
[0087] After the virtual camera locks on the first virtual character, the position of the first virtual character in the virtual scene can adjust the position or orientation of the virtual camera, or the position of the first virtual character in the virtual scene can both adjust the position of the virtual camera and adjust the orientation of the virtual camera.
[0088] Combined Figure 3 and Figure 4 In the example, after unlocking the target character, the target character moves up quickly, and then, on the ground of the virtual scene, the first virtual character is generated. After the target character moves up quickly to a certain height, it starts to fall until it falls on the first virtual character. After the first virtual character is displayed in the scene picture, the virtual camera can be controlled to lock on the first virtual character, and the first virtual character is associated with a lock icon.
[0089] Furthermore, in response to the movement of the first virtual character satisfying the second preset condition or the first virtual character performing a specified attack action, the virtual camera is controlled to unlock the first virtual character.
[0090] After the virtual camera locks on the first virtual character, it can also be automatically unlocked. When the virtual camera locks on the first virtual character, the game system can monitor the movement state or actions performed by the first virtual character. When the first virtual character makes a large and rapid movement or performs a relatively violent attack action, the game system automatically controls the virtual camera to unlock the first virtual character. After unlocking the first virtual character, the position and orientation of the virtual camera are no longer affected by the position of the first virtual character, but only by the position of the controlled character, thus preventing the scene captured by the virtual camera from changing rapidly due to the first virtual character, such as rapid movement, repeated shaking, etc.
[0091] The aforementioned second preset condition may include the movement direction, movement speed, etc. of the first virtual character; for example, the movement direction is a specified direction, the movement speed is greater than a preset speed threshold, etc. The aforementioned specified attack action can be preset, for example, strafing attack, water spraying attack, fire spraying attack, etc.
[0092] As Figure 5 In the example of, the first virtual character performs an attack action of water spraying attack, and the virtual camera unlocks the first virtual character and cancels the display of the lock identifier.
[0093] Specifically, the above second preset condition includes at least one of the following: the first virtual character performs a movement in a specified direction; the movement speed of the first virtual character is greater than a preset speed threshold; the first virtual character moves outside the second specified area, and the second specified area is an area determined based on the center of the scene picture or the current scene picture; the distance between the first virtual character and the controlled character after movement is greater than a third preset distance.
[0094] In the above second preset condition, when the first virtual character performs a movement in a specified direction, the specified direction can be preset, for example, moving in the vertical direction, moving eastward, etc.; a direction range can also be preset, and when the movement direction of the first virtual character is within this direction range, it can be determined that the first virtual character performs a movement in the specified direction.
[0095] In one example, the specified direction is the vertical direction, or includes a direction component in the vertical direction, that is, the specified direction is diagonally upward or diagonally downward, etc. For some game scenes, players expect the scene picture captured by the virtual camera to move horizontally, with no movement or only a small amount of movement in the vertical direction. Based on this requirement, the specified direction can be set to the vertical direction, or a direction including a direction component in the vertical direction.
[0096] In the above second preset condition, the moving speed of the first virtual character is greater than a preset speed threshold; this preset speed threshold can be 5 meters per second, 10 meters per second, etc.; it can be set such that the moving speed of the first virtual character in any direction is greater than the preset speed threshold to meet the second preset condition; alternatively, the two conditions that the first virtual character performs a movement in a specified direction and the moving speed of the first virtual character is greater than the preset speed threshold can be set to an "and" relationship, that is, the first virtual character performs a movement in a specified direction and the moving speed of the first virtual character in the specified direction is greater than the preset speed threshold to meet the second preset condition.
[0097] The above second specified area can be a partial screen area in the scene screen or the entire scene screen area. When the second specified area is a partial screen area in the scene screen, the second specified area is determined based on the center of the scene screen; for example, the second specified area is a circle, a square, etc. centered on the center of the scene screen; the second specified area is an area with a preset size and a preset shape, for example, a circle with a radius of 5 centimeters, a rectangle with a side length of 5 centimeters, etc.
[0098] For another example, the second specified area has a specified positional relationship with the center of the scene screen, such as the second specified area is located above the center of the scene screen, and the center of the scene screen is located at the bottom edge of the area of the second specified area.
[0099] The above second specified area can be located in the virtual scene. In actual implementation, the scene position corresponding to the center of the scene screen can be determined, and the second specified area is determined based on this scene position. For example, the middle of the area of the second specified area is this scene position, and the second specified area is an area with a preset size and a preset shape, for example, a circle with a radius of 5 meters, a rectangle with a side length of 5 meters, etc.
