Game scene presentation method, device, equipment and medium in shooting game

By determining the position to be calibrated by the virtual camera in a third-person shooting game and performing calibration processing, the problem of game characters blocking the sight is solved, the smooth presentation of the game scene and the effective display of the sight is achieved, and the shooting hit rate and gaming experience are improved.

CN114100124BActive Publication Date: 2024-12-24SHANGHAI MIHOYO TIANMING TECH CO LTD
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Patent Information

Application Number
CN202010898603.3
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2020-08-31
Publication Date
2024-12-24
Estimated Expiration
2040-08-31

AI Technical Summary

Technical Problem

In third-person shooting games, when the virtual camera moves with the game characters, the game characters easily block the sight in the center of the screen, affecting the player's shooting accuracy and gaming experience.

Method used

By determining the current position information to be calibrated by the virtual camera, the calibration process is performed to obtain the calibrated camera position information, ensuring the smooth presentation of the game scene, and avoiding the game characters from obstructing the sight. The added target points are used to alleviate the vibration of the position of the virtual camera. Make sure the sight is always in the user's field of view.

Benefits of technology

It realizes smooth rendering of game scenes and effective display of sight, improving the player's shooting hit rate and gaming experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN114100124B_ABST
    Figure CN114100124B_ABST
Patent Text Reader

Abstract

The present application discloses a method, device, equipment and medium for presenting a game scene in a shooting game. The method comprises: determining the current position information to be calibrated of the virtual camera according to the received current direction information and the previous position information of the set target point; calibrating the current direction to be calibrated in the current position information to be calibrated to obtain the current camera position information of the corresponding virtual camera after calibration; presenting the current game scene where the game character is located according to the current camera position information. By using this method, before realizing the smooth presentation of the game scene, an operation of calibrating the virtual camera position information determined based on the position information of the target point is added. By using the position information of the calibrated virtual camera, not only the smooth presentation of the screen when the game scene changes with the movement of the game character is realized, but also the game character is effectively prevented from blocking the crosshairs at the center of the screen, ensuring that the crosshairs can always be presented in the user's field of view, thereby improving the game experience.
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Description

Technical Field

[0001] The present application relates to the field of game technology, and in particular to a method, device, equipment and medium for presenting game scenes in shooting games. Background Art

[0002] With the rapid development of the information age, the configuration of terminal devices such as computers, tablets, and mobile phones has been improved, and the game industry has also been greatly improved. At present, major game manufacturers have developed different types of game applications, such as third-person shooting games.

[0003] For third-person shooter games, players can choose a game character to shoot, and the player controls the game character to shoot. Specifically, the game scene is rendered through a virtual camera, and the rendered game scene is presented from the perspective of following the game character (i.e., standing behind the game character). The presented game scene is mainly related to the position of the virtual camera, and the position of the virtual camera changes as the game character moves. In addition, in third-person shooter games, the crosshairs that players rely on for shooting are required to be displayed in the center of the screen, and in order to make the players better integrated into the game scene, the game character is often presented on the left side of the crosshairs.

[0004] However, when the position of the virtual camera follows the movement of the game character, there is a situation in which the game character blocks the crosshairs displayed in the center of the screen in the game scene presented based on the position of the virtual camera. When the crosshairs are blocked, the player cannot use the crosshairs to accurately shoot the target object, thereby affecting the player's gaming experience. Summary of the invention

[0005] In view of this, the embodiments of the present application provide a method, device, equipment and medium for presenting a game scene in a virtual shooting game, which effectively avoids the problem of blocking the crosshairs when the game character moves.

[0006] In a first aspect, an embodiment of the present application provides a method for presenting a game scene in a shooting game, comprising:

[0007] Determine the current position information of the virtual camera to be calibrated according to the received current direction information and the previous position information of the set target point, wherein the current direction information is the information input by the user to control the game character;

[0008] Performing calibration processing on the current direction to be calibrated in the current position information to be calibrated, and obtaining the current camera position information corresponding to the virtual camera after calibration;

[0009] The current game scene where the game character is located is presented according to the current camera position information.

[0010] Further, the determining the current position information to be calibrated of the virtual camera according to the received current direction information and the previous position information of the set target point includes:

[0011] Determine the current position information of the target point according to the received current direction information and the previous position information of the set target point;

[0012] According to the current position information, the current position information to be calibrated of the virtual camera is determined.

[0013] Further, determining the current position information of the target point according to the received current direction information and the previous position information of the set target point includes:

[0014] Obtaining the previous role position information of the game role;

[0015] Determining the current character position information of the game character according to the current direction information and the previous character position information;

[0016] The current position information of the target point is determined according to the current character position information and the previous position information.

[0017] Further, determining the current role position information of the game role according to the current direction information and the previous role position information includes:

[0018] Regularizing the current direction information, and determining the regularized current direction information as the current character moving direction of the game character;

[0019] Determining a change distance value of the game character moving along the current character moving direction according to the movement attribute information set relative to the game character and the previous character coordinate position in the previous character position information;

[0020] The current character coordinate position of the game character is determined according to the change distance value, and the current character moving direction and the current character coordinate position are recorded as the current character position information of the game character.

[0021] Further, determining the current position information of the target point according to the current character position information and the previous position information includes:

[0022] Extracting the current character moving direction and the current character coordinate position from the current character position information, and determining the current character moving direction as the current point moving direction of the target point;

[0023] The current character coordinate position is used as the objective function value, and the objective function value and the previous target point coordinate position in the previous position information are substituted into a given linear interpolation function to obtain the current point coordinate position of the target point;

[0024] The moving direction of the current point and the coordinate position of the current point are determined as the current position information of the target point.

