A picture display method and device, electronic equipment and readable storage medium
By adjusting the shooting parameters of the virtual camera and optimizing the display area, the problem of special scenes being obscured during the automatic pathfinding process of virtual characters was solved, achieving the display of important scenes and resource conservation.
Patent Information
- Application Number
- CN202111193736.1
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2021-10-13
- Publication Date
- 2025-12-05
- Estimated Expiration
- 2041-10-13
AI Technical Summary
During the automatic pathfinding process of virtual characters, the fixed shooting mode of the virtual camera can easily lead to special scenes being obscured, preventing players from paying attention to important game content in a timely manner.
By adjusting the shooting parameters of the virtual camera, including its position and angle, special scenes are ensured to be displayed in the graphical user interface during automatic pathfinding, and the display methods of areas of interest and areas of non-interest are differentiated to reduce resource consumption.
It effectively displays special scenes during the automatic pathfinding process, preventing players from missing important game information, while also optimizing resource utilization efficiency.
Smart Images

Figure CN113856200B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of computer technology, and in particular to a screen display method, apparatus, electronic device, and readable storage medium. Background Technology
[0002] As game genres have become increasingly diverse, the design of game scenes in massively multiplayer online role-playing games (MMORPGs) has become more and more sophisticated. Furthermore, during gameplay, when the virtual character controlled by the player is moving, an automatic pathfinding function is provided to reduce player intervention. Automatic pathfinding means that when the player wants to control the virtual character to reach the destination from the current location, the system automatically plans the optimal path for the virtual character and controls the virtual character to travel to the destination according to the path.
[0003] However, during the automatic pathfinding process of the virtual character, the virtual camera capturing the game scene is set at a fixed angle. In order to pursue the shortest path, the path planned for the virtual character usually causes the virtual character to enter the camera's blind spot, thus causing the virtual character to disappear from the player's sight. The player cannot give enough attention to the virtual character and the game scene, which may cause the player to miss important game content. Summary of the Invention
[0004] In view of this, the purpose of this application is to provide a screen display method, device, electronic device and readable storage medium that can adjust the shooting mode of the virtual camera used to capture the virtual character during the automatic pathfinding process of the virtual character, so as to ensure that special scenes can be displayed in the graphical user interface during the automatic pathfinding process of the virtual character.
[0005] This application provides a screen display method that displays part or all of a game scene and a virtual character controlled by the player in a graphical user interface; the screen display method includes:
[0006] When the virtual character is in automatic pathfinding mode, determine the actual location of the special scene in the target game scene, as well as the pathfinding path of the virtual character in the target game scene;
[0007] Based on the actual location of the special scene and the pathfinding path of the virtual character, the camera shooting parameters of the virtual camera are determined during this automatic pathfinding process.
[0008] During this automatic pathfinding process, the shooting mode of the virtual camera is adjusted according to the camera shooting parameters.
[0009] In one possible implementation, the camera shooting parameters include the position and shooting angle of the virtual camera in the target game scene.
[0010] In one possible implementation, the screen display method further includes:
[0011] The target game scene is displayed in the graphical user interface.
[0012] In one possible implementation, displaying the target game scene in the graphical user interface includes:
[0013] Based on the distance between each candidate region in the target game scene and the pathfinding path, regions of interest and regions of non-interest are determined from the candidate regions;
[0014] The region of interest is displayed in the graphical user interface according to a first display method, and the region of non-interest is displayed in the graphical user interface according to a second display method; wherein the display parameters of the first display method are higher than the display parameters of the second display method.
[0015] In one possible implementation, determining the regions of interest and non-interest from the candidate regions based on the distance between each candidate region in the target game scene and the pathfinding path includes:
[0016] Obtain the real-time position of the virtual character in the pathfinding path;
[0017] Candidate regions in the target game scene whose straight-line distance from the real-time location is greater than a distance threshold are identified as non-interest regions.
[0018] Candidate regions in the target game scene whose straight-line distance from the real-time location is less than or equal to a distance threshold are identified as regions of interest.
[0019] In one possible implementation, the display parameters include one or more of loading time priority, display layers, and display precision.
[0020] In one possible implementation, special scenes in the target game scene are determined by the following method:
[0021] Calculate the attention score for each candidate scene in the target game scene based on any one or more of the following calculation parameters: the degree of relevance to the game task being performed by the virtual character, the virtual character's historical access history, and the player's historical operation habits; wherein, the candidate scenes are located in the candidate region;
[0022] Special scenarios are identified from the candidate scenarios based on attention scores.
