Game control method, device and terminal equipment
By providing auxiliary signs in the flight shooting game, the posture of identifying the virtual vehicle, it solves the problem that the player is difficult to judge the direction of the vehicle forward and improves the game experience.
Patent Information
- Application Number
- CN202111257884.5
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2021-10-27
- Publication Date
- 2025-01-28
- Estimated Expiration
- 2041-10-27
AI Technical Summary
In flight shooting games, when the player controls the flying vehicle, the lens direction of the virtual camera is not locked, making it difficult for players to judge the direction of the vehicle, affecting the game experience.
By providing auxiliary logos in the game screen, the posture of the virtual vehicle, including the direction and rotation angle of the vehicle, respond to the player's movement and posture control operation, and control the movement of the auxiliary logo in the screen.
Through the position and angle of the auxiliary logo, the player's virtual vehicle attitude is prompted to improve the player's game experience and reduce the chaos caused by inconsistency due to the direction of the lens.
Smart Images

Figure CN113952721B_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the field of game technology, and in particular to a game control method, device and terminal equipment. Background Art
[0002] In flight shooting games, players can control the flying vehicles provided by the game. Currently, when the flying vehicle moves forward in the virtual scene, if the lens direction of the virtual camera in the game is not locked, the player's control of the flying vehicle will cause its forward direction to be inconsistent with the lens direction, which can easily confuse the player and affect the player's gaming experience. Summary of the invention
[0003] In view of this, an object of the present invention is to provide a game control method, apparatus and terminal device, which can prompt a player of the vehicle posture of a virtual vehicle, thereby improving the player's gaming experience.
[0004] In a first aspect, an embodiment of the present invention provides an auxiliary method for game control, providing a graphical user interface through a terminal, wherein a game screen displayed by the graphical user interface includes at least a portion of a virtual scene and a virtual vehicle located in the virtual scene, and the method comprises: providing an auxiliary identifier through the game screen, wherein the auxiliary identifier is used to identify the posture of the virtual vehicle in the virtual scene; responding to a movement control operation for the virtual vehicle, controlling the movement of the virtual vehicle in the virtual scene; responding to a posture control operation for the virtual vehicle, controlling the vehicle posture of the virtual vehicle in the virtual scene; wherein the vehicle posture includes a vehicle orientation and a vehicle rotation angle; controlling the auxiliary identifier to move in the game screen according to the vehicle posture; wherein the movement includes movement and / or rotation.
[0005] In one embodiment, the step of controlling the movement of the auxiliary marker in the game screen according to the lens state of the virtual camera of the virtual scene and the vehicle posture includes: controlling the movement of the auxiliary marker according to the vehicle orientation in the vehicle posture, and controlling the rotation of the auxiliary marker according to the vehicle rotation angle in the vehicle posture.
[0006] In one embodiment, controlling the movement of the auxiliary marker according to the vehicle orientation in the vehicle posture includes: determining a target moving direction of the auxiliary marker to be moved according to the vehicle posture; judging whether the angle difference between the lens direction of the virtual camera corresponding to the virtual scene and the vehicle orientation is less than a preset angle; if the angle difference between the lens direction and the vehicle orientation is less than or equal to the preset angle, controlling the auxiliary marker to move in the target moving direction in a first designated area; if the angle difference between the lens direction and the vehicle orientation is greater than the preset angle, controlling the auxiliary marker to move in the target moving direction in a second designated area.
[0007] In one embodiment, controlling the rotation of the auxiliary marker according to the vehicle rotation angle in the vehicle posture includes: determining a target rotation direction of the auxiliary marker to be rotated according to the rotation direction corresponding to the vehicle rotation angle; determining a target angle value of the auxiliary marker to be rotated according to the angle value corresponding to the vehicle rotation angle; and controlling the rotation of the auxiliary marker according to the target rotation direction and the target angle value.
[0008] In one embodiment, the target rotation direction includes a clockwise direction and a counterclockwise direction.
[0009] In one embodiment, the method also includes: determining a circular area with the center point of the game screen as the center and a specified distance as the radius as the first designated area; wherein the specified distance is positively correlated with the size of the virtual vehicle; and determining an area in the game screen other than the first designated area as the second designated area.
[0010] In one embodiment, before providing the auxiliary identification through the game screen, the method also includes: determining that the forward direction of the virtual vehicle and the lens direction of the virtual camera corresponding to the virtual scene are in a non-locked relationship.
[0011] In one embodiment, the distance between the auxiliary marker and the center of the game screen is positively correlated with the angle difference between the vehicle and the lens direction of the virtual camera corresponding to the virtual scene.
[0012] In one embodiment, the auxiliary identifier is composed of at least one auxiliary sub-identifier, and each of the auxiliary sub-identifier corresponds to a specified component of the virtual vehicle.
[0013] In one embodiment, the auxiliary sub-identifier includes at least a first auxiliary sub-identifier, a second auxiliary sub-identifier and a third auxiliary sub-identifier, wherein the first auxiliary sub-identifier is used to represent the left component of the virtual vehicle, the second auxiliary sub-identifier is used to represent the right component of the virtual vehicle, and the third auxiliary sub-identifier is used to represent the head component or the tail component of the virtual vehicle.
