Game view switching method, mobile terminal and computer readable storage medium

By detecting enemy characters in mobile games and determining the position of the rectangular viewfinder based on movement commands and angles, the game viewpoint can be automatically switched, solving the problem of inconvenient viewpoint switching in mobile games and improving the gaming experience.

CN112619141BActive Publication Date: 2026-01-23NUBIA TECHNOLOGY CO LTD
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Patent Information

Application Number
CN202011536573.8
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2020-12-23
Publication Date
2026-01-23
Estimated Expiration
2040-12-23

AI Technical Summary

Technical Problem

In existing technologies, the perspective switching operation in mobile terminal games is inconvenient and inefficient, which leads to increased player fatigue and a decline in the gaming experience.

Method used

By detecting whether there are enemy characters around the main character, the position of the rectangular viewfinder is determined according to the angle between the movement command and the preset direction, and the game screen in the rectangular viewfinder is displayed, automatically completing the game perspective switching.

Benefits of technology

It reduces the difficulty of the game, improves the user's gaming experience, enables automatic switching of the game perspective, and reduces operational fatigue.

✦ Generated by Eureka AI based on patent content.

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Abstract

The application discloses a game view switching method, a mobile terminal and a computer readable storage medium. The game view switching method comprises the following steps: detecting whether there is an enemy character being less than a preset distance from a main character; if there is an enemy character, determining a moving direction according to a received moving instruction; determining the position of a rectangular viewfinder according to the included angle between the moving direction and a preset direction; and displaying a game picture in the rectangular viewfinder. According to the application, the position of the rectangular viewfinder can be automatically set according to the moving direction of the main character, so that the game view switching is automatically completed, the game difficulty is reduced, and the game experience of the user is improved.
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Description

Technical Field

[0001] This invention relates to the field of game technology, and in particular to a game perspective switching method, a mobile terminal, and a computer-readable storage medium. Background Technology

[0002] With the development of mobile communication technology, more and more mobile games have emerged. Due to limitations in hardware and interaction methods, most of the control methods used in traditional PC games cannot be ported to mobile games. This makes the control methods for switching game perspectives in mobile games very different from those in traditional PC games. Current technology for switching game perspectives in mobile games typically relies on responding to continuous swiping actions on the screen. However, swiping is inefficient and can easily lead to player fatigue, resulting in a decreased gaming experience. Summary of the Invention

[0003] The main objective of this invention is to provide a method for switching game perspectives, a mobile terminal, and a computer-readable storage medium, aiming to solve the technical problem that switching game perspectives is inconvenient in the prior art.

[0004] To achieve the above objectives, the present invention provides a game perspective switching method, the game perspective switching method comprising:

[0005] Detect whether there are enemy characters that are less than a preset distance from the main character;

[0006] If there is an enemy character, the movement direction is determined according to the received movement command;

[0007] The position of the rectangular viewfinder is determined by the angle between the moving direction and the preset direction;

[0008] The game screen is displayed within the rectangular viewfinder.

[0009] Optionally, after the step of detecting whether there is an enemy character within a preset distance of the main character, the method further includes:

[0010] If there are multiple enemy characters, obtain the position of each enemy character;

[0011] The position of the rectangular viewfinder is set based on the positions of multiple enemy characters, so that the positions of multiple enemy characters are within the rectangular viewfinder.

[0012] Optionally, the step of determining the position of the rectangular viewfinder by the angle between the moving direction and the preset direction includes:

[0013] When the angle between the movement direction and the preset direction is within the first angle range, the position of the main character is used as the position of the lower left corner of the rectangular viewfinder.

[0014] Optionally, the step of determining the position of the rectangular viewfinder by the angle between the moving direction and the preset direction includes:

[0015] When the angle between the movement direction and the preset direction is within the second angle range, the position of the main character is used as the position of the lower right corner of the rectangular viewfinder.

[0016] Optionally, the step of determining the position of the rectangular viewfinder by the angle between the moving direction and the preset direction includes:

[0017] When the angle between the movement direction and the preset direction is within the third angle range, the position of the main character is used as the position of the upper right corner of the rectangular viewfinder.

[0018] Optionally, the step of determining the position of the rectangular viewfinder by the angle between the moving direction and the preset direction includes:

[0019] When the angle between the movement direction and the preset direction is within the fourth angle range, the position of the main character is used as the position of the upper left corner of the rectangular viewfinder.