[0023] This application embodiment also provides a screen display device that displays part or all of a game scene and a virtual character controlled by the player in a graphical user interface; the screen display device includes:
[0024] The path determination module is used to determine the actual location of the virtual character in a special scene within the target game scene, and the pathfinding path of the virtual character within the target game scene, when the virtual character is in an automatic pathfinding state.
[0025] The parameter determination module is used to determine the camera shooting parameters of the virtual camera during this automatic pathfinding process based on the actual location of the special scene and the pathfinding path of the virtual character.
[0026] The camera adjustment module is used to adjust the shooting mode of the virtual camera according to the camera shooting parameters during this automatic pathfinding process.
[0027] In one possible implementation, the camera shooting parameters include the position and shooting angle of the virtual camera in the target game scene.
[0028] In one possible implementation, the screen display device further includes a scene display module, the scene display module being used for:
[0029] The target game scene is displayed in the graphical user interface.
[0030] In one possible implementation, when the scene display module is used to display the target game scene in the graphical user interface, the scene display module is configured to:
[0031] Based on the distance between each candidate region in the target game scene and the pathfinding path, regions of interest and regions of non-interest are determined from the candidate regions;
[0032] The region of interest is displayed in the graphical user interface according to a first display method, and the region of non-interest is displayed in the graphical user interface according to a second display method; wherein the display parameters of the first display method are higher than the display parameters of the second display method.
[0033] In one possible implementation, when the scene display module determines regions of interest and regions of non-interest from the candidate regions based on the distance between each candidate region in the target game scene and the pathfinding path, the scene display module is configured to:
[0034] Obtain the real-time position of the virtual character in the pathfinding path;
[0035] Candidate regions in the target game scene whose straight-line distance from the real-time location is greater than a distance threshold are identified as non-interest regions.
[0036] Candidate regions in the target game scene whose straight-line distance from the real-time location is less than or equal to a distance threshold are identified as regions of interest.
[0037] In one possible implementation, the display parameters include one or more of loading time priority, display layers, and display precision.
[0038] In one possible implementation, the path determination module is used to determine special scenes in the target game scene in the following way:
[0039] Calculate the attention score for each candidate scene in the target game scene based on any one or more of the following calculation parameters: the degree of relevance to the game task being performed by the virtual character, the virtual character's historical access history, and the player's historical operation habits; wherein, the candidate scenes are located in the candidate region;
[0040] Special scenarios are identified from the candidate scenarios based on attention scores.
[0041] This application embodiment also provides an electronic device, including: a processor, a memory, and a bus. The memory stores machine-readable instructions executable by the processor. When the electronic device is running, the processor communicates with the memory via the bus. When the machine-readable instructions are executed by the processor, the steps of the screen display method described above are performed.
[0042] This application also provides a computer-readable storage medium storing a computer program, which, when executed by a processor, performs the steps of the screen display method described above.
[0043] The screen display method, apparatus, electronic device, and readable storage medium provided in this application display part or all of the game scene and the virtual character controlled by the player in a graphical user interface. When the virtual character is in an automatic pathfinding state, the actual location of a special scene in the target game scene and the pathfinding path of the virtual character in the target game scene are determined. Based on the actual location of the special scene and the pathfinding path of the virtual character, the camera shooting parameters of the virtual camera are determined during this automatic pathfinding process. During this automatic pathfinding process, the shooting mode of the virtual camera is adjusted according to the camera shooting parameters. In this way, the shooting mode of the virtual camera used to capture the virtual character can be adjusted when the virtual character controlled by the player is in an automatic pathfinding state, avoiding occlusion of special scenes in the target game scene when the virtual character is in an automatic pathfinding state.
[0044] To make the above-mentioned objectives, features and advantages of this application more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description
[0045] To more clearly illustrate the technical solutions of the embodiments of this application, the accompanying drawings used in the embodiments will be briefly introduced below. It should be understood that the following drawings only show some embodiments of this application and should not be regarded as a limitation of the scope. For those skilled in the art, other related drawings can be obtained based on these drawings without creative effort.
[0046] Figure 1 A flowchart illustrating a screen display method provided in an embodiment of this application;
[0047] Figure 2 This is a schematic diagram of the target game scene display process provided in the embodiments of this application;
[0048] Figure 3 This is one of the structural schematic diagrams of a screen display device provided in an embodiment of this application;
[0049] Figure 4 This is a second schematic diagram of the structure of a screen display device provided in an embodiment of this application;
[0050] Figure 5 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. Detailed Implementation
[0051] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, and not all embodiments. The components of the embodiments of this application described and shown in the accompanying drawings can generally be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of this application provided in the accompanying drawings is not intended to limit the scope of the claimed application, but merely represents selected embodiments of this application. Based on the embodiments of this application, every other embodiment obtained by those skilled in the art without inventive effort falls within the scope of protection of this application.