[0100] In another way, based on the center of the scene screen, a central area is determined in the scene screen. This central area can be understood as the visual central area of the player. The central area can have a preset size and a preset shape, for example, a circle with a radius of 3 centimeters, a rectangle with a side length of 3 centimeters, etc. The scene area corresponding to this central area is the above-mentioned second specified area.
[0101] This second specified area is usually an area that the player pays more attention to. When the first virtual character leaves the second specified area, it can be understood that the first virtual character has left the visual center of the player, and the first virtual character is no longer concerned by the player. At this time, the virtual camera is controlled to release the lock on the first virtual character.
[0102] The above-mentioned third preset distance can be pre-set, for example, 10 meters, 5 meters, etc.; when the distance between the first virtual character and the controlled character after moving is greater than the third preset distance, that is, the first virtual character is far away from the controlled character, the first virtual character poses less threat to the controlled character at a long distance, and the first virtual character is no longer of concern to the player. At this time, the virtual camera is controlled to unlock the first virtual character.
[0103] In the above method, multiple parameters such as moving direction, moving speed, area, character distance, etc. are used to determine whether the movement of the first virtual character meets the preset conditions for unlocking, thereby avoiding adverse effects on the scene screen when the movement of the first virtual character meets the preset conditions, further improving the stability of the scene screen, and improving the visual experience of the game screen.
[0104] Corresponding to the above method embodiment, see Figure 6 A game control device is shown, which provides a graphical user interface through a terminal device, and the graphical user interface displays a scene image of at least a part of a virtual scene captured by a virtual camera, and the virtual scene includes a controlled character and a target character; the device includes:
[0105] A camera association module 60, used to associate the virtual camera with the position of the controlled character in the virtual scene, so as to control the movement of the virtual camera according to the position change of the controlled character;
[0106] A locking module 62, for controlling the virtual camera to lock the target character in response to a trigger instruction for locking the target character, so as to adjust the position and / or orientation of the virtual camera according to the position of the target character in the virtual scene;
[0107] The unlocking module 64 is used to control the virtual camera to unlock the target character in response to the target character's movement satisfying a first preset condition or the target character performing a designated attack action when the virtual camera is locked on the target character.
[0108] The above-mentioned game control device provides a graphical user interface through a terminal device, and the graphical user interface displays a scene image of at least a part of a virtual scene captured by a virtual camera, wherein the virtual scene includes a controlled character and a target character; the virtual camera is associated with the position of the controlled character in the virtual scene to control the movement of the virtual camera according to the position change of the controlled character; in response to a trigger instruction for locking the target character, the virtual camera is controlled to lock the target character to adjust the position and / or orientation of the virtual camera according to the position of the target character in the virtual scene; when the virtual camera is locked on the target character, in response to the movement of the target character satisfying a first preset condition or the target character performing a specified attack action, the virtual camera is controlled to unlock the target character.
[0109] In the above method, when it is necessary to lock the target character, the target character can be locked, so that the virtual camera can track the target character. The player does not need to manually adjust the field of view, and only needs to focus on the operations related to the battle. And when the movement of the target character meets the preset conditions or executes a specified attack action, the virtual camera unlocks from the target character, and the position and orientation of the virtual camera are no longer affected by the target character; therefore, when the target character makes a large or rapid movement, or executes a relatively violent attack action, it is possible to avoid the scene image captured by the virtual camera from changing rapidly due to the target character, so that the scene image remains relatively stable, improving the visual experience of the game screen, and it is also possible to achieve flexible control of the controlled character during the unlocking period.
[0110] The above first preset condition includes at least one of the following: the target character executes a movement in a specified direction; the movement speed of the target character is greater than a preset speed threshold; the target character moves outside a first specified area, and the first specified area is an area determined based on the center of the scene image or the current scene image; the distance between the target character and the controlled character after the target character moves is greater than a first preset distance.
[0111] The above device further includes an instruction generation module, which is used to generate a trigger instruction for locking the target character based on at least one of the following: the target character enters a battle state with the controlled character; a locking operation for the target character is received; the target character enters a specified area; the distance between the target character and the controlled character is less than a second preset distance.
[0112] The above device further includes a first adjustment module, which is used to: adjust the position and / or orientation of the virtual camera to ensure that the target character is included in the scene image captured by the virtual camera.
[0113] The above device further includes a second adjustment module, which is used to: in response to the target character moving to a specified position, adjust the position and / or orientation of the virtual camera so that the target character is included in the scene image captured by the adjusted virtual camera.