[0020] Optionally, before the step of detecting whether there is an enemy character within a preset distance of the main character, the method further includes:

[0021] When a target operation is received on the touch keys, the game view intelligent switching function is activated.

[0022] Optionally, the touch keys follow the movement of the main character.

[0023] In addition, to achieve the above objectives, the present invention also provides a mobile terminal, the mobile terminal comprising: a memory, a processor, and a game perspective switching program stored in the memory and executable on the processor, wherein the game perspective switching program, when executed by the processor, implements the steps of the game perspective switching method as described above.

[0024] In addition, to achieve the above objectives, the present invention also provides a computer-readable storage medium storing a game perspective switching program, which, when executed by a processor, implements the steps of the game perspective switching method described above.

[0025] In this invention, the presence of an enemy character within a preset distance from the main character is detected. If an enemy character exists, a movement direction is determined based on received movement commands. The position of a rectangular viewfinder is determined by the angle between the movement direction and the preset direction. The game screen within the rectangular viewfinder is then displayed. This invention automatically sets the position of the rectangular viewfinder according to the main character's movement direction, thereby automatically switching the game perspective, reducing game difficulty, and improving the user's gaming experience. Attached Figure Description

[0026] Figure 1 A schematic diagram of the hardware structure of the mobile terminal for implementing the various embodiments of the present invention;

[0027] Figure 2 A communication network system architecture diagram provided for an embodiment of the present invention;

[0028] Figure 3 This is a flowchart illustrating an embodiment of the game perspective switching method of the present invention;

[0029] Figure 4 This is a schematic diagram of the movement button in one embodiment of the game perspective switching method of the present invention.

[0030] The realization of the objective, functional features and advantages of the present invention will be further explained in conjunction with the embodiments and with reference to the accompanying drawings. Detailed Implementation

[0031] It should be understood that the specific embodiments described herein are merely illustrative of the invention and are not intended to limit the invention.

[0032] In the following description, the use of suffixes such as "module," "part," or "unit" to denote elements is solely for the purpose of illustrative purposes and has no specific meaning in itself. Therefore, "module," "part," or "unit" may be used interchangeably.

[0033] In the embodiments of this invention, the game perspective switching method is applied to a mobile terminal, which can be implemented in various forms. For example, the mobile terminal involved in this invention may include mobile terminals such as mobile phones, tablet computers, laptops, handheld computers, and personal digital assistants (PDAs).

[0034] The following description will use a tablet computer as an example. Those skilled in the art will understand that, in addition to components specifically designed for mobile purposes, the construction according to embodiments of the present invention can also be applied to other types of mobile terminals.

[0035] Please see Figure 1 , Figure 1 To illustrate the hardware structure of the mobile terminal in various embodiments of the present invention, the terminal 100 may include: an RF (Radio Frequency) unit 101, a WiFi module 102, an audio output unit 103, an A / V (Audio / Video) input unit 104, a sensor 105, a display unit 106, a user input unit 107, an interface unit 108, a memory 109, a processor 110, and a power supply 111, etc. Those skilled in the art will understand that... Figure 1The terminal structure shown does not constitute a limitation on the mobile terminal. The mobile terminal may include more or fewer components than shown, or combine certain components, or have different component arrangements.

[0036] The following is combined Figure 1 A detailed introduction to each component of the mobile terminal:

[0037] The radio frequency unit 101 can be used for receiving and transmitting signals during information transmission or calls. Specifically, it receives downlink information from the base station and processes it with the processor 110; additionally, it transmits uplink data to the base station. Typically, the radio frequency unit 101 includes, but is not limited to, an antenna, at least one amplifier, a transceiver, a coupler, a low-noise amplifier, and a duplexer. Furthermore, the radio frequency unit 101 can also communicate wirelessly with networks and other devices. The aforementioned wireless communications may use any communication standard or protocol, including but not limited to GSM (Global System of Mobile communication), GPRS (General Packet Radio Service), CDMA2000 (Code Division Multiple Access 2000), WCDMA (Wideband Code Division Multiple Access), TD-SCDMA (Time Division-Synchronous Code Division Multiple Access), FDD-LTE (Frequency Division Duplexing-Long Term Evolution), and TDD-LTE (Time Division Duplexing-Long Term Evolution).