[0052] In one embodiment of this disclosure, the screen display method can run on a terminal device or a server. The terminal device can be a local terminal device. When the screen display method runs on a server, it can be implemented and executed based on a cloud interaction system, which includes a server and client devices.
[0053] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of information processing methods are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the terminal device for information processing is the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.
[0054] In an alternative implementation, the terminal device can be a local terminal device. Taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading, installing, and running the game program via an electronic device. The local terminal device can provide the graphical user interface to the player in various ways, such as rendering it on the terminal's display screen, or providing it to the player through holographic projection. For example, the local terminal device can include a display screen for displaying the graphical user interface, which includes game screens, and a processor for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.
[0055] Research has revealed that, taking massively multiplayer online role-playing games (MMORPGs) as an example, as the design of game scenes in MMORPGs becomes increasingly sophisticated, many game scene designers invest a great deal of effort in map scene design, such as creating landmark scenes like a strange plant or a magnificent building. However, players usually choose to use auto-pathfinding during gameplay, so these design elements may be overlooked by players using auto-pathfinding.
[0056] Here, auto-pathfinding is a common gameplay mechanic in MMORPGs. When a player-controlled virtual character wants to travel from location A to location B, to reduce control costs and free up their hands, the player will choose to use the auto-pathfinding function. At this time, the display device (which can be set on the player's terminal or the server) will determine the optimal path from location A to location B for the player-controlled virtual character, enabling the virtual character to travel from location A to location B in the shortest possible time. However, in normal circumstances, during the auto-pathfinding process, the lens settings of the virtual camera used to capture the virtual character are relatively fixed, for example, always set to the upper right of the virtual character. In order to enable the player-controlled virtual character to travel from location A to location B more quickly, the optimal path determined for the player-controlled virtual character may easily cause the player-controlled virtual character to enter some strange corners. Thus, with the virtual camera fixed, it cannot capture the virtual character entering some strange corners, which means that many game scenes cannot be displayed to the player.
[0057] Based on this, this application provides a screen display method that can adjust the shooting mode of the virtual camera during the automatic pathfinding process of the virtual character controlled by the player, so as to avoid failing to display special scenes in the target game scene to the player.
[0058] Please see Figure 1 , Figure 1 This is a flowchart illustrating a screen display method provided in an embodiment of this application. Figure 1 As shown, the graphical user interface displays part or all of the game scene and the virtual character controlled by the player; the screen display method provided in this application embodiment includes:
[0059] S101. When the virtual character is in the automatic pathfinding state, determine the actual location of the special scene in the target game scene, and the pathfinding path of the virtual character in the target game scene.
[0060] S102. Based on the actual location of the special scene and the pathfinding path of the virtual character, determine the camera shooting parameters of the virtual camera during this automatic pathfinding process.
[0061] S103. During this automatic pathfinding process, the shooting mode of the virtual camera is adjusted according to the camera shooting parameters.
[0062] This application provides a screen display method. When the virtual character controlled by the player is in an auto-pathfinding state, in order to prevent the player from missing special scenes in the target game scene, the camera shooting parameters used to adjust the virtual camera during the auto-pathfinding process can be determined based on the actual location of the special scene in the target game scene and the pathfinding path of the virtual character. During the auto-pathfinding process of the virtual character, the shooting mode of the virtual camera is adjusted according to the camera shooting parameters, so that the special scenes in the target game scene involved in the auto-pathfinding process can be displayed to the player, avoiding the obstruction of special scenes in the target game scene when the virtual character is in an auto-pathfinding state, which would cause the player to miss relevant game information.
[0063] Here, "virtual character" refers to a controllable dynamic object in a virtual scene. Optionally, this dynamic object can be a virtual human, virtual animal, anime character, etc. This virtual character is a character controlled by the player through an input device, or an artificial intelligence (AI) trained and set up for battle in a virtual environment, or a non-player character (NPC) set up for battle in a virtual scene. Optionally, this virtual character is a virtual figure competing in a virtual scene. Optionally, the number of virtual characters in the virtual scene battle is preset, or dynamically determined based on the number of clients joining the battle; this application embodiment does not limit this. In one possible implementation, the user can control the virtual character to move within the virtual scene, for example, controlling the virtual character to run, jump, crawl, etc., and can also control the virtual character to use skills and virtual items provided by the application to fight against other virtual characters.