[0114] The above device further includes a second locking module, which is used to: control the virtual camera to lock the target character to adjust the position and / or orientation of the virtual camera according to the position of the target character in the virtual scene.
[0115] The above device further includes a first movement module, which is used to: in the state where the virtual camera locks the target character, in response to a movement operation for the controlled character, control the controlled character to move around the target character.
[0116] The above device further includes a second movement module, which is used to: in the state where the virtual camera does not lock the target character, in response to a movement operation for the controlled character, control the controlled character to move based on the operation direction of the movement operation.
[0117] The above-mentioned locking module is used for: displaying a locking identifier in the associated area of the target character.
[0118] The above-mentioned device further includes a skill locking module, which is used for: in response to the target character releasing a specified skill, controlling the virtual camera to lock the first virtual character, so as to adjust the position and / or orientation of the virtual camera according to the position of the first virtual character in the virtual scene, where the specified skill is used to generate the first virtual character in the virtual scene.
[0119] The above-mentioned device further includes an unlocking module, which is used for: in response to the movement of the first virtual character meeting the second preset condition or the first virtual character performing a specified attack action, controlling the virtual camera to unlock the first virtual character.
[0120] The above-mentioned second preset condition includes at least one of the following: the first virtual character moves in a specified direction; the movement speed of the first virtual character is greater than a preset speed threshold; the first virtual character moves outside the second specified area, and the second specified area is an area determined based on the center of the scene picture or the current scene picture; the distance between the first virtual character and the controlled character after moving is greater than a third preset distance.
[0121] This embodiment further provides an electronic device, including a processor and a memory, where the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the above-mentioned game control method. The electronic device can be a server or a terminal device.
[0122] See Figure 7 As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores computer-executable instructions that can be executed by the processor 100, and the processor 100 executes the computer-executable instructions to implement the above-mentioned game control method.
[0123] Furthermore, Figure 7 The shown electronic device further includes a bus 102 and a communication interface 103, and the processor 100, the communication interface 103, and the memory 101 are connected through the bus 102.
[0124] Among them, the memory 101 may include high-speed random access memory (RAM), and may also include non-volatile memory, such as at least one disk memory. The communication connection between the system network element and at least one other network element is realized through at least one communication interface 103 (which can be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. can be used. The bus 102 can be an ISA bus, a PCI bus, an EISA bus, etc. The bus can be divided into an address bus, a data bus, a control bus, etc. For the sake of representation, Figure 7 only a bidirectional arrow is used in the figure, but it does not mean that there is only one bus or one type of bus.
[0125] The processor 100 may be an integrated circuit chip with signal processing capabilities. In the implementation process, the steps of the above method can be completed by the integrated logic circuit in the hardware of the processor 100 or instructions in software form. The above-mentioned processor 100 can be a general-purpose processor, including a central processing unit (CPU for short), a network processor (NP for short), etc.; it can also be a digital signal processor (DSP for short), an application specific integrated circuit (ASIC for short), a field programmable gate array (FPGA for short) or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components. It can implement or execute the various methods, steps and logic block diagrams disclosed in the embodiments of the present invention. The general-purpose processor can be a microprocessor or the processor can also be any conventional processor, etc. The steps of the method disclosed in combination with the embodiments of the present invention can be directly embodied as being executed and completed by a hardware decoding processor, or executed and completed by a combination of hardware and software modules in the decoding processor. The software module can be located in a mature storage medium in the art such as random access memory, flash memory, read-only memory, programmable read-only memory or electrically erasable programmable memory, register, etc. This storage medium is located in the memory 101, and the processor 100 reads the information in the memory 101 and combines its hardware to complete the steps of the method in the foregoing embodiments.
[0126] The processor in the above electronic device, by executing computer-executable instructions, can implement the following operations in the above game control method:
[0127] A method for game control, which provides a graphical user interface through a terminal device. The graphical user interface displays a scene image of at least a part of a virtual scene captured by a virtual camera. The virtual scene includes a controlled character and a target character. The position of the virtual camera in the virtual scene is associated with the position of the controlled character, so as to control the movement of the virtual camera according to the position change of the controlled character. In response to a trigger instruction for locking the target character, the virtual camera is controlled to lock the target character, so as to adjust the position and / or orientation of the virtual camera according to the position of the target character in the virtual scene. In the state where the virtual camera locks the target character, in response to the movement of the target character satisfying a first preset condition or the target character performing a specified attack action, the virtual camera is controlled to unlock the target character.