[0025] Further, determining the current position information to be calibrated of the virtual camera according to the current position information includes:

[0026] Determine the moving direction of the current point in the current position information as the current direction to be calibrated of the virtual camera, and obtain the coordinate position of the current point in the current position information;

[0027] Determine a target position that is a first set distance away from the coordinate position of the current point along the opposite direction of the moving direction of the current point, and use the coordinates corresponding to the target position as the current camera coordinate position of the virtual camera;

[0028] The current direction to be calibrated and the current camera coordinate position are determined as the current position information to be calibrated of the virtual camera.

[0029] Furthermore, the calibrating the current direction to be calibrated in the current position information to be calibrated to obtain the current camera position information corresponding to the virtual camera after calibration, includes:

[0030] Extracting the current direction to be calibrated and the current camera coordinate position included in the current position information to be calibrated;

[0031] Obtaining a current calibration direction corresponding to the current direction to be calibrated after being rotated clockwise to a set angle value;

[0032] Determining a current camera movement direction of the virtual camera according to the current calibration direction;

[0033] The current camera movement direction and the current camera coordinate position are determined as the current camera position information corresponding to the virtual camera after calibration.

[0034] Further, determining the current camera movement direction of the virtual camera according to the current calibration direction includes:

[0035] Determine, along the current calibration direction, a camera calibration point that is a second set distance away from the current camera coordinate position;

[0036] A direction vector formed based on the current camera coordinate position and the camera calibration point is determined as a current camera movement direction of the virtual camera.

[0037] Furthermore, presenting the current game scene where the game character is located according to the current camera position information includes:

[0038] Controlling the virtual camera to transform from a previous posture corresponding to the previous camera position information to a current posture corresponding to the current camera position information;

[0039] Obtaining current rendering data corresponding to the virtual camera when it is in the current posture;

[0040] The current game scene where the game character is located is presented on the terminal screen through the current rendering data, and the crosshairs used for shooting and aiming are controlled to be displayed at the center point of the terminal screen.

[0041] Furthermore, after presenting the current game scene where the game character is located according to the current camera position information, it also includes:

[0042] The next frame is taken as the new current frame, and the operation of determining the current position information to be calibrated of the virtual camera is continued to be executed until the shooting end condition is met.

[0043] Furthermore, the initial position information of the target point is: the initial moving direction and initial coordinate position of the game character.

[0044] In a second aspect, an embodiment of the present application provides a game scene presentation device in a shooting game, comprising:

[0045] A first information determination module is used to determine the current position information to be calibrated of the virtual camera according to the received current direction information and the previous position information of the set target point, wherein the current direction information is the information input by the user controlling the game character;

[0046] A second information determination module is used to perform calibration processing on the current direction to be calibrated in the current position information to be calibrated, and obtain the current camera position information corresponding to the virtual camera after calibration;

[0047] The scene presentation module is used to present the current game scene where the game character is located according to the current camera position information.

[0048] In a third aspect, an embodiment of the present application further provides a computer device, including:

[0049] memory and one or more processors;

[0050] The memory is used to store one or more programs;

[0051] When the one or more programs are executed by the one or more processors, the one or more processors implement the method for presenting a game scene in a shooting game as described in the first aspect above.

[0052] In a fourth aspect, an embodiment of the present application further provides a storage medium comprising computer executable instructions, which, when executed by a computer processor, are used to execute the method for presenting a game scene in a shooting game as described in the first aspect.

[0053] The above-mentioned method, device, equipment and medium for presenting a game scene in a shooting game can first determine the current position information of the virtual camera to be calibrated according to the received current direction information and the previous position information of the set target point; then calibrate the current direction to be calibrated in the current position information to be calibrated, obtain the current camera position information of the corresponding virtual camera after calibration, and finally present the current game scene where the game character is located according to the current camera position information. The above-mentioned technical scheme of this embodiment first considers determining the position information of the virtual camera when following the changes of the game character by adding a target point for shock absorption, thereby realizing the smooth presentation of the game scene screen; at the same time, before the smooth presentation of the game scene, an operation of calibrating the virtual camera position information determined based on the position information of the target point is added. By using the position information of the virtual camera after calibration, not only can the smooth presentation of the screen be realized when the game scene changes with the movement of the game character, but also the game character can be effectively prevented from blocking the crosshairs at the center of the screen, ensuring that the crosshairs can always be presented in the user's field of view, thereby achieving the effect of improving the user's shooting hit rate and improving the game experience. BRIEF DESCRIPTION OF THE DRAWINGS

[0054] Other features, objects and advantages of the present application will become more apparent by reading the detailed description of non-limiting embodiments made with reference to the following drawings:

[0055] Figure 1 A flowchart of a method for presenting a game scene in a shooting game provided in Embodiment 1 of the present application is provided;

[0056] Figure 2 A schematic flow chart of a method for presenting a game scene in a shooting game provided by a second embodiment of the present invention is provided;

[0057] Figure 2a A flowchart for implementing the determination of the position information of a game character in the game scene presentation method provided in the second embodiment of the present invention is provided;

[0058] Figure 2b A flowchart for implementing the determination of the position information of the target point in the game scene presentation method provided in the second embodiment of the present invention is provided;

[0059] Figure 2c A flowchart for implementing the determination of calibration position information of a virtual camera in a game scene presentation method provided in Embodiment 2 of the present invention is provided;

[0060] Figure 2d A flowchart for implementing the determination of the moving direction of the virtual camera in the game scene presentation method provided in the second embodiment of the present invention is provided;

[0061] Figure 3 A structural block diagram of a game scene presentation device in a shooting game provided in Embodiment 3 of the present application is provided;

[0062] Figure 4 A schematic diagram of the structure of a computer device provided in Embodiment 4 of the present invention. DETAILED DESCRIPTION

[0063] In order to make the purpose, technical scheme and advantages of the present application clearer, the embodiments of the present application will be further described in detail below in conjunction with the accompanying drawings. It should be clear that the described embodiments are only part of the embodiments of the present application, rather than all the embodiments. Based on the embodiments in the present application, all other embodiments obtained by ordinary technicians in the field without creative work are within the scope of protection of the present application.