[0064] Automatic pathfinding mode refers to the situation during gameplay where, when the virtual character controlled by the player needs to travel from the current location A to location B, the virtual character can automatically travel from the current location A to location B according to a pre-planned path, without requiring player intervention.
[0065] The target game scene refers to the game scene that the virtual character will pass through when moving along a pre-planned path during the automatic pathfinding process. A special scene refers to a specific scene set within the target game scene that the virtual character will pass through when moving along the path. Examples include specific NPCs (NPCs that can interact with the player-controlled virtual character and / or trigger game quests), specific buildings in the game (buildings that the virtual character can enter; or buildings where the virtual character can trigger game quests), and Easter eggs (quest hints, etc.). In other words, a special scene is a specific scene that the virtual character can reach within a predetermined range of the pathfinding path; and special scenes have fixed locations within the game scene.
[0066] In step S101, when it is determined that the virtual character controlled by the player has entered the automatic pathfinding state, the target game scene that the virtual character needs to pass through in this automatic pathfinding state is determined; at the same time, the actual location of the special scene that the virtual character can pass through in the target game scene, and the pathfinding path that the virtual character moves in the target game scene are determined.
[0067] Normally, when a virtual character is in auto-pathfinding mode, the camera shooting parameters of the virtual camera used to capture the virtual character will not change. That is, during the virtual character's auto-pathfinding process, the virtual camera is always set at a fixed position in the target virtual scene, capturing the virtual character in the target virtual scene from the same shooting angle. In this case, if the virtual character enters a building or turns to the back of a building during auto-pathfinding, it is easily blocked by the building. At this time, the player cannot see the virtual character they are controlling, and therefore cannot see the special scenes set on the virtual character's movement path.
[0068] Here, the special scenes in the target game scene are those scenes that need to be paid attention to by the player. They may be related to the game tasks that the virtual character controlled by the player is performing; or they may be scenes that the player has visited with the virtual character during previous games; or they may be related to the player's historical operation habits.
[0069] Therefore, when identifying special scenes in the target game scene, the attention score of the player to each candidate scene in the target game scene is calculated based on the relevance of the game task being performed by the virtual character, and / or the virtual character's historical access history, and / or the player's historical operation habits, etc.; then, special scenes can be identified from the candidate scenes included in the target game scene based on the attention score.
[0070] The candidate scenes are located in the candidate area, and when displayed, they can be displayed in the graphical user interface according to the display parameters of the candidate area.
[0071] In one implementation, special scenes in the target game scene are determined by: calculating the attention score of each candidate scene in the target game scene according to any one or more of the following calculation parameters: the degree of association with the game task being performed by the virtual character, the virtual character's historical access information, and the player's historical operation habits; wherein, the candidate scenes are located in the candidate area; and special scenes are determined from the candidate scenes based on the attention score.
[0072] Specifically, when identifying special scenarios, the game task the virtual character is currently performing can be considered. Candidate scenarios within the target game scene that are associated with this task are identified as special scenarios that need to attract the player's attention during the virtual character's auto-pathfinding process. For example, if the virtual character's current task requires them to go to an "inn" to trigger an interaction with an NPC, then the "inn" can be identified as a special scenario during this auto-pathfinding process. Here, when calculating the attention score for candidate scenarios, those associated with the virtual character's current task will receive a higher attention score; conversely, candidate scenarios unrelated to the task will tend to receive a lower score. Candidate scenarios with an attention score higher than or equal to the attention threshold are identified as special scenarios.
[0073] Alternatively, based on the player's historical visit history, candidate scenes frequently visited during past gameplay can be identified as special scenes. In other words, player-preferred candidate scenes can be designated as special scenes. For example, if a player frequently visits the "pharmacies" during past gameplay, then the "pharmacies" can be identified as a special scene in this automatic pathfinding process. Here, when calculating the attention score for candidate scenes, those frequently visited during past gameplay will receive a higher attention score; conversely, candidate scenes infrequently visited during past gameplay will receive a lower attention score. Candidate scenes with attention scores higher than or equal to the attention threshold are designated as special scenes.
[0074] Alternatively, based on the player's historical gameplay habits, for example, if the player habitually visits the "shop" in the game scene during previous gameplay, then the "shop" in the target game scene can be treated as a special scene during this automatic pathfinding process. Here, when calculating the attention score of candidate scenes, candidate scenes that the player habitually visits during previous gameplay will receive a higher attention score; conversely, candidate scenes that the player habitually visits during previous gameplay will receive a lower attention score; candidate scenes with attention scores higher than or equal to the attention threshold are identified as special scenes.