[0128] The first preset condition includes at least one of the following: the target character moves in a specified direction; the moving speed of the target character is greater than a preset speed threshold; the target character moves outside a first specified area, and the first specified area is an area determined based on the center of the scene image or the current scene image; the distance between the target character and the controlled character after the target character moves is greater than a first preset distance.
[0129] The trigger instruction for locking the target character is generated based on at least one of the following: the target character enters a combat state with the controlled character; a locking operation for the target character is received; the target character enters a specified area; the distance between the target character and the controlled character is less than a second preset distance.
[0130] Adjust the position and / or orientation of the virtual camera to ensure that the target character is included in the scene image captured by the virtual camera.
[0131] In response to the target character moving to a specified position, adjust the position and / or orientation of the virtual camera so that the target character is included in the scene image captured by the adjusted virtual camera.
[0132] Control the virtual camera to lock the target character to adjust the position and / or orientation of the virtual camera according to the position of the target character in the virtual scene.
[0133] In the state where the virtual camera locks the target character, in response to a movement operation for the controlled character, control the controlled character to move around the target character.
[0134] In the state where the virtual camera does not lock the target character, in response to a movement operation for the controlled character, control the controlled character to move based on the operation direction of the movement operation.
[0135] Display a locking identifier in the associated area of the target character.
[0136] In response to the target character releasing a specified skill, control the virtual camera to lock on to the first virtual character, so as to adjust the position and / or orientation of the virtual camera according to the position of the first virtual character in the virtual scene, where the specified skill is used to generate the first virtual character in the virtual scene.
[0137] In response to the movement of the first virtual character meeting a second preset condition or the first virtual character performing a specified attack action, control the virtual camera to unlock the first virtual character.
[0138] The second preset condition includes at least one of the following: the first virtual character moves in a specified direction; the movement speed of the first virtual character is greater than a preset speed threshold; the first virtual character moves outside a second specified area, and the second specified area is an area determined based on the center of the scene picture or the current scene picture; the distance between the first virtual character and the controlled character after movement is greater than a third preset distance.
[0139] In the above manner, when it is necessary to lock on to the target character, the target character can be locked, so that the virtual camera can track the target character. The player does not need to manually adjust the field of view, and the player only needs to focus on the operations related to the battle. And when the movement of the target character meets the preset condition or performs a specified attack action, the virtual camera unlocks the target character, and the position and orientation of the virtual camera are no longer affected by the target character; therefore, when the target character makes a large or rapid movement, or performs a relatively violent attack action, it can be avoided that the scene picture captured by the virtual camera changes rapidly due to the target character, making the scene picture remain relatively stable, improving the visual experience of the game picture, and also enabling flexible control of the controlled character during the unlocking period.
[0140] This embodiment also provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions cause the processor to implement the above method for game control.
[0141] The computer-executable instructions stored in the above computer-readable storage medium can, by executing the computer-executable instructions, implement the following operations in the above method for game control:
[0142] A method for game control, which provides a graphical user interface through a terminal device. The graphical user interface displays a scene image of at least a part of a virtual scene captured by a virtual camera. The virtual scene includes a controlled character and a target character. The position of the virtual camera in the virtual scene is associated with the position of the controlled character, so as to control the movement of the virtual camera according to the position change of the controlled character. In response to a trigger instruction for locking the target character, the virtual camera is controlled to lock the target character, so as to adjust the position and / or orientation of the virtual camera according to the position of the target character in the virtual scene. In the state where the virtual camera locks the target character, in response to the movement of the target character satisfying a first preset condition or the target character performing a specified attack action, the virtual camera is controlled to unlock the target character.
[0143] The first preset condition includes at least one of the following: the target character moves in a specified direction; the moving speed of the target character is greater than a preset speed threshold; the target character moves outside a first specified area, and the first specified area is an area determined based on the center of the scene image or the current scene image; the distance between the target character and the controlled character after the target character moves is greater than a first preset distance.
[0144] The trigger instruction for locking the target character is generated based on at least one of the following: the target character enters a combat state with the controlled character; a locking operation for the target character is received; the target character enters a specified area; the distance between the target character and the controlled character is less than a second preset distance.
[0145] Adjust the position and / or orientation of the virtual camera to ensure that the target character is included in the scene image captured by the virtual camera.
[0146] In response to the target character moving to a specified position, adjust the position and / or orientation of the virtual camera so that the target character is included in the scene image captured by the adjusted virtual camera.