[0014] In one implementation, the third auxiliary sub-identifier is located on a symmetry axis between the first auxiliary sub-identifier and the second auxiliary sub-identifier.
[0015] In one embodiment, the step of determining the target angle value of the auxiliary marker to be rotated according to the angle value corresponding to the vehicle rotation angle includes: using the vehicle rotation angle as the target angle value of the auxiliary marker to be rotated.
[0016] In a second aspect, an embodiment of the present invention further provides a game control device, which provides a graphical user interface through a terminal, and the game screen displayed by the graphical user interface includes at least a portion of a virtual scene and a virtual vehicle located in the virtual scene, and the device includes: an identification providing module, used to provide an auxiliary identification through the game screen, wherein the auxiliary identification is used to identify the posture of the virtual vehicle in the virtual scene; a movement control module, used to respond to a movement control operation for the virtual vehicle, and control the movement of the virtual vehicle in the virtual scene; a posture control module, used to respond to a posture control operation for the virtual vehicle, and control the vehicle posture of the virtual vehicle in the virtual scene; wherein the vehicle posture includes the vehicle direction and the vehicle rotation angle; a motion control module, used to control the auxiliary identification to move in the game screen according to the vehicle posture; wherein the motion includes movement and / or rotation.
[0017] In a third aspect, an embodiment of the present invention further provides a terminal device, comprising a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement any one of the methods provided in the first aspect.
[0018] In a fourth aspect, an embodiment of the present invention further provides a computer-readable storage medium, wherein the computer-readable storage medium stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement any one of the methods provided in the first aspect.
[0019] An embodiment of the present invention provides an auxiliary control method, device and terminal device for a virtual vehicle in a game, which provides an auxiliary identifier for identifying the posture of the virtual vehicle in a virtual scene through a game screen, controls the movement of the virtual vehicle in the virtual scene in response to a movement control operation for the virtual vehicle, and controls the vehicle posture (including vehicle orientation and vehicle rotation angle) of the virtual vehicle in the virtual scene in response to a posture control operation for the virtual vehicle, and then controls the auxiliary identifier to move in the game screen according to the vehicle posture; wherein the movement includes movement and / or rotation. The above method proposes an auxiliary identifier for identifying the posture of the virtual vehicle in a virtual scene. In the process of manipulating the virtual vehicle, the auxiliary identifier can be controlled to move and / or rotate in the game screen through the vehicle posture of the virtual vehicle. The embodiment of the present invention associates the movement of the auxiliary identifier with the posture of the virtual vehicle, and can intuitively prompt the player of the vehicle posture of the virtual vehicle through the position and angle of the auxiliary identifier, thereby improving the player's gaming experience.
[0020] Other features and advantages of the present invention will be described in the following description, and partly become apparent from the description, or understood by practicing the present invention. The purpose and other advantages of the present invention are realized and obtained by the structures particularly pointed out in the description, claims and drawings.
[0021] In order to make the above-mentioned objects, features and advantages of the present invention more obvious and easy to understand, preferred embodiments are given below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS
[0022] In order to more clearly illustrate the specific implementation methods of the present invention or the technical solutions in the prior art, the drawings required for use in the specific implementation methods or the description of the prior art will be briefly introduced below. Obviously, the drawings described below are some implementation methods of the present invention. For ordinary technicians in this field, other drawings can be obtained based on these drawings without paying creative work.
[0023] Figure 1a A schematic diagram of a mobile joystick control direction provided by an embodiment of the present invention;
[0024] Figure 1b A schematic diagram of another direction of moving the joystick provided by an embodiment of the present invention;
[0025] Figure 2 A flowchart of a game control method provided by an embodiment of the present invention;
[0026] Figure 3 A schematic diagram of an auxiliary mark provided by an embodiment of the present invention;
[0027] Figure 4aA schematic diagram of another game screen provided by an embodiment of the present invention;
[0028] Figure 4b A schematic diagram of another game screen provided by an embodiment of the present invention;
[0029] Figure 5 A schematic diagram of another game screen provided by an embodiment of the present invention;
[0030] Figure 6 A schematic diagram of another game screen provided by an embodiment of the present invention;
[0031] Figure 7 A schematic diagram of the structure of a game control device provided by an embodiment of the present invention;
[0032] Figure 8 A schematic diagram of the structure of a terminal device provided by an embodiment of the present invention. DETAILED DESCRIPTION
[0033] In order to make the purpose, technical solution and advantages of the embodiments of the present invention clearer, the technical solution of the present invention will be clearly and completely described in combination with the embodiments below. Obviously, the described embodiments are part of the embodiments of the present invention, not all of the embodiments. Based on the embodiments of the present invention, all other embodiments obtained by ordinary technicians in this field without creative work are within the scope of protection of the present invention.