[0064] When the following description refers to the drawings, unless otherwise indicated, the same numbers in different drawings represent the same or similar elements. The embodiments described in the following exemplary embodiments do not represent all embodiments consistent with the present application. Instead, they are only examples of devices and methods consistent with some aspects of the present application as detailed in the attached claims.

[0065] In the description of the present application, it should be understood that the terms "first", "second", "third", etc. are only used to distinguish similar objects, and are not necessarily used to describe a specific order or sequence, nor can they be understood as indicating or implying relative importance. For those of ordinary skill in the art, the specific meanings of the above terms in the present application can be understood according to the specific circumstances. In addition, in the description of the present application, unless otherwise specified, "multiple" refers to two or more. "And / or" describes the association relationship of associated objects, indicating that three relationships may exist. For example, A and / or B can represent: A exists alone, A and B exist at the same time, and B exists alone. The character " / " generally indicates that the objects associated before and after are in an "or" relationship.

[0066] Embodiment 1

[0067] Figure 1A flowchart of a method for presenting a game scene in a shooting game provided in the first embodiment of the present application is provided. The method is applicable to the case where a game scene is presented when a game character moves in a shooting game. The method can be executed by a computer device loaded with shooting game software. The method for presenting a game scene in a shooting game can be integrated as a plug-in in the installed shooting game software, and the method can be implemented by running the shooting game software. The computer device can be composed of two or more physical entities, or it can be composed of one physical entity. Generally speaking, the computer device can be a notebook, a desktop computer, a smart tablet, etc.

[0068] It should be noted that the present embodiment collects information and changes the game scenes in units of frames. The information obtained through operations such as acquisition, reception or determination in the current frame in the present embodiment is uniformly prefixed with "current" as the name, such as the current position information, which can be considered as the position information of a certain instance object in the current frame; similarly, the information obtained through operations such as acquisition, reception or determination in the previous frame is uniformly prefixed with "previous" as the name, such as the previous position information, which can be considered as the position information of a certain instance object in the current frame.

[0069] like Figure 1 As shown, the first embodiment provides a method for presenting a game scene in a shooting game, which specifically includes the following steps:

[0070] S101. Determine current position information to be calibrated of a virtual camera according to received current direction information and previous position information of a set target point, wherein the current direction information is information input by a user to control a game character.

[0071] In this embodiment, the current direction information can be considered as control information input by the user through the input device in order to control the movement or rotation direction of the game character. Through the above description, it can be known that the current direction information can specifically be the information required for the user to control the change of the posture (movement direction of the game character, position after movement) of the game character in the current frame.

[0072] In this embodiment, the game character can be considered as a character pre-selected by the user (game player) after entering the shooting game, and various actions of the game character in the game are controlled by the user through information input. Exemplarily, the user can control the actions of the game character through control information input by input devices such as keyboards, mice, and touch pads. The current direction information in this step is a type of control information input by the user.

[0073] For example, in a shooting game, the user can use the keyboard as an input device, so that the user can input control information for the game character by pressing one or two of the direction keys "↑", "↓", "←", and "→" on the keyboard that represent forward, backward, left turn, and right turn, thereby obtaining the current direction information corresponding to the current frame. For example, by pressing only the "↑" key, the current direction information represented is that the game character moves straight forward without turning left or right; by pressing the "↑" and "→" keys at the same time, the current direction information represented can be moving in the combined direction of the forward and right directions.

[0074] In this embodiment, in order to realize smooth following of the virtual camera relative to the game character, this embodiment introduces a target point, which can be specifically understood as a shock absorbing point for reducing the position vibration of the virtual camera. This embodiment can indirectly determine the position information of the virtual camera in each frame by determining the position information of the target point in each frame. The previous position information of the target point can be understood as the position information of the target point in the previous frame of the current frame, and the previous position information can be specifically determined by the method provided in this embodiment when the previous frame is used as the current frame.

[0075] It should be noted that, assuming that the method provided in this embodiment is initially executed, the previous position information of the target point obtained in this step can be defaulted to the initial position information of the device in advance, wherein the initial position information of the target point can preferably be: the starting moving direction and starting coordinate position of the game character. That is, the starting coordinate position and the corresponding starting moving direction of the game character after the game mode of the shooting game starts, and the starting moving direction can be defaulted to the starting orientation of the game character.

[0076] In addition, the game scene in the shooting game is mainly rendered and presented in real time through the virtual camera. Therefore, in order to realize the rendering and presentation of the current game scene where the game character is located, this step needs to first determine the camera position information of the virtual camera. After receiving the current direction information and obtaining the previous position information of the target point, this step can determine the position information of the virtual camera when it changes with the game character in the current frame by determining the current position information of the target point, combined with the association relationship between the virtual camera and the target point pre-set in this embodiment. This embodiment first records the position information determined by this step relative to the virtual camera as the current position information to be calibrated.

[0077] S102: Perform calibration processing on the current direction to be calibrated in the current position information to be calibrated, and obtain current camera position information corresponding to the virtual camera after calibration.

[0078] It should be noted that the above S101 can obtain the camera position information that the virtual camera should have after following the changes of the game character based on the current direction information in the current frame. In theory, the smooth presentation of the game scene can be achieved directly through the camera position information of the virtual camera in the current frame. However, in actual applications, it is found that if the game scene is directly rendered and presented only by relying on the camera position information determined by S101, there may be a situation where the crosshair in the center of the screen in the game scene is blocked by the game character, which results in the problem that the player user cannot rely on the crosshair for accurate shooting.