[0147] Control the virtual camera to lock the target character to adjust the position and / or orientation of the virtual camera according to the position of the target character in the virtual scene.
[0148] In the state where the virtual camera locks the target character, in response to a movement operation for the controlled character, control the controlled character to move around the target character.
[0149] In the state where the virtual camera does not lock the target character, in response to a movement operation for the controlled character, control the controlled character to move based on the operation direction of the movement operation.
[0150] Display a lock mark in the associated area of the target character.
[0151] In response to the target character releasing a specified skill, control the virtual camera to lock on to the first virtual character, so as to adjust the position and / or orientation of the virtual camera according to the position of the first virtual character in the virtual scene, where the specified skill is used to generate the first virtual character in the virtual scene.
[0152] In response to the movement of the first virtual character meeting a second preset condition or the first virtual character performing a specified attack action, control the virtual camera to unlock the first virtual character.
[0153] The second preset condition includes at least one of the following: the first virtual character moves in a specified direction; the moving speed of the first virtual character is greater than a preset speed threshold; the first virtual character moves outside a second specified area, where the second specified area is an area determined based on the center of the scene screen or is the current scene screen; the distance between the first virtual character and the controlled character after moving is greater than a third preset distance.
[0154] In the above manner, when it is necessary to lock on to the target character, the target character can be locked, so that the virtual camera can track the target character. The player does not need to manually adjust the field of view, and only needs to focus on the operations related to the battle. And when the movement of the target character meets the preset condition or performs a specified attack action, the virtual camera unlocks the target character, and the position and orientation of the virtual camera are no longer affected by the target character; therefore, when the target character makes a large or rapid movement, or performs a relatively violent attack action, it can be avoided that the scene screen captured by the virtual camera changes rapidly due to the target character, making the scene screen remain relatively stable, improving the visual experience of the game screen, and also enabling flexible control of the controlled character during the unlocking period.
[0155] The computer program product of the method, device, and electronic device for game control provided by the embodiments of the present invention includes a computer-readable storage medium storing program code, and the instructions included in the program code can be used to execute the method described in the foregoing method embodiments. For specific implementation, reference can be made to the method embodiments, which will not be elaborated here.
[0156] Those skilled in the art can clearly understand that for the convenience and brevity of description, the specific working processes of the systems and devices described above can refer to the corresponding processes in the foregoing method embodiments, which will not be elaborated here.
[0157] In addition, in the description of the embodiments of the present invention, unless otherwise clearly defined and limited, the terms "installation", "connection", and "coupling" should be understood in a broad sense. For example, it may be a fixed connection, a detachable connection, or an integral connection; it may be a mechanical connection or an electrical connection; it may be a direct connection or an indirect connection through an intermediate medium, and it may be the communication inside two components. For those skilled in the art, the specific meanings of the above terms in the present invention can be understood according to specific situations.
[0158] If the above-mentioned functions are implemented in the form of software function units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on such an understanding, the technical solution of the present invention, in essence, or the part that contributes to the prior art, or a 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 and includes several instructions for causing a computer device (which may be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the methods described in the embodiments of the present invention. The foregoing storage medium includes: various media such as USB flash drives, mobile hard disks, read-only memories (ROMs), random access memories (RAMs), magnetic disks, or optical discs that can store program codes.
[0159] In the description of the present invention, it should be noted that the orientation or positional relationship indicated by the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc. is based on the orientation or positional relationship shown in the drawings. It is only for the convenience of describing the present invention and simplifying the description, rather than indicating or implying that the device or element referred to must have a specific orientation, be constructed and operated in a specific orientation. Therefore, it should not be construed as a limitation of the present invention. In addition, the terms "first", "second", and "third" are only used for descriptive purposes and cannot be understood as indicating or implying relative importance.
[0160] Finally, it should be noted that the above embodiments are only specific embodiments of the present invention, used to illustrate the technical solutions of the present invention, rather than limiting them. The protection scope of the present invention is not limited thereto. Although the present invention has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that: any person skilled in the art within the technical scope disclosed by the present invention can still modify the technical solutions described in the foregoing embodiments, or can easily think of changes, or perform equivalent replacements for some of the technical features; and these modifications, changes, or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should all be covered by the protection scope of the present invention. Therefore, the protection scope of the present invention should be subject to the protection scope of the claims.