[0075] In step S102, to enable the adjustment of the virtual camera's shooting parameters during the virtual character's movement along a pre-set pathfinding path, ensuring that the virtual character's automatic pathfinding does not obstruct special scenes, after confirming that the virtual character is in automatic pathfinding mode, the camera shooting parameters of the virtual camera are determined to be adjusted during this automatic pathfinding process based on the virtual character's pathfinding path and the actual position of the special scene in the target game scene. The camera shooting parameters include the virtual camera's position and shooting angle within the target game scene.
[0076] Here, the camera shooting parameters determined for adjusting the shooting mode of the virtual camera can cover all special scenes in the target game scene that the virtual character passes through during this automatic pathfinding process to the greatest extent. That is, as the virtual character moves according to the pathfinding path, all special scenes in the target game scene can be displayed in the graphical user interface so that players can view the target game scene.
[0077] Furthermore, the display perspective of the target game scene is increased. When the player chooses to view the target game scene from a third-person perspective, the camera shooting parameters determined for adjusting the shooting mode of the virtual camera can also ensure that the virtual character and special scenes in the target game scene can be displayed in the graphical user interface during the automatic pathfinding process of the virtual character, thereby presenting the target game scene to the player in a richer way.
[0078] In step S103, during the automatic pathfinding process of the virtual character, the shooting mode of the virtual camera is adjusted according to the determined camera adjustment parameters so that the virtual character and / or special scenes can be displayed in the graphical user interface during the automatic pathfinding process of the virtual character.
[0079] In one implementation, adjusting the virtual camera's shooting mode according to determined camera adjustment parameters can refer to adjusting the virtual camera's shooting mode in real time according to the camera adjustment parameters as the virtual character moves along the pathfinding path. In this case, the determined camera adjustment parameters are multiple sets of parameters, each indicating a different position and shooting angle of the virtual camera in the target game scene. Specifically, the camera adjustment parameters can be determined based on the virtual character's position in the target game scene. Thus, when the virtual character moves to the corresponding position, the camera's shooting mode can be adjusted according to the corresponding camera adjustment parameters. For example, based on the virtual character's pathfinding path and the actual position of the special scene in the target game scene, it can be determined in advance that when the virtual character reaches position A, the virtual camera's shooting mode needs to be adjusted according to camera adjustment parameter 1; when the virtual character reaches position B, the virtual camera's shooting mode needs to be adjusted according to camera adjustment parameter 2. Therefore, when the virtual character moves to position A, the virtual camera's shooting mode is automatically adjusted according to camera adjustment parameter 1; and when the virtual character moves to position B, the virtual camera's shooting mode is adjusted according to camera adjustment parameter 2.
[0080] In another embodiment, adjusting the virtual camera's shooting mode according to the determined camera adjustment parameters can mean that when the virtual character enters the automatic pathfinding state, the virtual camera's shooting mode is adjusted to the optimal shooting mode suitable for this automatic pathfinding process. During the virtual character's automatic pathfinding process, there is no need to adjust the virtual camera's shooting mode in real time, and the special scene and / or the virtual character can still be displayed in the graphical user interface during this automatic pathfinding process. Specifically, when the virtual character enters the automatic pathfinding state, the setting position and shooting angle of the virtual camera in the target game scene during this automatic pathfinding process are determined based on the actual location of the special scene and the virtual character's pathfinding path to obtain the camera shooting parameters, and the virtual camera is adjusted according to the obtained camera shooting parameters.
[0081] In one embodiment, the screen display method further includes: displaying the target game scene in the graphical user interface.
[0082] In this step, the target game scene involved in the virtual character's automatic pathfinding process is displayed in the graphical user interface.
[0083] During gameplay, loading each game element consumes server and / or computer terminal memory and processing resources. However, players cannot actually focus on every single game element; or rather, they won't pay much attention to elements they're not interested in. Therefore, loading every game element with high precision would waste a significant amount of unnecessary server and / or computer terminal memory and processing resources. To reduce the consumption of server and / or computer terminal memory and processing resources, the display parameters of each game element in the target game scene can be modified when displaying the target game scene in the graphical user interface.
[0084] Here, game elements refer to virtual characters, virtual buildings, virtual plants, virtual animals, and other game elements in the target game scene that can be displayed in the graphical user interface for players to view.