[0034] At present, in flight shooting games, when the virtual vehicle is located in a land scene, the mobile joystick in the game is used to control the horizontal displacement of the virtual vehicle forward, backward, left and right, and the crosshairs and virtual lens movement can be controlled by moving the screen, such as Figure 1a A schematic diagram of a mobile joystick control direction shown in FIG. 1 ; when the virtual vehicle is in an aerial scene, the mobile joystick will be used to control the horizontal rotation of the virtual vehicle, such as Figure 1b Another schematic diagram of the control direction of the mobile joystick is shown. When the virtual vehicle moves in the aerial scene, it is assumed that the virtual camera in the game is not locked, that is, the lens direction of the virtual camera does not change with the forward direction of the virtual vehicle. Since the virtual vehicle can be flipped within a range of 360° when the player controls the mobile joystick, it is easy for the player to cause the forward direction of the virtual vehicle to be inconsistent with the lens direction of the virtual camera when controlling the mobile joystick. For example, the lens direction of the virtual camera is N, and the forward direction of the virtual vehicle after flipping is S, that is, the lens direction is opposite to the forward direction. In addition, since there are fewer reference objects in the aerial scene, the difference in the game screen before and after the virtual camera is flipped is not much, which will be difficult for the player to judge the forward direction of the virtual vehicle after flipping, and it is easier to confuse the player, or even cause a crash due to misoperation.
[0035] In addition, related technologies have proposed that flight shooting games can be played in a locked camera mode, that is, the forward direction of the flying vehicle is always consistent with the lens direction of the virtual camera, and the forward direction of the flying vehicle is reflected by the displacement of the crosshairs on the screen. However, some virtual weapons need to use the crosshairs to aim at hostile flying vehicles. In this scenario, the player needs to adjust the forward direction of the flying vehicle so that the crosshairs can aim at the hostile flying vehicle. However, since the player may not be able to accurately judge the forward direction of the flying vehicle, the crosshairs cannot accurately aim at the hostile flying vehicle, which in turn causes the flying vehicle to be unable to use these virtual weapons to attack the hostile flying vehicle or reduce the accuracy of the attack, which also affects the player's gaming experience.
[0036] Based on this, the present invention provides an auxiliary control method, device and terminal device for a virtual vehicle in a game, which can prompt the player of the vehicle posture of the virtual vehicle, thereby improving the player's gaming experience.
[0037] To facilitate understanding of this embodiment, a method for controlling a game disclosed in an embodiment of the present invention is first described in detail. A graphical user interface is provided through a terminal. The game screen displayed by the graphical user interface includes at least part of a virtual scene and a virtual vehicle located in the virtual scene. Figure 2 The flowchart of a method for controlling a game is shown in FIG. 1 , and the method mainly includes the following steps S202 to S208:
[0038] Step S202: providing an auxiliary mark through the game screen, wherein the auxiliary mark is used to identify the posture of the virtual vehicle in the virtual scene, and the posture may include a direction and a rotation angle.
[0039] Step S204, responding to the movement control operation for the virtual vehicle, controlling the virtual vehicle to move in the virtual scene. The movement control operation may include a sliding operation or a dragging operation on a mobile joystick in the game. In one embodiment, a mobile joystick is provided through a graphical user interface. Assuming that the virtual vehicle is located in a land scene, the player can control the virtual vehicle to move from the land scene to the air scene by sliding or dragging the mobile joystick.
[0040] Step S206, responding to the posture control operation for the virtual vehicle, controlling the vehicle posture of the virtual vehicle in the virtual scene. The posture control operation may also include a sliding operation or a dragging operation acting on the mobile joystick, and the vehicle posture includes the vehicle orientation and the vehicle rotation angle. The vehicle orientation may also be referred to as the forward direction, etc. The vehicle rotation angle has directionality. Exemplarily, the vehicle rotation angle may include clockwise and counterclockwise directions. In one embodiment, when the virtual scene is an aerial scene, the player may control the virtual vehicle to rotate 360° by manipulating the mobile joystick, and the vehicle orientation and vehicle rotation angle of the virtual vehicle will change accordingly during the rotation of the virtual vehicle.
[0041] Step S208, control the movement of the auxiliary marker in the game screen according to the vehicle posture. Wherein, the movement includes movement and / or rotation. In one embodiment, in order to facilitate the player to intuitively distinguish the vehicle posture of the virtual vehicle, the movement direction of the auxiliary marker can be determined according to the vehicle orientation, and the rotation direction of the auxiliary marker can be determined according to the vehicle rotation angle, so that the movement of the auxiliary marker is controlled based on the above-mentioned movement direction and rotation direction, and the player can intuitively distinguish the vehicle orientation and the vehicle rotation angle based on the position and angle of the auxiliary marker. For the auxiliary marker provided in an embodiment of the present invention, when the lens direction of the virtual camera and the forward direction of the virtual vehicle are in a non-binding relationship (that is, dynamic), the auxiliary marker can prompt the flight direction, nose direction and body rotation direction of the virtual vehicle. When the lens direction of the virtual camera and the forward direction of the virtual vehicle are in a binding relationship (that is, static), the auxiliary marker can prompt the nose direction (that is, flight direction).
[0042] The game control method provided in an embodiment of the present invention proposes an auxiliary marker for identifying the posture of a virtual vehicle in a virtual scene. During the manipulation of the virtual vehicle, the auxiliary marker can be controlled to move and / or rotate in the game screen through the vehicle posture of the virtual vehicle. The embodiment of the present invention associates the movement of the auxiliary marker with the posture of the virtual vehicle, and can intuitively prompt the player of the vehicle posture of the virtual vehicle through the position and angle of the auxiliary marker, thereby improving the player's gaming experience.