[0079] To solve the above problem, this embodiment adds an operation of calibrating the current position information to be calibrated (camera position information) of the virtual camera obtained in S101. The current position information to be calibrated includes the current moving direction to be calibrated required for the virtual camera to move in the current frame, and the final current camera coordinate position after the movement, and the key to the final position of the virtual camera in the current position information to be calibrated is the current moving direction to be calibrated.

[0080] Thus, in this step, the current camera position information after the virtual camera calibration can be obtained by calibrating and adjusting the current moving direction to be calibrated. Exemplarily, in this step, the calibration and adjustment of the current moving direction to be calibrated can be adjusting the current moving direction to be calibrated counterclockwise or clockwise by a certain angle.

[0081] S103: Presenting the current game scene where the game character is located according to the current camera position information.

[0082] In this embodiment, after the above-mentioned S102 performs correction processing on the virtual camera based on the camera position information obtained in S101 to obtain the current camera position information, the corresponding rendering data information can be called based on the current camera position information through this step, so as to realize the rendering presentation of the current game scene where the game character is located through the called rendering data.

[0083] Specifically, this step can be performed by first controlling the virtual camera to perform posture transformation based on the current camera position information, and then presenting the corresponding game scene through the matched rendering data after the posture transformation, and at the same time controlling the crosshairs that the player user relies on for shooting in the shooting game to be displayed at the center of the terminal screen. Thus, the user is presented with a visual effect that the game scene screen can be smoothly changed only by controlling the game character, and the game character will not block the crosshairs displayed at the center of the screen.

[0084] A method for presenting a game scene in a shooting game provided in a first embodiment of the present invention first considers determining the position information of a virtual camera when following the changes of a game character through an additional target point for shock absorption, thereby achieving smooth presentation of the game scene screen; at the same time, before the smooth presentation of the game scene, an operation of calibrating the virtual camera position information determined based on the position information of the target point is added. By using the position information of the calibrated virtual camera, not only can the smooth presentation of the screen be achieved when the game scene changes with the movement of the game character, but also the game character can be effectively prevented from blocking the crosshairs at the center of the screen, ensuring that the crosshairs can always be presented in the user's field of view, thereby achieving the effect of improving the user's shooting hit rate and improving the gaming experience.

[0085] As an optional embodiment of the first embodiment of the present invention, in this optional embodiment, after presenting the current game scene in which the game character is located according to the current camera position information, it is also optimized to include: taking the next frame as the new current frame, returning to continue the determination operation of the current position information to be calibrated of the virtual camera until the shooting end condition is met.

[0086] It is understandable that the present embodiment has mentioned above that the game scene in the shooting game is presented mainly in frames, and the present embodiment mainly describes from the perspective of the current frame how to achieve smooth presentation of the game scene when the position of the virtual camera changes correspondingly due to the change in the position of the game character controlled by the user. Considering the continuity of shooting games in actual applications, the present embodiment needs to continuously achieve the presentation of the game scene in each frame of the shooting game.

[0087] Therefore, this optional embodiment can, after presenting the current game scene where the game character is located according to the current camera position information, use the next frame as the new current frame, and then return to continue to perform the operation of determining the current position information to be calibrated of the virtual camera in the new current frame, so as to repeat the game scene presentation operation provided by this embodiment. Among them, after using the next frame as the new current frame, the original current frame is equivalent to the previous frame, and the current position information of the target point in the original current frame can be regarded as the current previous position information.

[0088] In this optional embodiment, the end condition for looping the present presentation operation may be that a shooting end condition is currently satisfied, wherein the shooting end condition may be considered to be that the game player has completed the current shooting task, or that the game character's health is exhausted and no longer has the ability to shoot, etc.

[0089] Embodiment 2

[0090] Figure 2A flow chart of a method for presenting a game scene in a shooting game provided by a second embodiment of the present invention is given. This second embodiment is optimized on the basis of the above embodiment. In this embodiment, the current position information to be calibrated of the virtual camera is further determined according to the received current direction information and the previous position information of the set target point, which is concretized as follows: the current position information of the target point is determined according to the received current direction information and the previous position information of the set target point; the current position information of the virtual camera to be calibrated is determined according to the current position information.

[0091] At the same time, this embodiment further performs a calibration process on the current direction to be calibrated in the current position information to be calibrated to obtain the current camera position information corresponding to the virtual camera after calibration, which is specifically: extracting the current direction to be calibrated and the current camera coordinate position contained in the current position information to be calibrated to obtain the current calibration direction corresponding to the current direction to be calibrated after rotating the current direction to be calibrated clockwise to a set angle value; determining the current camera movement direction of the virtual camera according to the current calibration direction; and determining the current camera movement direction and the current camera coordinate position as the current camera position information corresponding to the virtual camera after calibration.

[0092] In addition, this embodiment further presents the current game scene in which the game character is located according to the current camera position information, which is specifically: controlling the virtual camera to transform from a previous posture corresponding to the previous camera position information to a current posture corresponding to the current camera position information; obtaining current rendering data corresponding to the virtual camera when it is in the current posture; presenting the current game scene in which the game character is located on the terminal screen through the current rendering data, and controlling the crosshairs used for shooting and aiming to be displayed at the center point of the terminal screen.

[0093] like Figure 2 As shown, a method for presenting a game scene in a shooting game provided by Embodiment 2 of the present invention specifically includes the following operations:

[0094] This embodiment concretizes the determination operation of the current position information to be calibrated in the above embodiment into the following two steps S201 and S202. It can be seen that the determination of the current position information to be calibrated of the virtual camera in the current frame is first related to the current position information of the target point in the current frame.