[0038] WiFi is a short-range wireless transmission technology. Mobile terminals, through the WiFi module 102, can help users send and receive emails, browse web pages, and access streaming media, providing users with wireless broadband internet access. Although Figure 1 WiFi module 102 is shown, but it is understood that it is not a necessary component of a mobile terminal and can be omitted as needed without changing the nature of the invention.

[0039] The audio output unit 103 can convert audio data received by the radio frequency unit 101 or the WiFi module 102 or stored in the memory 109 into audio signals and output them as sound when the mobile terminal 100 is in call signal receiving mode, call mode, recording mode, voice recognition mode, broadcast receiving mode, etc. Furthermore, the audio output unit 103 can also provide audio output related to specific functions performed by the terminal 100 (e.g., call signal receiving sound, message receiving sound, etc.). The audio output unit 103 may include a speaker, a buzzer, etc.

[0040] The A / V input unit 104 is used to receive audio or video signals. The A / V input unit 104 may include a graphics processing unit (GPU) 1041 and a microphone 1042. The GPU 1041 processes image data of still images or videos acquired by an image capture device (such as a camera) in video capture mode or image capture mode. The processed image frames can be displayed on the display unit 106. The image frames processed by the GPU 1041 can be stored in the memory 109 (or other storage medium) or transmitted via the radio frequency unit 101 or the WiFi module 102. The microphone 1042 can receive sound (audio data) in operating modes such as telephone call mode, recording mode, and voice recognition mode, and can process such sound into audio data. The processed audio (voice) data can be converted into a format that can be transmitted to a mobile communication base station via the radio frequency unit 101 in telephone call mode. The microphone 1042 can implement various types of noise cancellation (or suppression) algorithms to eliminate (or suppress) noise or interference generated during the reception and transmission of audio signals.

[0041] The mobile terminal 100 also includes at least one sensor 105, such as a light sensor, a motion sensor, and other sensors. Specifically, the light sensor includes an ambient light sensor and a proximity sensor. The ambient light sensor can adjust the brightness of the display panel 1061 according to the ambient light level, and the proximity sensor can turn off the display panel 1061 and / or backlight when the mobile terminal 100 is moved to the ear. As a type of motion sensor, the accelerometer sensor can detect the magnitude of acceleration in various directions (generally three axes). When stationary, it can detect the magnitude and direction of gravity and can be used for applications that identify the terminal's posture (such as landscape / portrait switching, related games, magnetometer posture calibration), vibration recognition-related functions (such as pedometer, tapping), etc. Other sensors that the terminal may also be equipped with, such as fingerprint sensors, pressure sensors, iris sensors, molecular sensors, gyroscopes, barometers, hygrometers, thermometers, and infrared sensors, will not be described in detail here.

[0042] The display unit 106 is used to display information input by the user or information provided to the user. The display unit 106 may include a display panel 1061, which may be configured in the form of a liquid crystal display (LCD), an organic light-emitting diode (OLED), or the like.

[0043] User input unit 107 can be used to receive input numerical or character information, and generate key signal inputs related to user settings and function control of the terminal. Specifically, user input unit 107 may include touch panel 1071 and other input devices 1072. Touch panel 1071, also known as touch screen, can collect touch operations on or near the user (such as operations performed by the user using a finger, stylus, or any suitable object or accessory on or near touch panel 1071), and drive corresponding connection devices according to a pre-set program. Touch panel 1071 may include two parts: a touch detection device and a touch controller. The touch detection device detects the user's touch position and the signal generated by the touch operation, and transmits the signal to the touch controller; the touch controller receives touch information from the touch detection device, converts it into touch point coordinates, sends it to processor 110, and can receive and execute commands from processor 110. In addition, touch panel 1071 can be implemented using various types such as resistive, capacitive, infrared, and surface acoustic wave. In addition to the touch panel 1071, the user input unit 107 may also include other input devices 1072. Specifically, other input devices 1072 may include, but are not limited to, one or more of the following: physical keyboard, function keys (such as volume control buttons, power buttons, etc.), trackball, mouse, joystick, etc., without being limited here.