[0043] In one embodiment, the auxiliary identifier is composed of at least one auxiliary sub-identifier, each auxiliary sub-identifier corresponds to a designated component of the virtual vehicle, and the auxiliary sub-identifiers include at least the first auxiliary sub-identifier, the second auxiliary sub-identifier and the third auxiliary sub-identifier, and the designated components include at least the left component, the right component, the head component or the tail component. Among them, the first auxiliary sub-identifier is used to represent the left component of the virtual vehicle, the second auxiliary sub-identifier is used to represent the right component of the virtual vehicle, and the third auxiliary sub-identifier is used to represent the head component or the tail component of the virtual vehicle. In addition, the third auxiliary sub-identifier is located on the symmetry axis of the first auxiliary sub-identifier and the second auxiliary sub-identifier.
[0044] For example, the auxiliary sub-identifiers may be in the form of raised dots. For example, the first auxiliary sub-identifier may be in the form of a left raised dot to indicate the left wing of the virtual vehicle, the second auxiliary sub-identifier may be in the form of a right raised dot to indicate the right wing of the virtual vehicle, and the third auxiliary sub-identifier may be in the form of an upper raised dot to indicate the tail wing or head of the virtual vehicle. Figure 3 A schematic diagram of an auxiliary identification is shown in FIG. Figure 3It is illustrated that the auxiliary mark includes an upper convex point A, a left convex point B and a right convex point C, which respectively correspond to the tail wing a, left wing b and right wing c of the virtual vehicle. The auxiliary mark can be moved within a first designated area and a second designated area, wherein the first designated area is a circular area, and the second designated area is an area in the game screen except the circular area, thereby prompting the vehicle orientation and rotation angle of the virtual vehicle through the displacement and rotation of the auxiliary mark.
[0045] In actual applications, the lens direction of the virtual camera corresponding to the virtual scene and the forward direction of the virtual vehicle include a binding relationship and a non-binding relationship, among which the binding relationship (also called a locking relationship) can be understood as the lens direction is bound to the forward direction of the vehicle, and the lens direction changes with the change of the forward direction of the vehicle; the non-binding relationship (also called a non-locking relationship) can be understood as the lens direction is not bound to the forward direction of the vehicle, and the lens direction remains unchanged. Since the prior art usually uses a locked camera mode to play, this solution will result in the flying vehicle being unable to use some virtual weapons to attack the hostile flying vehicle or reduce the accuracy of the attack, which also affects the player's gaming experience. Therefore, the game control method provided in the embodiment of the present invention can determine that the forward direction of the virtual vehicle and the lens direction of the virtual camera corresponding to the virtual scene are in a non-locked relationship before executing the step of providing an auxiliary identifier through the game screen. At this time, the player can aim at the hostile flying vehicle through the crosshairs and attack, and at the same time, the auxiliary identifier provided by the aforementioned embodiment intuitively prompts the player of the current vehicle posture of the virtual vehicle. The embodiment of the present invention prompts the player of the vehicle posture of the virtual vehicle through the auxiliary identifier, thereby releasing the crosshairs. The player can use the crosshair identifier to aim at the target vehicle, thereby assisting the player in releasing attack skills on the target vehicle.
[0046] In addition, the embodiment of the present invention further provides an implementation method for controlling the movement of the auxiliary marker in the game screen according to the vehicle posture, see the following steps 1 to 2:
[0047] Step 1, control the movement of the auxiliary marker according to the vehicle orientation in the vehicle posture. In practical applications, the target moving direction of the auxiliary marker can be determined according to the vehicle posture, and the area where the auxiliary marker moves can also be determined based on the angular difference between the lens direction and the vehicle orientation. The embodiment of the present invention also provides an implementation method for dividing a first designated area and a second designated area. For example, a circular area with the center point of the game screen as the center and a specified distance as the radius can be determined as the first designated area, and the area in the game screen other than the first designated area is determined as the second designated area. In one embodiment, the specified distance is positively correlated with the size of the virtual vehicle. For example, a rectangular bounding box of the virtual vehicle is determined based on the size of the virtual vehicle, and the rectangular bounding box can include the virtual vehicle. The above-mentioned specified distance can be slightly larger than the maximum side length of the rectangular bounding box. It can be set based on actual needs, and the embodiment of the present invention does not limit this.
[0048] Based on this, see steps 1.1 to 1.4 below:
[0049] Step 1.1, determine the target moving direction of the auxiliary marker to be moved according to the vehicle posture. Optionally, the target moving direction of the auxiliary marker to be moved can be determined according to the vehicle orientation. In one embodiment, the principle of the auxiliary marker is similar to the projection principle. The virtual vehicle is projected into a virtual plane based on the vehicle orientation, so the vehicle orientation can be determined as the target moving direction.
[0050] Step 1.2, determine whether the angle difference between the lens direction of the virtual camera corresponding to the virtual scene and the vehicle orientation is less than a preset angle. If yes, execute step 1.3; if not, execute step 1.4. Since the lens direction and the vehicle's forward direction are not bound, that is, the lens direction does not change with the change of the vehicle's orientation, when the player manipulates the moving joystick, there may be an angle deviation between the lens direction and the vehicle orientation. When the angle deviation is large, it is easy to confuse the player. Therefore, this embodiment determines whether the angle difference between the lens direction and the vehicle orientation is greater than a preset angle. Exemplarily, the above-mentioned angle deviation can be 0. When the angle difference between the lens direction and the vehicle orientation is equal to 0, it is determined that the lens direction is consistent with the vehicle orientation. When the angle difference between the lens direction and the vehicle orientation is greater than 0, it is determined that the lens direction is inconsistent with the vehicle orientation.