[0095] S201. Determine current position information of the target point according to the received current direction information and the previous position information of the set target point.

[0096] In this embodiment, the current direction information is the position control information corresponding to the game character in the current frame, and the previous position information of the target point is the position information determined when the target point follows the movement of the game character in the previous frame. In this embodiment, before executing this step, an association relationship between the current direction information of the game character and the previous position information of the target point and the current position information of the target point can be established in advance. This step determines the current position information of the target point through the known association relationship between the three.

[0097] The current position information may be specifically understood as the current moving direction and coordinate position that the target point should reach when the game character moves with the current direction information input by the user.

[0098] Exemplarily, the relationship between the current direction information of the game character and the previous position information of the target point and the current position information of the target point can be represented by a function formula, and the design purpose of the function formula is to achieve smooth changes in the position of the target point. Different function formulas can represent different relationships among the three. Among them, the function formula can be a linear interpolation function with known interpolation parameters. Under this function formula, information used as function value can be determined from the current direction information of the game character, and one of the independent variable values ​​of the function can be determined from the previous position information, thereby determining a key data information for determining the current position information, thereby achieving the determination of the current position information.

[0099] Furthermore, in this embodiment, the current position information of the target point can be determined according to the received current direction information and the previous position information of the set target point as follows:

[0100] S1. Obtain the previous role position information of the game role.

[0101] It can be known that the determination of the current position information of the target point is mainly related to the current character position information of the game character after the game character moves through the current direction information. Among them, the current direction information received in this embodiment can actually be equivalent to the movement control information that the user should have when controlling the game character to move in the current frame. And this embodiment can control the game character to update the previous character position information of the previous frame to the current character position information that should be in the current frame through the current direction information.

[0102] In order to determine the current point position information of the target point, this embodiment can first obtain the previous character position information of the game character through this branch step to determine the current character position information that the game character should have after moving according to the current direction information.

[0103] S2. Determine the current role position information of the game role according to the current direction information and the previous role position information.

[0104] After obtaining the previous character position information, this branch step can be used to realize the current character position information that the game character should have after moving according to the current direction information.

[0105] Exemplarily, the direction contained in the current direction information can be determined as the current moving direction of the game character. At the same time, the distance that the game character can move within one frame can be determined based on attribute information such as the moving speed or moving acceleration that is pre-set for the game character. Based on this distance value and the coordinate position of the game character in the previous frame, the current character coordinate position of the game character after the game character changes according to the current direction information can be determined. The current moving direction of the character and the current character coordinate position determined in this step can be regarded as the current character position information of the game character.

[0106] Furthermore, the following operations in this embodiment provide specific implementations of the current character position information.

[0107] Specifically, Figure 2a A flowchart for implementing the determination of the position information of the game character in the game scene presentation method provided in the second embodiment of the present invention is given. Figure 2a As shown, according to the current direction information and the previous character position information, the current character position information of the game character is determined, which specifically includes the following operations:

[0108] S21, regularizing the current direction information, and determining the regularized current direction information as the current character moving direction of the game character.

[0109] In this embodiment, the current direction information received in the current frame can be represented in the form of vector coordinates, or in the form of a matrix or a quaternion. This embodiment does not limit the specific form of the current direction information. In order to better quantify the current direction information, this embodiment uses vectorized representation as an example for illustration, that is, this step can regularize the current direction information received in the vectorized representation, such as standardizing the representation interval (-1,1) of a vector coordinate value, so that the vector coordinate representing the current direction information is represented by a value in the interval (-1,1).

[0110] In this step, the current direction information obtained after processing according to the set rules can be directly determined as the current character moving direction of the game character.

[0111] S22. Determine a change distance value of the game character moving along the current character moving direction according to the movement attribute information set relative to the game character and the previous character coordinate position in the previous character position information.

[0112] In this embodiment, the movement attribute information may specifically refer to information such as a pre-set movement speed and movement acceleration relative to the game character. After obtaining the movement attribute information corresponding to the game character, combined with the previous character coordinate value in the previous character position information corresponding to the game character in the previous frame, the change distance value generated when the game character moves along the determined current character movement direction within the time length of the current frame can be determined.

[0113] S23. Determine the current character coordinate position of the game character according to the changed distance value, and record the current character moving direction and the current character coordinate position as the current character position information of the game character.

[0114] In this embodiment, the change distance value can be considered as the distance value formed by the game character moving from the previous character coordinate position along the current character movement direction for a unit frame of time. Based on the known previous character position coordinates, the current character movement direction and the change distance value, the current character coordinate position that the game character should have in the current frame can be determined by coordinate calculation.

[0115] In this step, the determined current character moving direction and current character coordinate position can also be directly regarded as the current character position information of the game character in the current frame.

[0116] S3. Determine the current position information of the target point according to the current character position information and the previous position information.

[0117] In this embodiment, the current character position information is equivalent to the position information that the user should have after the game character controlled by the user changes in the current frame. Taking into account that the target point changes with the changes of the game character, a function can be preset that can represent the relationship between the current character coordinate position in the current character position information, the previous point coordinate position in the previous position information, and the current point coordinate position in the current position information.

[0118] This branch step can directly call a predetermined function to obtain the current position information of the target point based on the known current character position information and the previous position information. For example, this embodiment can preferably use a linear interpolation function as a function to characterize the relationship between the above three. In order to achieve the smoothness of the target point following the change of the game character's posture, this embodiment regards the current character coordinate position as the function value in the function, and regards the previous point coordinate position in the previous position information as an independent variable. Based on the given interpolation parameters, the current point coordinate position of the target point can be determined.

[0119] Furthermore, the following operations in this embodiment provide specific implementations of the current location information of the target point.