[0085] In one implementation, please refer to Figure 2 , Figure 2 This is a schematic diagram illustrating the target game scene display process provided in an embodiment of this application. Figure 2 As shown, displaying the target game scene in the graphical user interface includes: Step S201, determining regions of interest and regions of non-interest from the candidate regions based on the distance between each candidate region in the target game scene and the pathfinding path. Step S202, displaying the regions of interest in the graphical user interface according to a first display mode, and displaying the regions of non-interest in the graphical user interface according to a second display mode; wherein the display parameters of the first display mode are higher than the display parameters of the second display mode.
[0086] In step S201, the target game scene is divided into multiple candidate regions, each containing one or more game elements. The distance between each candidate region and the virtual character's pathfinding path is calculated. When a candidate region is far from the pathfinding path, the player is unlikely to notice the candidate region during the virtual character's automatic pathfinding process. Therefore, when a candidate region is far from the pathfinding path, it can be identified as a non-interested region. Conversely, when a candidate region is close to the pathfinding path, the player is likely to notice the candidate region during the virtual character's automatic pathfinding process. Therefore, when a candidate region is close to the pathfinding path, it can be identified as an interested region.
[0087] Here, if the non-interested area is displayed with the same display parameters as the interested area (where, in order to ensure the clarity of the interested area, it must be displayed in a high-precision manner), it will undoubtedly waste the memory and processing resources of the server and / or computer terminal. Therefore, in order to reduce the waste of memory and processing resources of the server and / or computer terminal, in step S202, the interested area is displayed in the graphical user interface in a first display mode; and, different from the first display mode of the interested area, the non-interested area is displayed in the graphical user interface in a second display mode.
[0088] The display parameters of the first display mode are higher than those of the second display mode. The display parameters include one or more of loading time priority, display layer and display precision. That is, relative to the non-interested area, the loading time priority of the interested area is higher than that of the non-interested area, the display layer of the interested area is higher than that of the non-interested area, and the display precision of the interested area is higher than that of the non-interested area.
[0089] During the automatic pathfinding process of virtual characters, as the virtual character's real-time position changes in the target game scene, the distance between the candidate area and the virtual character also changes accordingly. When the candidate area is far away from the virtual character, it is highly likely that the player will not pay attention to it. Therefore, in order to reduce the memory and processing resource consumption of the server and / or computer terminal, the display strategy of the candidate area at a distance in the graphical user interface can be adjusted.
[0090] In one implementation, step S201 includes: obtaining the real-time position of the virtual character in the pathfinding path; determining candidate regions in the target game scene whose straight-line distance from the real-time position is greater than a distance threshold as non-interest regions; and determining candidate regions in the target game scene whose straight-line distance from the real-time position is less than or equal to the distance threshold as interest regions.
[0091] In this step, during the automatic pathfinding process of the virtual character, the real-time position of the virtual character in the pathfinding path is acquired. For each candidate area in the target game scene, the distance between the real-time position of the virtual character and the candidate area is determined. When the straight-line distance between the candidate area and the virtual character is greater than a distance threshold, the candidate area is determined as a non-interest area. Conversely, when the straight-line distance between the candidate area and the virtual character is less than or equal to the distance threshold, the candidate area is determined as an interest area. In this way, the display mode of each candidate area can be adjusted during the automatic pathfinding process of the virtual character. Thus, when the candidate area is far away from the virtual character, it can be displayed with low display precision, thereby reducing the memory and processing resource usage of the server and / or computer terminal.
[0092] The screen display method provided in this application embodiment displays part or all of the game scene and the virtual character controlled by the player in a graphical user interface; when the virtual character is in an automatic pathfinding state, the actual location of a special scene in the target game scene and the pathfinding path of the virtual character in the target game scene are determined; based on the actual location of the special scene and the pathfinding path of the virtual character, the camera shooting parameters of the virtual camera are determined during this automatic pathfinding process; during this automatic pathfinding process, the shooting mode of the virtual camera is adjusted according to the camera shooting parameters. In this way, when the virtual character controlled by the player is in an automatic pathfinding state, the shooting mode of the virtual camera used to capture the virtual character can be adjusted to avoid occlusion of the virtual character in the automatic pathfinding state; and during the automatic pathfinding process of the virtual character, in order to reduce the memory and processing resource usage of the server and / or computer terminal, the areas of interest that the player is concerned with and the areas of non-interest that the player is not concerned with are displayed separately, so as to ensure that special scenes are displayed to the player while also ensuring the smoothness of the game screen display.