[0044] Furthermore, the touch panel 1071 may cover the display panel 1061. When the touch panel 1071 detects a touch operation on or near it, it transmits the information to the processor 110 to determine the type of touch event. Subsequently, the processor 110 provides corresponding visual output on the display panel 1061 based on the type of touch event. Although in Figure 1 In this embodiment, the touch panel 1071 and the display panel 1061 are two independent components to realize the input and output functions of the mobile terminal. However, in some embodiments, the touch panel 1071 and the display panel 1061 can be integrated to realize the input and output functions of the mobile terminal. The specific implementation is not limited here.

[0045] Interface unit 108 serves as an interface through which at least one external device can connect to mobile terminal 100. For example, the external device may include a wired or wireless headset port, an external power supply (or battery charger) port, a wired or wireless data port, a memory card port, a port for connecting a device with an identification module, an audio input / output (I / O) port, a video I / O port, a headphone port, and so on. Interface unit 108 may be used to receive input (e.g., data, power, etc.) from the external device and transmit the received input to one or more elements within mobile terminal 100, or it may be used to transmit data between mobile terminal 100 and the external device.

[0046] The memory 109 can be used to store software programs and various data. The memory 109 may primarily include a program storage area and a data storage area. The program storage area may store the operating system, applications required for at least one function (such as sound playback, image playback, etc.), etc.; the data storage area may store data created based on the use of the mobile phone (such as audio data, phonebook, etc.). Furthermore, the memory 109 may include high-speed random access memory, and may also include non-volatile memory, such as at least one disk storage device, flash memory device, or other volatile solid-state storage device.

[0047] The processor 110 is the control center of the mobile terminal. It connects various parts of the mobile terminal via various interfaces and lines. By running or executing software programs and / or modules stored in the memory 109, and by calling data stored in the memory 109, it performs various functions and processes data of the mobile terminal, thereby providing overall monitoring of the main screen display terminal. The processor 110 may include one or more processing units; preferably, the processor 110 may integrate an application processor and a modem processor. The application processor mainly handles the operating system, user interface, and applications, while the modem processor mainly handles wireless communication. It is understood that the modem processor may not be integrated into the processor 110.

[0048] The mobile terminal 100 may also include a power supply 111 (such as a battery) that supplies power to various components. Preferably, the power supply 111 can be logically connected to the processor 110 through a power management system, thereby enabling functions such as charging, discharging, and power consumption management through the power management system.

[0049] although Figure 1 As not shown, the mobile terminal 100 may also include a Bluetooth module, etc., which will not be described in detail here.

[0050] like Figure 1As shown, the memory 109, which serves as a computer storage medium, may include an operating system, a network communication module, a user interface module, and a game perspective switching program. The processor 110 can be used to call the game perspective switching program stored in the memory 109 and execute the following steps:

[0051] Detect whether there are enemy characters that are less than a preset distance from the main character;

[0052] If there is an enemy character, the movement direction is determined according to the received movement command;

[0053] The position of the rectangular viewfinder is determined by the angle between the moving direction and the preset direction;

[0054] The game screen is displayed within the rectangular viewfinder.

[0055] Furthermore, the processor 110 can be used to call the game perspective switching program stored in the memory 109, and also perform the following steps:

[0056] If there are multiple enemy characters, obtain the position of each enemy character;

[0057] The position of the rectangular viewfinder is set based on the positions of multiple enemy characters, so that the positions of multiple enemy characters are within the rectangular viewfinder.

[0058] Furthermore, the processor 110 can be used to call the game perspective switching program stored in the memory 109, and also perform the following steps:

[0059] When the angle between the movement direction and the preset direction is within the first angle range, the position of the main character is used as the position of the lower left corner of the rectangular viewfinder.

[0060] Furthermore, the processor 110 can be used to call the game perspective switching program stored in the memory 109, and also perform the following steps:

[0061] When the angle between the movement direction and the preset direction is within the second angle range, the position of the main character is used as the position of the lower right corner of the rectangular viewfinder.

[0062] Furthermore, the processor 110 can be used to call the game perspective switching program stored in the memory 109, and also perform the following steps:

[0063] When the angle between the movement direction and the preset direction is within the third angle range, the position of the main character is used as the position of the upper right corner of the rectangular viewfinder.

[0064] Furthermore, the processor 110 can be used to call the game perspective switching program stored in the memory 109, and also perform the following steps:

[0065] When the angle between the movement direction and the preset direction is within the fourth angle range, the position of the main character is used as the position of the upper left corner of the rectangular viewfinder.