[0051] Step 1.3, if the angle difference between the lens direction and the vehicle orientation is less than or equal to the preset angle, the auxiliary mark is controlled to move in the first designated area towards the target moving direction. In practical applications, when the angle difference is less than or equal to the preset angle, it indicates that the difference between the lens direction and the vehicle orientation is small, and the auxiliary mark can move in the first designated area. To facilitate understanding of the process of the auxiliary mark moving in the first designated area, the embodiment of the present invention provides such as Figure 4a and Figure 4b The schematic diagram of another game screen is shown, and the circular area in the figure is the first designated area. In the embodiment of the present invention, the auxiliary control mark is displaced in the first designated area, and its target moving direction corresponds to the vehicle orientation, so as to intuitively display the player's posture control operation in the air scene (also known as flight operation), improve the feedback of the posture control operation, and reduce the learning cost of the player.
[0052] In one embodiment, when the auxiliary marker is controlled to move in the target moving direction, the distance between the auxiliary marker and the center of the game screen is positively correlated with the angle difference between the direction of the lens of the virtual camera corresponding to the virtual scene and the vehicle. For example, the larger the angle deviation, the closer the auxiliary marker is to the edge of the first designated area. When the angle deviation is greater than the preset angle, the auxiliary marker will move from the first designated area to the second designated area and move in the second designated area.
[0053] Step 1.4, if the angle difference between the lens direction and the vehicle orientation is greater than the preset angle, the auxiliary mark is controlled to move in the target moving direction in the second designated area. In actual applications, when the angle difference is greater than the preset angle, it indicates that the difference between the lens direction and the vehicle orientation is large. At this time, the auxiliary mark can move in the second designated area, and the player can distinguish the angle deviation between the lens direction and the vehicle orientation according to the area where the auxiliary mark is located. In actual applications, the distance between the auxiliary mark and the center of the game screen is positively correlated with the angle difference between the vehicle orientation and the lens direction of the virtual camera corresponding to the virtual scene, that is, the larger the angle deviation, the closer the auxiliary mark is to the outer edge of the second designated area, and the smaller the angle deviation, the closer the auxiliary mark is to the inner edge of the second designated area. When the angle deviation gradually decreases until it is less than or equal to the preset angle, it will move from the second designated area to the first designated area and move in the first designated area.
[0054] To facilitate understanding of the process of the auxiliary marker moving in the second designated area, the embodiment of the present invention provides such Figure 5 The schematic diagram of another game screen is shown, and the area between the circular area and the rectangular area in the figure is the second designated area mentioned above. In the embodiment of the present invention, the auxiliary marker is controlled to move in the second designated area, and its second moving direction corresponds to the vehicle orientation. This process is equivalent to providing a "screen prompt" for the player, which prominently reminds the player that there is a large deviation between the vehicle orientation and the lens direction or that the vehicle orientation is inconsistent with the lens direction. At this time, the posture control operation for the virtual vehicle can be responded to again, and the virtual camera can be returned to its original position when the vehicle orientation is consistent with the lens regulations.
[0055] Step 2: Control the rotation of the auxiliary marker according to the vehicle rotation angle in the vehicle posture. In one embodiment, refer to the following steps 2.1 to 2.3:
[0056] Step 2.1, determine the target rotation direction of the auxiliary marker to be rotated according to the rotation direction corresponding to the vehicle rotation angle, wherein the target rotation direction includes clockwise and counterclockwise. For example, if the rotation direction of the virtual vehicle is clockwise, the target rotation direction of the auxiliary marker to be rotated is clockwise. Similarly, if the rotation direction of the virtual vehicle is counterclockwise, the target rotation direction of the auxiliary marker to be rotated is counterclockwise.
[0057] Step 2.2, determining the target angle value of the auxiliary marker to be rotated according to the angle value corresponding to the vehicle rotation angle. Optionally, the vehicle rotation angle can be used as the target angle value of the auxiliary marker to be rotated.
[0058] Step 2.3, control the rotation of the auxiliary mark according to the target rotation direction and target angle value. Figure 6 A schematic diagram of another game screen is shown. Figure 6 It indicates that the target rotation direction of the auxiliary mark is consistent with the rotation direction of the vehicle, and the target angle value of the auxiliary mark is consistent with the rotation angle of the vehicle. In actual application, when the virtual vehicle rotates, the auxiliary mark will also rotate with it, and the rotation position of the auxiliary sub-markers (i.e. the upper convex point, left convex point, and right convex point) on the auxiliary mark can be used to prompt the player of the vehicle rotation angle of the virtual vehicle. Even in the visibility angle or in the aerial scene without reference objects around, the player can still use the mark angle of the auxiliary mark as a reference for the vehicle rotation angle.
[0059] In an optional implementation, if the lens direction of the virtual camera corresponding to the virtual scene is bound to the forward direction of the virtual vehicle, the lens direction of the virtual camera will be controlled to be consistent with the vehicle orientation, and the nose direction and flight direction will be indicated by an auxiliary mark. Since the lens direction changes with the vehicle orientation, that is, the lens direction and the vehicle orientation are always consistent, the angle difference between the lens direction and the vehicle orientation must be less than the preset angle, so the auxiliary mark will always be located at the center of the game screen.