[0093] Please see Figure 3 , Figure 4 , Figure 3 This is one of the structural schematic diagrams of a screen display device provided in an embodiment of this application. Figure 4 This is a second schematic diagram of a screen display device provided in an embodiment of this application. The graphical user interface displays part or all of the game scene and the virtual character controlled by the player. For example... Figure 3 As shown, the screen display device 300 includes:
[0094] The path determination module 310 is used to determine the actual location of a special scene in the target game scene and the path of the virtual character in the target game scene when the virtual character is in the automatic pathfinding state.
[0095] The parameter determination module 320 is used to determine the camera shooting parameters of the virtual camera during this automatic pathfinding process based on the actual location of the special scene and the pathfinding path of the virtual character.
[0096] The camera adjustment module 330 is used to adjust the shooting mode of the virtual camera according to the camera shooting parameters during this automatic pathfinding process.
[0097] Furthermore, such as Figure 4 As shown, the screen display device 300 further includes a scene display module 340, which is used for:
[0098] The target game scene is displayed in the graphical user interface.
[0099] Furthermore, the camera shooting parameters include the position and shooting angle of the virtual camera in the target game scene.
[0100] Furthermore, when the scene display module 340 is used to display the target game scene in the graphical user interface, the scene display module 340 is used to:
[0101] Based on the distance between each candidate region in the target game scene and the pathfinding path, regions of interest and regions of non-interest are determined from the candidate regions;
[0102] The region of interest is displayed in the graphical user interface according to a first display method, and the region of non-interest is displayed in the graphical user interface according to a second display method; wherein the display parameters of the first display method are higher than the display parameters of the second display method.
[0103] Furthermore, when the scene display module 340 determines the region of interest and the region of non-interest from the candidate regions based on the distance between each candidate region in the target game scene and the pathfinding path, the scene display module 340 is used to:
[0104] Obtain the real-time position of the virtual character in the pathfinding path;
[0105] Candidate regions in the target game scene whose straight-line distance from the real-time location is greater than a distance threshold are identified as non-interest regions.
[0106] Candidate regions in the target game scene whose straight-line distance from the real-time location is less than or equal to a distance threshold are identified as regions of interest.
[0107] Furthermore, the display parameters include one or more of the following: loading time priority, display layer, and display precision.
[0108] Furthermore, the path determination module 310 is used to determine special scenes in the target game scene in the following ways:
[0109] Calculate the attention score for each candidate scene in the target game scene based on any one or more of the following calculation parameters: the degree of relevance to the game task being performed by the virtual character, the virtual character's historical access history, and the player's historical operation habits; wherein, the candidate scenes are located in the candidate region;
[0110] Special scenarios are identified from the candidate scenarios based on attention scores.
[0111] The display device provided in this application embodiment displays part or all of the game scene and the virtual character controlled by the player in a graphical user interface; when the virtual character is in an automatic pathfinding state, it determines the actual location of a special scene in the target game scene and the pathfinding path of the virtual character in the target game scene; based on the actual location of the special scene and the pathfinding path of the virtual character, it determines the camera shooting parameters of the virtual camera during this automatic pathfinding process; during this automatic pathfinding process, it adjusts the shooting mode of the virtual camera according to the camera shooting parameters. In this way, when the virtual character controlled by the player is in an automatic pathfinding state, the shooting mode of the virtual camera used to capture the virtual character can be adjusted, avoiding obstruction of special scenes in the target game scene when the virtual character is in an automatic pathfinding state, preventing the player from missing relevant game information.
[0112] Please see Figure 5 , Figure 5 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. Figure 5 As shown, the electronic device 500 includes a processor 510, a memory 520, and a bus 530.
[0113] The memory 520 stores machine-readable instructions executable by the processor 510. When the electronic device 500 is running, the processor 510 and the memory 520 communicate via the bus 530. When the machine-readable instructions are executed by the processor 510, they can perform the operations described above. Figure 1 The specific implementation of the screen display method in the illustrated method embodiment can be found in the method embodiment, and will not be repeated here.
[0114] This application also provides a computer-readable storage medium storing a computer program, which, when executed by a processor, can perform the above-described actions. Figure 1 The specific implementation of the screen display method in the illustrated method embodiment can be found in the method embodiment, and will not be repeated here.
[0115] Those skilled in the art will understand that, for the sake of convenience and brevity, the specific working processes of the systems, devices, and units described above can be referred to the corresponding processes in the foregoing method embodiments, and will not be repeated here.