[0066] Furthermore, the processor 110 can be used to call the game perspective switching program stored in the memory 109, and also perform the following steps:

[0067] When a target operation is received on the touch keys, the game view intelligent switching function is activated.

[0068] Furthermore, the touch keys follow the movement of the main character.

[0069] To facilitate understanding of the embodiments of the present invention, the communication network system on which the mobile terminal of the present invention is based is described below.

[0070] Please see Figure 2 , Figure 2 This invention provides a communication network system architecture diagram. The communication network system is an LTE system based on the universal mobile communication technology. The LTE system includes a UE (User Equipment) 201, an E-UTRAN (Evolved UMTS Terrestrial Radio Access Network) 202, an EPC (Evolved Packet Core) 203, and the operator's IP services 204, which are connected in sequence.

[0071] Specifically, UE201 can be the aforementioned terminal 100, which will not be elaborated here.

[0072] E-UTRAN202 includes eNodeB2021 and other eNodeB2022s. Among them, eNodeB2021 can connect to other eNodeB2022s via backhaul (e.g., X2 interface), and eNodeB2021 connects to EPC203. eNodeB2021 can provide UE201 with access to EPC203.

[0073] EPC203 may include MME (Mobility Management Entity) 2031, HSS (Home Subscriber Server) 2032, other MMEs 2033, SGW (Serving Gateway) 2034, PGW (Packet Data Network Gateway) 2035, and PCRF (Policy and Charging Rules Function) 2036, etc. Among them, MME2031 is the control node that handles signaling between UE201 and EPC203, providing bearer and connection management. HSS2032 provides registers to manage functions such as the Home Location Register (not shown in the diagram) and stores user-specific information such as service characteristics and data rates. All user data can be sent through SGW2034. PGW2035 can provide UE 201 IP address allocation and other functions. PCRF2036 is the policy and charging control decision point for service data flow and IP bearer resources. It selects and provides available policy and charging control decisions for the policy and charging enforcement function unit (not shown in the figure).

[0074] IP services 204 may include the Internet, intranet, IMS (IP Multimedia Subsystem), or other IP services.

[0075] Although the above description uses the LTE system as an example, those skilled in the art should understand that the present invention is not only applicable to the LTE system, but also to other wireless communication systems, such as GSM, CDMA2000, WCDMA, TD-SCDMA, and future new network systems, etc., which are not limited here.

[0076] Based on the aforementioned mobile terminal hardware structure and communication network system, various embodiments of the method of the present invention are proposed.

[0077] Reference Figure 3 , Figure 3 This is a flowchart illustrating an embodiment of the game perspective switching method of the present invention. Figure 3 As shown, in one embodiment, the game perspective switching method includes:

[0078] Step S10: Detect whether there is an enemy character that is less than a preset distance from the main character;

[0079] In this embodiment, the game character controlled by the local device is used as the main character. The position of the main character on the game screen is determined, and it is searched for whether there are enemy characters within a preset distance from the main character. Specifically, a screenshot of the mini-map on the game screen is obtained, the main character is identified from the screenshot, and then it is searched for whether there are enemy characters within a circle centered on the main character's position and with a preset distance as the radius. The preset distance is set according to the actual situation and is not limited here. The mini-map is a map that is often placed in the corner of the screen of computer games and video games to help players determine their position in the game world.

[0080] Step S20: If there is an enemy character, determine the movement direction according to the received movement command;

[0081] In this embodiment, if an enemy character exists, the movement direction is determined based on the received movement command. (Refer to...) Figure 4 , Figure 4 This is a schematic diagram of the movement button in one embodiment of the game perspective switching method of the present invention. Figure 4 As shown, the small black dot is the movement button. Users control the movement direction of the main character by manipulating the black dot. For example, moving the black dot upwards triggers the upward movement command, thus controlling the main character's movement direction to be upwards.

[0082] Step S30: Determine the position of the rectangular viewfinder by the angle between the moving direction and the preset direction;

[0083] In this embodiment, after determining the movement direction of the main character, the position of the rectangular viewfinder can be determined based on the angle between the movement direction and a preset direction. A Cartesian coordinate system is constructed with the movement button as the origin. The positive x-axis points directly to the right of the movement button, and the square y-axis points directly above the movement button. The positive x-axis is taken as the preset direction, and the angle is the angle between the movement direction and the positive x-axis. By presetting position setting strategies corresponding to different angles, the position of the rectangular viewfinder can be determined by the angle between the movement direction and the preset direction.