[0060] In one embodiment, see Figure 5 , Figure 5 It is shown that a connection line between a virtual vehicle and an auxiliary mark can be provided through a graphical user interface, and the connection line can be in a dotted direction, which further facilitates the player to distinguish the vehicle direction of the virtual vehicle. Figure 5It is also shown that the flight speed and / or flight altitude of the virtual vehicle can be provided through the graphical user interface, such as a flight speed of 323 and a flight altitude of 120, to more intuitively assist the player in understanding the current flight status of the virtual vehicle.
[0061] In summary, the above-mentioned virtual vehicle control auxiliary method provided by the embodiment of the present invention, under the condition of non-locked lens, can prompt the relative angle between the lens direction and the vehicle orientation through auxiliary identification, and prompt the player of the inconsistency between the lens direction and the vehicle orientation. The player moves the lens direction to the vehicle orientation by moving the screen, thereby unifying the different lens directions and vehicle orientations; in addition, the player can distinguish the vehicle rotation angle of the virtual vehicle by identifying the identification angle of the auxiliary identification, thereby avoiding the situation where the virtual vehicle flies backwards. The above-mentioned game control method provided by the embodiment of the present invention prompts the vehicle orientation, flight direction and vehicle rotation angle of the virtual vehicle through auxiliary identification, which is convenient for the player to distinguish the vehicle posture of the virtual vehicle in time, thereby improving the player's gaming experience.
[0062] For the game control method provided in the above embodiment, an embodiment of the present invention provides a game control device, which provides a graphical user interface through a terminal, and the game screen displayed by the graphical user interface includes at least part of the virtual scene and the virtual vehicle located in the virtual scene, see Figure 7 The structure diagram of a game control device shown in FIG. 1 mainly includes the following parts:
[0063] The identification providing module 702 is used to provide auxiliary identification through the game screen, wherein the auxiliary identification is used to identify the posture of the virtual vehicle in the virtual scene;
[0064] The movement control module 704 is used to respond to the movement control operation for the virtual vehicle and control the movement of the virtual vehicle in the virtual scene;
[0065] The posture control module 706 is used to respond to the posture control operation for the virtual vehicle and control the vehicle posture of the virtual vehicle in the virtual scene; wherein the vehicle posture includes the vehicle orientation and the vehicle rotation angle;
[0066] The motion control module 708 is used to control the auxiliary marker to move in the game screen according to the vehicle posture; wherein the motion includes movement and / or rotation.
[0067] The above-mentioned game control method provided by an embodiment of the present invention proposes an auxiliary marker for identifying the posture of a virtual vehicle in a virtual scene. During the control of the virtual vehicle, the auxiliary marker can be controlled to move and / or rotate in the game screen through the vehicle posture of the virtual vehicle. The embodiment of the present invention associates the movement of the auxiliary marker with the posture of the virtual vehicle, and can intuitively prompt the player of the vehicle posture of the virtual vehicle through the position and angle of the auxiliary marker, thereby improving the player's gaming experience.
[0068] In one embodiment, the motion control module 708 is further configured to: control the movement of the auxiliary marker according to the vehicle orientation in the vehicle posture, and control the rotation of the auxiliary marker according to the vehicle rotation angle in the vehicle posture.
[0069] In one embodiment, the motion control module 708 is also used to: determine the target moving direction of the auxiliary marker to be moved according to the vehicle posture; determine whether the angle difference between the lens direction of the virtual camera corresponding to the virtual scene and the vehicle orientation is less than a preset angle; if the angle difference between the lens direction and the vehicle orientation is less than or equal to the preset angle, control the auxiliary marker to move in the target moving direction in the first designated area; if the angle difference between the lens direction and the vehicle orientation is greater than the preset angle, control the auxiliary marker to move in the target moving direction in the second designated area.
[0070] In one embodiment, the motion control module 708 is also used to: determine the target rotation direction of the auxiliary marker to be rotated according to the rotation direction corresponding to the vehicle rotation angle; determine the target angle value of the auxiliary marker to be rotated according to the angle value corresponding to the vehicle rotation angle; and control the rotation of the auxiliary marker according to the target rotation direction and the target angle value.
[0071] In one embodiment, the target rotation direction includes a clockwise direction and a counterclockwise direction.
[0072] In one embodiment, the above-mentioned device also includes an area determination module, which is used to: determine a circular area with the center point of the game screen as the center and a specified distance as the radius as a first designated area; wherein the specified distance is positively correlated with the size of the virtual vehicle; and determine an area in the game screen other than the first designated area as a second designated area.
[0073] In one embodiment, the above-mentioned device also includes a relationship determination module, which is used to determine that there is a non-locked relationship between the forward direction of the virtual vehicle and the lens direction of the virtual camera corresponding to the virtual scene.
[0074] In one embodiment, the distance between the auxiliary marker and the center of the game screen is positively correlated with the angle difference between the vehicle and the lens direction of the virtual camera corresponding to the virtual scene.
[0075] In one embodiment, the auxiliary identifier is composed of at least one auxiliary sub-identifier, and each auxiliary sub-identifier corresponds to a specified component of the virtual vehicle.