[0120] Figure 2b A flowchart for determining the location information of a target point in the game scene presentation method provided in the second embodiment of the present invention is given. Figure 2b As shown, in this embodiment, the current position information of the target point can be determined according to the current character position information and the previous position information as follows:

[0121] S31, extracting the current character moving direction and the current character coordinate position from the current character position information, and determining the current character moving direction as the current point moving direction of the target point.

[0122] This step can extract the current character moving direction and the current character coordinate position contained in the current character position information. The target point is the follower of the game character, so the current character moving direction of the game character can be directly regarded as the current point moving direction of the target point.

[0123] S32. Taking the current character coordinate position as the objective function value, substituting the objective function value and the previous target point coordinate position in the previous position information into a given linear interpolation function to obtain the current point coordinate position of the target point.

[0124] This step can directly call a pre-built linear interpolation function and implement the function calculation of the linear interpolation function to determine the current point coordinate position of the target point. The interpolation parameters in the linear interpolation function can be set by the game designer according to the different effects to be achieved. For example, the speed of the interpolation process can be controlled by adjusting the size of the interpolation parameters.

[0125] S33: Determine the moving direction of the current point and the coordinate position of the current point as the current position information of the target point.

[0126] In this step, the moving direction of the current point and the coordinate position of the current point can be directly used as the current position information of the target point when it follows the changes of the game character in the current frame.

[0127] S202: Determine current position information to be calibrated of the virtual camera according to the current position information.

[0128] In this embodiment, the presentation of the game scene in the shooting game is related to the virtual camera following the game character. When the position of the game character changes, the position of the virtual camera changes accordingly. The current position information of the target point introduced in this embodiment, combined with the positional association between the target point and the virtual camera, can be used to determine the camera position information of the virtual camera when it follows the movement of the game character in the current frame. This embodiment records the camera position information as the current position information to be calibrated.

[0129] It should be noted that, in this embodiment, the position association relationship between the target point and the virtual camera can be set so that the virtual camera follows in the same direction at a position at a fixed distance from the target point. Thus, after determining the current position information, the current camera position information of the virtual camera can be determined in combination with the fixed distance value pre-set for the two.

[0130] Furthermore, the following operations in this embodiment provide a specific implementation of the current camera position information of the virtual camera.

[0131] Specifically, Figure 2c A flowchart for determining the calibration position information of the virtual camera in the game scene presentation method provided in the second embodiment of the present invention is provided. Figure 2c As shown, according to the current position information, determining the current position information to be calibrated of the virtual camera specifically includes the following operations:

[0132] S2021. Determine the moving direction of the current point in the current position information as the current direction to be calibrated of the virtual camera, and obtain the coordinate position of the current point in the current position information.

[0133] It can be understood that the virtual camera can be regarded as following the target point, so the moving direction of the virtual camera can be considered to be the same as the moving direction of the target point. In this step, the moving direction of the current point in the current position information can be directly determined as the current camera moving direction of the virtual camera. At the same time, the coordinate position of the current point included in the current position information can also be extracted.

[0134] S2022. Determine a target position that is a first set distance away from the coordinate position of the current point along a direction opposite to the moving direction of the current point, and use the coordinates corresponding to the target position as the current camera coordinate position of the virtual camera.

[0135] This step mainly realizes the determination of the current camera coordinate position of the virtual camera. Specifically, the actual coordinate position of the virtual camera should be behind the target point. Therefore, it is possible to take the current point coordinate position as the reference point in the opposite direction of the current point's movement, and then determine a target position that is a first set distance away from the reference point. Finally, the coordinates corresponding to the target position can be used as the current camera coordinate position of the virtual camera.

[0136] It can be understood that, considering that the virtual camera follows the target point and the distance between it and the target point is also short, the first set distance value often takes a smaller value, wherein the smaller value can be selected from a set distance range, and the set distance range can be set according to the height range that the game character may present under the virtual camera lens. Preferably, the set distance range can be set to [20cm, 100cm].

[0137] S2023. Determine the current direction to be calibrated and the current camera coordinate position as the current position information to be calibrated of the virtual camera.

[0138] In this step, the current camera movement direction and the current camera coordinate position can be directly used as the current position information to be calibrated that the virtual camera should have in the current frame to follow the change of the target point.

[0139] In this embodiment, the following S203 to S205 provide specific operations for calibrating the current position information to be calibrated.

[0140] S203: extracting the current direction to be calibrated and the current camera coordinate position included in the current position information to be calibrated.

[0141] In this embodiment, after the current position information to be calibrated is determined, the current direction to be calibrated and the current camera coordinate position included in the current position information to be calibrated are extracted through this step.

[0142] S204: Obtain a current calibration direction corresponding to the current direction to be calibrated being rotated clockwise to a set angle value.

[0143] By analyzing the reason why the game character blocks the crosshairs when the current position information to be calibrated is directly used to present the game scene, it can be found that the current direction to be calibrated is directly equal to the current character movement direction when the game character changes in the current frame. If the virtual camera directly presents the game scene with the current direction to be calibrated, the game character will be located directly in front of the virtual camera. At the same time, since the crosshairs are always controlled to be displayed in the center of the screen in shooting games, when the game character is also presented in front of the virtual camera, from the perspective of the player user, the game character blocks the crosshairs.

[0144] Based on this, this embodiment considers adjusting the current direction to be calibrated of the virtual camera so that the direction of the virtual camera and the direction of the game character are in different directions, so as to avoid the game character being directly in front of the virtual camera. Therefore, the current direction to be calibrated can be adjusted clockwise through this step, thereby obtaining a current calibration direction that deviates from the current direction to be calibrated by a set angle value, wherein the set angle value can be selected as 5°.

[0145] S205: Determine a current camera movement direction of the virtual camera according to the current calibration direction.