[0084] Further, in one embodiment, step S30 includes:

[0085] When the angle between the movement direction and the preset direction is within the first angle range, the position of the main character is used as the position of the lower left corner of the rectangular viewfinder.

[0086] In this embodiment, the first angle range is set to [0°, 90°). When the angle between the moving direction and the preset direction is within the first angle range, the lower left corner of the rectangular viewfinder is placed at the position of the main character, thereby realizing the determination of the position of the rectangular viewfinder based on the angle between the moving direction and the preset direction.

[0087] Further, in one embodiment, step S30 includes:

[0088] When the angle between the movement direction and the preset direction is within the second angle range, the position of the main character is used as the position of the lower right corner of the rectangular viewfinder.

[0089] In this embodiment, the second angle range is set to [90°, 180°). When the angle between the moving direction and the preset direction is within the second angle range, the lower right corner of the rectangular viewfinder is placed at the position of the main character, thereby realizing the determination of the position of the rectangular viewfinder based on the angle between the moving direction and the preset direction.

[0090] Further, in one embodiment, step S30 includes:

[0091] When the angle between the movement direction and the preset direction is within the third angle range, the position of the main character is used as the position of the upper right corner of the rectangular viewfinder.

[0092] In this embodiment, the third angle range is set to [180°, 270°). When the angle between the moving direction and the preset direction is within the third angle range, the upper right corner of the rectangular viewfinder is placed at the position of the main character, thereby realizing the determination of the position of the rectangular viewfinder based on the angle between the moving direction and the preset direction.

[0093] Further, in one embodiment, step S30 includes:

[0094] When the angle between the movement direction and the preset direction is within the fourth angle range, the position of the main character is used as the position of the upper left corner of the rectangular viewfinder.

[0095] In this embodiment, the fourth angle range is set to [270°, 360°). When the angle between the moving direction and the preset direction is within the fourth angle range, the upper left corner of the rectangular viewfinder is placed at the position of the main character, thereby realizing the determination of the position of the rectangular viewfinder based on the angle between the moving direction and the preset direction.

[0096] Step S40: Display the game screen within the rectangular viewfinder.

[0097] In this embodiment, the rectangular viewfinder is the rectangular viewfinder on the minimap. After setting the position of the rectangular viewfinder through the above steps, the game screen within the rectangular viewfinder can be displayed. In this embodiment, it detects whether there is an enemy character within a preset distance of the main character; if there is an enemy character, the movement direction is determined according to the received movement command; the position of the rectangular viewfinder is determined by the angle between the movement direction and the preset direction; and the game screen within the rectangular viewfinder is displayed. Through this embodiment, the position of the rectangular viewfinder can be automatically set according to the movement direction of the main character, thereby automatically completing the game perspective switching, reducing the game difficulty, and improving the user's gaming experience.

[0098] Furthermore, in one embodiment of the game perspective switching method of the present invention, after step S10, the method further includes:

[0099] If there are multiple enemy characters, obtain the position of each enemy character; set the position of the rectangular viewfinder based on the positions of the multiple enemy characters so that the positions of the multiple enemy characters are within the rectangular viewfinder.

[0100] In this embodiment, when there are multiple enemy characters, that is, when there are multiple enemy characters around the main character, the position of each enemy character is obtained, and the rectangular viewfinder is set at a position that can contain the positions of multiple enemy characters, so that the positions of multiple enemy characters are located within the rectangular viewfinder.

[0101] Furthermore, in one embodiment of the game perspective switching method of the present invention, before step S10, the method further includes:

[0102] When a target operation is received on the touch keys, the game view intelligent switching function is activated.

[0103] In this embodiment, when a target operation on the touch key is received, the intelligent game view switching function is activated, thereby automatically switching the game view according to the embodiments of steps S10 to S40. The target operation can be a single click or a long press, etc. The touch key can be a physical button or a virtual button.

[0104] To make it easier for users to enable the intelligent switching function of the game perspective, in one embodiment, the touch key follows the movement of the main character.

[0105] Furthermore, this invention also proposes a computer-readable storage medium storing a game perspective switching program, which, when executed by a processor, implements the steps of the various embodiments of the game perspective switching method described above.