[0076] In one embodiment, the auxiliary sub-identifier includes at least a first auxiliary sub-identifier, a second auxiliary sub-identifier and a third auxiliary sub-identifier, wherein the first auxiliary sub-identifier is used to represent the left component of the virtual vehicle, the second auxiliary sub-identifier is used to represent the right component of the virtual vehicle, and the third auxiliary sub-identifier is used to represent the head component or the tail component of the virtual vehicle.
[0077] In one implementation, the third auxiliary sub-identity is located on the symmetry axis of the first auxiliary sub-identity and the second auxiliary sub-identity.
[0078] In one implementation, the motion control module 708 is further configured to use the vehicle rotation angle as an auxiliary indicator of a target angle value to be rotated.
[0079] The device provided in the embodiment of the present invention has the same implementation principle and technical effects as those of the aforementioned method embodiment. For the sake of brief description, for matters not mentioned in the device embodiment, reference may be made to the corresponding contents in the aforementioned method embodiment.
[0080] An embodiment of the present invention provides a terminal device. Specifically, the terminal device includes a processor and a storage device. The storage device stores a computer program, and when the computer program is executed by the processor, it executes the method described in any one of the above-mentioned implementation methods.
[0081] Figure 8 A structural diagram of a terminal device provided for an embodiment of the present invention, the terminal device 100 includes: a processor 80, a memory 81, a bus 82 and a communication interface 83, wherein the processor 80, the communication interface 83 and the memory 81 are connected via the bus 82; the processor 80 is used to execute an executable module stored in the memory 81, such as a computer program.
[0082] The memory 81 may include a high-speed random access memory (RAM), and may also include a non-volatile memory, such as at least one disk memory. The communication connection between the system network element and at least one other network element is realized through at least one communication interface 83 (which may be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. may be used.
[0083] The bus 82 may be an ISA bus, a PCI bus, or an EISA bus, etc. The bus may be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Figure 8Only one bidirectional arrow is used in the diagram, but this does not mean that there is only one bus or only one type of bus.
[0084] Among them, the memory 81 is used to store programs, and the processor 80 executes the program after receiving the execution instruction. The method executed by the device for flow process definition disclosed in any embodiment of the above-mentioned embodiments of the present invention can be applied to the processor 80 or implemented by the processor 80.
[0085] The processor 80 may be an integrated circuit chip with signal processing capabilities. In the implementation process, each step of the above method can be completed by the hardware integrated logic circuit or software instructions in the processor 80. The above processor 80 can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA), or other programmable logic devices, discrete gates or transistor logic devices, discrete hardware components. The methods, steps and logic block diagrams disclosed in the embodiments of the present invention can be implemented or executed. The general-purpose processor can be a microprocessor or the processor can also be any conventional processor. The steps of the method disclosed in the embodiments of the present invention can be directly embodied as a hardware decoding processor to be executed, or the hardware and software modules in the decoding processor can be executed. The software module can be located in a mature storage medium in the field such as a random access memory, a flash memory, a read-only memory, a programmable read-only memory, or an electrically erasable programmable memory, a register, etc. The storage medium is located in the memory 81, and the processor 80 reads the information in the memory 81 and completes the steps of the above method in combination with its hardware.
[0086] The computer program product of the readable storage medium provided in the embodiment of the present invention includes a computer-readable storage medium storing program code, and the instructions included in the program code can be used to execute the methods described in the previous method embodiments. The specific implementation can be referred to the previous method embodiments, which will not be repeated here.
[0087] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present invention, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium, including several instructions for a computer device (which can be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the methods described in each embodiment of the present invention. The aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (ROM, Read-Only Memory), random access memory (RAM, Random Access Memory), disk or optical disk, etc., which can store program codes.
[0088] Finally, it should be noted that the above-described embodiments are only specific implementations of the present invention, which are used to illustrate the technical solutions of the present invention, rather than to limit them. The protection scope of the present invention is not limited thereto. Although the present invention is described in detail with reference to the above-described embodiments, ordinary technicians in the field should understand that any technician familiar with the technical field can still modify the technical solutions recorded in the above-described embodiments within the technical scope disclosed by the present invention, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should be included in the protection scope of the present invention. Therefore, the protection scope of the present invention shall be subject to the protection scope of the claims.