[0146] The current calibration direction determined above cannot be directly used as the current camera movement direction of the virtual camera. To ensure that the game character and the crosshairs can be presented completely separately, specifically, a camera calibration point can be extended in the current calibration direction through this step, and then the current camera movement direction of the virtual camera can be determined based on the aiming point and the current camera coordinate position of the virtual camera.

[0147] For example, Figure 2d A flowchart for determining the moving direction of a virtual camera in a game scene presentation method provided in Embodiment 2 of the present invention is provided. Figure 2d As shown, determining the current camera movement direction of the virtual camera according to the current calibration direction specifically includes the following operations:

[0148] S2051. Determine, along the current calibration direction, a camera calibration point that is a second set distance away from the current camera coordinate position.

[0149] In this step, it can be considered that the camera calibration point to be formed is a second set distance value from the current camera coordinate position in the current calibration direction, wherein the second set distance value can be specifically understood as a distance value that can be expressed as infinity. It can be known that when the distance value is greater than 1000, it can be considered to be able to represent infinity. Therefore, this embodiment does not specifically limit the value of the second set distance value, as long as it is a value greater than 1000. For example, this step can preferably be 10000.

[0150] S2052: Determine a direction vector formed based on the current camera coordinate position and the camera calibration point as the current camera movement direction of the virtual camera.

[0151] In this step, after the current camera coordinate position and the camera calibration point are known, a direction vector can be formed in the current coordinate system based on these two coordinate points, and the direction vector can be used as the current camera movement direction of the virtual camera.

[0152] S206: Determine the current camera movement direction and the current camera coordinate position as the current camera position information corresponding to the virtual camera after calibration.

[0153] S207: Control the virtual camera to transform from a previous posture corresponding to the previous camera position information to a current posture corresponding to the current camera position information.

[0154] In this embodiment, the previous camera position information can be specifically understood as the camera position information of the virtual camera when it follows the movement of the game character in the previous frame. The previous camera position information can be determined based on the relevant operations in the game scene presentation method provided by this embodiment when it is in the previous frame, and the previous camera position information can be directly obtained when it is in the current frame.

[0155] In this embodiment, the game character will change in the current frame according to the current direction information input by the user, and the corresponding target point and virtual camera also need to change to the determined position. This step specifically provides the operation of moving and changing the virtual camera based on the position information in the current frame. Among them, the posture can be specifically understood as the state of combining information such as direction and coordinate position.

[0156] In this embodiment, it can be considered that the virtual camera can have the previous posture state in the previous frame through the previous camera position information (including the previous camera movement direction and the previous camera coordinate position). In the current frame, it is necessary to control the virtual camera to change from the previous posture to the current posture corresponding to the current camera position information (current camera movement direction and current camera coordinate position).

[0157] It can be known that, while the posture state of the virtual camera is controlled to change through this step, the posture of the game character and the target point are also changed through the corresponding position information.

[0158] S208. Obtain current rendering data corresponding to the virtual camera being in the current posture.

[0159] In this embodiment, the game scene in the shooting game is rendered by a virtual camera. When the virtual camera is in the current position in the current frame, this step is required to obtain the current rendering data corresponding to the virtual camera in the current position.

[0160] S209: presenting the current game scene in which the game character is located on the terminal screen through the current rendering data, and controlling a crosshair for shooting and aiming to be displayed at the center point of the terminal screen.

[0161] After the current rendering data corresponding to the virtual camera in the current frame is obtained through the above S208, the current game scene where the game character is located can be presented on the terminal screen through the current rendering data. At the same time, the crosshairs used by the player user for shooting and aiming in the shooting game can be controlled to be displayed at the center point of the terminal screen, thereby providing the player user of the shooting game with a visual effect that the game scene changes smoothly with the changes of the game character, and the game character is displayed at the left side of the crosshairs.

[0162] A method for presenting a game scene in a shooting game provided in the second embodiment of the present invention specifies the operation of determining the current position information to be calibrated of the virtual camera, and also specifies the operation of calibrating the current position information to be calibrated to obtain the current camera position information of the virtual camera. In addition, the operation of presenting the game scene through the current camera position information is also specified. The above technical scheme of the present application first considers determining the position information of the virtual camera when following the changes of the game character by adding a target point for shock absorption, thereby achieving smooth presentation of the game scene screen; at the same time, before the smooth presentation of the game scene, an operation of calibrating the virtual camera position information determined based on the position information of the target point is added. The position information of the calibrated virtual camera can not only achieve smooth presentation of the screen when the game scene changes with the movement of the game character, but also effectively avoid the game character from blocking the crosshairs at the center of the screen, ensuring that the crosshairs can always be presented in the user's field of view, thereby achieving the effect of improving the user's shooting hit rate and improving the game experience.

[0163] Embodiment 3

[0164] Figure 3 A structural block diagram of a game scene presentation device in a shooting game provided in the third embodiment of the present application is provided. The device is suitable for presenting a game scene when a game character moves in a shooting game, and can be executed by a computer device loaded with shooting game software. Figure 3 As shown, the device includes: a first information determination module 31, a second information determination module 32 and a scene presentation module 33.

[0165] The first information determination module 31 is used to determine the current position information to be calibrated of the virtual camera according to the received current direction information and the previous position information of the set target point, wherein the current direction information is the information input by the user to control the game character;

[0166] A second information determination module 32 is used to calibrate the current direction to be calibrated in the current position information to be calibrated, and obtain the current camera position information corresponding to the virtual camera after calibration;

[0167] The scene presentation module 33 is used to present the current game scene where the game character is located according to the current camera position information.