[0106] The specific embodiments of the computer-readable storage medium are basically the same as the various embodiments of the game perspective switching method described above, and will not be repeated here.

[0107] It should be noted that, in this document, the terms "comprising," "including," or any other variations thereof are intended to cover non-exclusive inclusion, such that a process, method, article, or system that comprises a list of elements includes not only those elements but also other elements not expressly listed, or elements inherent to such a process, method, article, or system. Unless otherwise specified, an element defined by the phrase "comprising one..." does not exclude the presence of other identical elements in the process, method, article, or system that includes that element.

[0108] The sequence numbers of the above embodiments of the present invention are for descriptive purposes only and do not represent the superiority or inferiority of the embodiments.

[0109] Through the above description of the embodiments, those skilled in the art can clearly understand that the methods of the above embodiments can be implemented by means of software plus necessary general-purpose hardware platforms. Of course, they can also be implemented by hardware, but in many cases the former is a better implementation method. Based on this understanding, the technical solution of the present invention, or the part that contributes to the prior art, can be embodied in the form of a software product. This computer software product is stored in a storage medium (such as ROM / RAM, magnetic disk, optical disk) as described above, and includes several instructions to cause a terminal device (which may be a mobile phone, computer, server, air conditioner, or network device, etc.) to execute the methods described in the various embodiments of the present invention.

[0110] The above are merely preferred embodiments of the present invention and do not limit the scope of the patent. Any equivalent structural or procedural transformations made based on the description and drawings of the present invention, or direct or indirect applications in other related technical fields, are similarly included within the scope of patent protection of the present invention.

Claims

1. A method for switching game perspectives, characterized in that, The game perspective switching method includes: Detect whether there are enemy characters that are less than a preset distance from the main character; If there is an enemy character, the movement direction is determined according to the received movement command; The position of the rectangular viewfinder is determined by the angle between the moving direction and the preset direction; The game screen is displayed within the rectangular viewfinder; in, The rectangular viewfinder is the rectangular viewfinder on the minimap; Get a screenshot of the minimap in the game screen; Identify the main character from the screenshot; Search within a circle centered on the main character's position and with the preset distance as the radius to determine if the enemy character exists. The minimap is placed in the corner of the game screen to help players determine their location in the game world; The rectangular viewfinder is the rectangular viewfinder on the minimap; Users control the movement direction of the main character by using the movement buttons; A rectangular coordinate system is constructed with the movement button as the origin. The positive x-axis points to the right of the movement button, and the positive y-axis points to the top of the movement button. With the positive x-axis as the preset direction, the included angle is the angle between the movement direction and the positive x-axis. The step of determining the position of the rectangular viewfinder by the angle between the moving direction and the preset direction includes: When the angle between the moving direction and the preset direction is within the first angle range, the position of the main character is taken as the position of the lower left corner of the rectangular viewfinder; When the angle between the moving direction and the preset direction is within the second angle range, the position of the main character is taken as the position of the lower right corner of the rectangular viewfinder; When the angle between the moving direction and the preset direction is within the third angle range, the position of the main character is taken as the position of the upper right corner of the rectangular viewfinder; When the angle between the moving direction and the preset direction is within the fourth angle range, the position of the main character is taken as the position of the upper left corner of the rectangular viewfinder; in, The first angle range is set to [0°, 90°); The second angle range is set to [90°, 180°); The third angle range is set to [180°, 270°); The fourth angle range is set to [270°, 360°); After the step of detecting whether there is an enemy character within a preset distance of the main character, the method further includes: If there are multiple enemy characters, obtain the position of each enemy character; The position of the rectangular viewfinder is set based on the positions of multiple enemy characters, so that the positions of multiple enemy characters are located within the rectangular viewfinder; Before the step of detecting whether there is an enemy character within a preset distance of the main character, the method further includes: When a target operation on the touch keys is received, the game view intelligent switching function is activated; The touch keys are virtual buttons that move with the main character, and the target operation is a long press operation.

2. A mobile terminal, characterized in that, The mobile terminal includes: a memory, a processor, and a game perspective switching program stored in the memory and executable on the processor. When the game perspective switching program is executed by the processor, it implements the steps of the game perspective switching method as described in claim 1.

3. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a game perspective switching program, which, when executed by a processor, implements the steps of the game perspective switching method as described in claim 1.

Citation Information

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