Claims
1. A method for game control, characterized in that, Providing a graphical user interface through a terminal device, the graphical user interface displaying a scene picture of at least a part of a virtual scene captured by a virtual camera, the virtual scene including a controlled character and a target character; the method includes: Associating the virtual camera with the position of the controlled character in the virtual scene to control the movement of the virtual camera according to the position change of the controlled character; In response to a trigger instruction for locking the target character, controlling the virtual camera to lock the target character to adjust the position and / or orientation of the virtual camera according to the position of the target character in the virtual scene; In a state where the virtual camera locks the target character, in response to the movement of the target character satisfying a first preset condition or the target character performing a specified attack action, controlling the virtual camera to unlock the target character.
2. The method according to claim 1, characterized in that, The first preset condition includes at least one of the following: The target character moves in a specified direction; The moving speed of the target character is greater than a preset speed threshold; The target character moves outside a first specified area, and the first specified area is an area determined based on the center of the scene picture or the current scene picture; The distance between the target character and the controlled character after the target character moves is greater than a first preset distance.
3. The method according to claim 1, characterized in that, The trigger instruction for locking the target character is generated based on at least one of the following: The target character enters a combat state with the controlled character; Receiving a locking operation for the target character; The target character enters a specified area; The distance between the target character and the controlled character is less than a second preset distance.
4. The method according to claim 1, characterized in that, After controlling the virtual camera to lock the target character, the method further includes: Adjusting the position and / or orientation of the virtual camera to ensure that the scene picture captured by the virtual camera includes the target character.
5. The method according to claim 1, wherein After controlling the virtual camera to unlock the target character in response to the movement of the target character satisfying a preset condition or the target character performing a specified attack action, the method further includes: In response to the target character moving to a specified position, adjusting the position and / or orientation of the virtual camera so that the scene picture captured by the adjusted virtual camera includes the target character.
6. The method according to claim 5, wherein After adjusting the position and / or orientation of the virtual camera so that the scene picture captured by the adjusted virtual camera includes the target character, the method further includes: Controlling the virtual camera to lock the target character to adjust the position and / or orientation of the virtual camera according to the position of the target character in the virtual scene.
7. The method according to claim 1, characterized in that, The method further includes: In a state where the virtual camera locks the target character, in response to a movement operation for the controlled character, controlling the controlled character to move around the target character.
8. The method according to claim 1, characterized in that, The method further includes: In a state where the virtual camera does not lock the target character, in response to a movement operation for the controlled character, controlling the controlled character to move based on the operation direction of the movement operation.
9. The method according to claim 1, wherein When controlling the virtual camera to lock the target character, the method further includes: Display a lock identifier in the associated area of the target character.
10. The method according to claim 1, wherein After the virtual camera is controlled to unlock the target character, the method further includes: In response to the target character releasing a specified skill, control the virtual camera to lock a first virtual character, so as to adjust the position and / or orientation of the virtual camera according to the position of the first virtual character in the virtual scene, where the specified skill is used to generate the first virtual character in the virtual scene.
11. The method according to claim 10, characterized in that, The method further includes: In response to the movement of the first virtual character meeting a second preset condition or the first virtual character performing a specified attack action, control the virtual camera to unlock the first virtual character.
12. The method according to claim 11, wherein The second preset condition includes at least one of the following: The first virtual character moves in a specified direction; The movement speed of the first virtual character is greater than a preset speed threshold; The first virtual character moves outside a second specified area, and the second specified area is an area determined based on the center of the scene screen or the current scene screen; The distance between the first virtual character and the controlled character after the first virtual character moves is greater than a third preset distance.
13. A game control device, characterized in that, Provide a graphical user interface through a terminal device, where the graphical user interface displays a scene screen of at least part of the virtual scene captured by the virtual camera, and the virtual scene includes a controlled character and a target character; the device includes: A camera association module, configured to associate the virtual camera with the position of the controlled character in the virtual scene, so as to control the movement of the virtual camera according to the position change of the controlled character; A locking module, configured to control the virtual camera to lock the target character in response to a trigger instruction for locking the target character, so as to adjust the position and / or orientation of the virtual camera according to the position of the target character in the virtual scene; An unlocking module, configured to control the virtual camera to unlock the target character in a state where the virtual camera locks the target character, in response to the movement of the target character meeting a first preset condition or the target character performing a specified attack action.
14. An electronic device, characterized in that, It includes a processor and a memory, the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the game control method according to any one of claims 1-12.
15. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer-executable instructions, and when the computer-executable instructions are called and executed by the processor, the computer-executable instructions cause the processor to implement the game control method according to any one of claims 1-12.