Claims
1. A method for controlling a game, characterized in that: A graphical user interface is provided by a terminal, wherein a game screen displayed by the graphical user interface includes at least a portion of a virtual scene and a virtual vehicle located in the virtual scene, and the method comprises: Providing an auxiliary mark through the game screen, wherein the auxiliary mark is used to identify the posture of the virtual vehicle in the virtual scene; In response to a movement control operation on the virtual vehicle, controlling the virtual vehicle to move in the virtual scene; In response to a posture control operation for the virtual vehicle, controlling the vehicle posture of the virtual vehicle in the virtual scene; wherein the vehicle posture includes a vehicle orientation and a vehicle rotation angle; Controlling the auxiliary marker to move in the game screen according to the vehicle posture; wherein the movement includes movement and / or rotation; The step of controlling the auxiliary mark to move in the game screen according to the vehicle posture comprises: controlling the movement of the auxiliary mark according to the vehicle orientation in the vehicle posture, and controlling the rotation of the auxiliary mark according to the vehicle rotation angle in the vehicle posture; The controlling the movement of the auxiliary marker according to the vehicle orientation in the vehicle posture includes: determining the target moving direction of the auxiliary marker to be moved according to the vehicle posture; judging whether the angle difference between the lens direction of the virtual camera corresponding to the virtual scene and the vehicle orientation is less than a preset angle; if the angle difference between the lens direction and the vehicle orientation is less than or equal to the preset angle, controlling the auxiliary marker to move in the target moving direction in a first designated area; if the angle difference between the lens direction and the vehicle orientation is greater than the preset angle, controlling the auxiliary marker to move in the target moving direction in a second designated area; The method of controlling the rotation of the auxiliary marker according to the vehicle rotation angle in the vehicle posture includes: determining a target rotation direction of the auxiliary marker to be rotated according to the rotation direction corresponding to the vehicle rotation angle; determining a target angle value of the auxiliary marker to be rotated according to the angle value corresponding to the vehicle rotation angle; and controlling the rotation of the auxiliary marker according to the target rotation direction and the target angle value.
2. The method according to claim 1, characterized in that: The target rotation direction includes a clockwise direction and a counterclockwise direction.
3. The method according to claim 1, characterized in that The method further comprises: Determine a circular area with a center point of the game screen as the center and a specified distance as the radius as the first specified area; wherein the specified distance is positively correlated with the size of the virtual vehicle; An area in the game screen other than the first designated area is determined as the second designated area.
4. The method according to claim 1, characterized in that: Before providing the auxiliary identification through the game screen, the method further includes: Determine that there is a non-locking relationship between the forward direction of the virtual vehicle and the lens direction of the virtual camera corresponding to the virtual scene.
5. The method according to claim 1, characterized in that The distance between the auxiliary mark and the center of the game screen is positively correlated with the angle difference between the vehicle and the lens direction of the virtual camera corresponding to the virtual scene.
6. The method according to claim 1, characterized in that The auxiliary identifier is composed of at least one auxiliary sub-identifier, and each of the auxiliary sub-identifier corresponds to a specified component of the virtual vehicle.
7. The method according to claim 6, characterized in that The auxiliary sub-identifier includes at least a first auxiliary sub-identifier, a second auxiliary sub-identifier and a third auxiliary sub-identifier, wherein the first auxiliary sub-identifier is used to indicate a left component of the virtual vehicle, the second auxiliary sub-identifier is used to indicate a right component of the virtual vehicle, and the third auxiliary sub-identifier is used to indicate a head component or a tail component of the virtual vehicle.
8. The method according to claim 7, characterized in that The third auxiliary sub-identity is located on a symmetry axis between the first auxiliary sub-identity and the second auxiliary sub-identity.
9. The method according to claim 1, characterized in that: The step of determining the target angle value of the auxiliary marker to be rotated according to the angle value corresponding to the rotation angle of the vehicle comprises: The vehicle rotation angle is used as the target angle value of the auxiliary marker to be rotated.
10. A game control device, characterized in that: A graphical user interface is provided through a terminal, wherein a game screen displayed by the graphical user interface includes at least a portion of a virtual scene and a virtual vehicle located in the virtual scene, and the device comprises: An identification providing module, used for providing an auxiliary identification through the game screen, wherein the auxiliary identification is used for identifying the posture of the virtual vehicle in the virtual scene; A movement control module, configured to respond to a movement control operation on the virtual vehicle and control the movement of the virtual vehicle in the virtual scene; A posture control module, configured to respond to a posture control operation on the virtual vehicle and control the vehicle posture of the virtual vehicle in the virtual scene; wherein the vehicle posture includes a vehicle orientation and a vehicle rotation angle; A motion control module, used to control the auxiliary marker to move in the game screen according to the vehicle posture; wherein the motion includes movement and / or rotation; The motion control module is specifically used to: control the movement of the auxiliary marker according to the vehicle orientation in the vehicle posture, and control the rotation of the auxiliary marker according to the vehicle rotation angle in the vehicle posture; The motion control module is specifically used to: determine the target moving direction of the auxiliary marker to be moved according to the vehicle posture; determine whether the angle difference between the lens direction of the virtual camera corresponding to the virtual scene and the vehicle orientation is less than a preset angle; if the angle difference between the lens direction and the vehicle orientation is less than or equal to the preset angle, control the auxiliary marker to move in the target moving direction in the first designated area; if the angle difference between the lens direction and the vehicle orientation is greater than the preset angle, control the auxiliary marker to move in the target moving direction in the second designated area; The motion control module is specifically used to: determine the target rotation direction of the auxiliary marker according to the rotation direction corresponding to the vehicle rotation angle; determine the target angle value of the auxiliary marker according to the angle value corresponding to the vehicle rotation angle; and control the rotation of the auxiliary marker according to the target rotation direction and the target angle value.
11. A terminal device, characterized in that: The method comprises a processor and a memory, wherein the memory stores computer executable instructions that can be executed by the processor, and the processor executes the computer executable instructions to implement the method according to any one of claims 1 to 9.
12. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores computer-executable instructions, and when the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the method according to any one of claims 1 to 9.
Citation Information
Patent Citations
Virtual object motion control method and device, electronic equipment and storage medium
CN108295466A
Game device and information storage medium
JP2000140417A