[0116] In the several embodiments provided in this application, it should be understood that the disclosed systems, apparatuses, and methods can be implemented in other ways. The apparatus embodiments described above are merely illustrative. For example, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. Furthermore, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Additionally, the shown or discussed mutual couplings, direct couplings, or communication connections may be through some communication interfaces; indirect couplings or communication connections between devices or units may be electrical, mechanical, or other forms.
[0117] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.
[0118] In addition, the functional units in the various embodiments of this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit.
[0119] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a processor-executable, non-volatile, computer-readable storage medium. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this application. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.
[0120] Finally, it should be noted that the above-described embodiments are merely specific implementations of this application, used to illustrate the technical solutions of this application, and not to limit them. The scope of protection of this application is not limited thereto. Although this application 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 can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this application. Such modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this application, and should all be covered within the scope of protection of this application. Therefore, the scope of protection of this application should be determined by the scope of the claims.
Claims
1. A picture display method characterized by comprising: Displaying part or all of a game scene and a virtual character controlled by a player in a graphical user interface; the picture display method comprises: When the virtual character is in an automatic pathfinding state, determining an actual position of a special scene in a target game scene and a pathfinding path of the virtual character in the target game scene; Based on the actual position of the special scene and the pathfinding path of the virtual character, determining camera shooting parameters of a virtual camera in this automatic pathfinding process; During the automatic pathfinding process, adjusting the shooting mode of the virtual camera according to the camera shooting parameters, so that the special scene is displayed in the graphical user interface; The special scene in the target game scene is determined by: According to any one or more of the following calculation parameters, calculating the attention score of each candidate scene in the target game scene: the degree of association with the game task being performed by the virtual character, the historical access situation of the virtual character, and the historical operation habit of the player; wherein the candidate scene is located in a candidate area; According to the attention score, the special scene is determined from the candidate scene.
2. The picture display method according to claim 1, characterized by The camera shooting parameters include the position and shooting angle of the virtual camera in the target game scene.
3. The picture display method of claim 1, wherein The picture display method further comprises: Displaying the target game scene in the graphical user interface.
4. The picture display method according to claim 3, characterized by The displaying of the target game scene in the graphical user interface comprises: According to the distance between each candidate area in the target game scene and the pathfinding path, determining the attention area and the non-attention area from the candidate area; Displaying the attention area in the graphical user interface according to a first display mode, and displaying the non-attention area in the graphical user interface according to a second display mode; wherein the display parameters of the first display mode are higher than the display parameters of the second display mode.
5. The picture display method according to claim 4, characterized by The determining of the attention area and the non-attention area from the candidate area according to the distance between each candidate area in the target game scene and the pathfinding path comprises: Obtaining the real-time position of the virtual character in the pathfinding path; Determining the candidate area in the target game scene which has a straight-line distance greater than a distance threshold from the real-time position as a non-attention area; Determining the candidate area in the target game scene which has a straight-line distance less than or equal to the distance threshold from the real-time position as an attention area.
6. The picture display method of claim 4, wherein The display parameters include one or more of loading time priority, display layer and display precision.
7. A picture display device, characterized by comprising: Displaying part or all of a game scene and a virtual character controlled by a player in a graphical user interface; the picture display device comprises: A path determination module for determining an actual position of a special scene in a target game scene and a pathfinding path of the virtual character in the target game scene when the virtual character is in an automatic pathfinding state; A parameter determination module for determining camera shooting parameters of a virtual camera in this automatic pathfinding process based on the actual position of the special scene and the pathfinding path of the virtual character; A camera adjustment module is configured to adjust a shooting mode of the virtual camera according to the camera shooting parameter during the automatic path searching, so as to display the special scene in the graphical user interface. The path determination module is configured to determine the special scene in the target game scene by the following manner: According to any one or more of the following calculation parameters, a focus score of each candidate scene in the target game scene is calculated: a degree of association with a game task being performed by the virtual character, a historical access situation of the virtual character, and a historical operation habit of the player; wherein the candidate scene is located in a candidate area; According to the focus score, the special scene is determined from the candidate scenes.
8. An electronic device, comprising: The picture display method comprises the following steps: A processor, a memory and a bus, the memory stores machine readable instructions executable by the processor, when the electronic device is running, the processor and the memory communicate through the bus, the machine readable instructions are executed by the processor to execute the steps of the picture display method according to any one of claims 1 to 6.
9. A computer-readable storage medium, characterized in that, The computer readable storage medium stores a computer program, the computer program is executed by the processor to execute the steps of the picture display method according to any one of claims 1 to 6.
Citation Information
Patent Citations
Game display control method and device, electronic equipment and storage medium
CN111437604A