[0168] The game scene presentation device in the shooting game provided by the first embodiment of the present invention adds a shock-absorbing target point in the realization of controlling the virtual camera to follow the movement of the game character and present the corresponding game scene after the movement, so that the position information of the virtual camera when the game character moves can be determined by determining the operation of the current position information of the target point, and the determined position information has the characteristic of relatively smooth changes, thereby realizing the smooth and coherent presentation of the game scene when the game character moves. The problem of jitter of the game scene screen caused by the oscillation of the virtual camera position in the existing game scene presentation is effectively avoided, thereby improving the user experience of players in shooting games.

[0169] Furthermore, the first information determination module 31 includes:

[0170] A point position determination unit, configured to determine the current position information of the target point according to the received current direction information and the previous position information of the set target point;

[0171] The to-be-calibrated information determining unit is used to determine the current to-be-calibrated position information of the virtual camera according to the current position information.

[0172] The point position determination unit may specifically include:

[0173] A first subunit is used to obtain the previous role position information of the game role;

[0174] A second subunit is used to determine the current role position information of the game role according to the current direction information and the previous role position information;

[0175] The third subunit is used to determine the current position information of the target point according to the current character position information and the previous position information.

[0176] Furthermore, the second subunit can be specifically used to regularize the current direction information, and determine the regularized current direction information as the current character movement direction of the game character; determine the change distance value of the game character moving along the current character movement direction based on the movement attribute information set relative to the game character and the previous character coordinate position in the previous character position information; determine the current character coordinate position of the game character based on the change distance value, and record the current character movement direction and the current character coordinate position as the current character position information of the game character.

[0177] Furthermore, the third subunit can be specifically used to extract the current character movement direction and the current character coordinate position in the current character position information, and determine the current character movement direction as the current point movement direction of the target point; use the current character coordinate position as the objective function value, substitute the objective function value and the previous target point coordinate position in the previous position information into a given linear interpolation function to obtain the current point coordinate position of the target point; determine the current point movement direction and the current point coordinate position as the current position information of the target point.

[0178] Furthermore, the unit for determining the information to be calibrated can be specifically used to determine the moving direction of the current point in the current position information as the current direction to be calibrated of the virtual camera, and obtain the coordinate position of the current point in the current position information; determine a target position that is a first set distance value away from the coordinate position of the current point along the opposite direction of the moving direction of the current point, and use the coordinates corresponding to the target position as the current camera coordinate position of the virtual camera; determine the current direction to be calibrated and the current camera coordinate position as the current position information to be calibrated of the virtual camera.

[0179] Based on the above embodiment, the second information determination module may specifically include:

[0180] An information extraction unit, used to extract the current direction to be calibrated and the current camera coordinate position included in the current position information to be calibrated;

[0181] A first determining unit is used to obtain a current calibration direction corresponding to the current direction to be calibrated being rotated clockwise to a set angle value;

[0182] A second determining unit, configured to determine a current camera movement direction of the virtual camera according to the current calibration direction;

[0183] The position determination unit is used to determine the current camera movement direction and the current camera coordinate position as the current camera position information corresponding to the virtual camera after calibration.

[0184] Furthermore, the second determination unit can be specifically used to determine a camera calibration point that is a second set distance value away from the current camera coordinate position along the current calibration direction; and determine a direction vector formed based on the current camera coordinate position and the camera calibration point as the current camera movement direction of the virtual camera.

[0185] Furthermore, the scene presentation module 33 can be specifically used to control the virtual camera to transform from a previous posture corresponding to the previous camera position information to a current posture corresponding to the current camera position information; obtain current rendering data corresponding to the virtual camera when it is in the current posture; present the current game scene in which the game character is located on the terminal screen through the current rendering data, and control the crosshairs used for shooting and aiming to be displayed at the center point of the terminal screen.

[0186] Furthermore, the device also includes: a loop execution module, which can be used to, after presenting the current game scene in which the game character is located according to the current camera position information, use the next frame as the new current frame, and return to continue executing the determination operation of the current position information to be calibrated of the virtual camera until the shooting end condition is met.

[0187] Furthermore, the initial position information of the target point is: the initial moving direction and initial coordinate position of the game character.

[0188] Embodiment 4

[0189] Figure 4 The structure diagram of a computer device provided in the fourth embodiment of the present invention. The computer device includes: a processor 40, a memory 41, a display screen 42, an input device 43 and an output device 44. The number of processors 40 in the computer device can be one or more. Figure 4 A processor 40 is taken as an example. The number of memories 41 in the computer device can be one or more. Figure 4 A memory 41 is taken as an example. The processor 40, memory 41, display screen 42, input device 43 and output device 44 of the computer device can be connected through a bus or other means. Figure 4 In the embodiment, the computer device may be a computer, a notebook or a smart tablet.

[0190] The memory 41, as a computer-readable storage medium, can be used to store software programs, computer executable programs and modules, such as program instructions / modules corresponding to the computer device described in any embodiment of the present invention (for example, the first information determination module 31, the second information determination module 32 and the scene presentation module 33 in the game scene presentation device in the shooting game). The memory 41 may mainly include a program storage area and a data storage area, wherein the program storage area may store an operating system, an application required for at least one function; the data storage area may store data created according to the use of the device, etc. In addition, the memory 41 may include a high-speed random access memory, and may also include a non-volatile memory, such as at least one disk storage device, a flash memory device, or other non-volatile solid-state storage device. In some instances, the memory 41 may further include a memory remotely arranged relative to the processor 40, and these remote memories may be connected to the device via a network. Examples of the above-mentioned network include, but are not limited to, the Internet, an intranet, a local area network, a mobile communication network and a combination thereof.

[0191] The display screen 42 may be a display screen 42 with a touch function, which may be a capacitive screen, an electromagnetic screen, or an infrared screen. Generally speaking, the display screen 42 is used to display data according to the instructions of the processor 40, such as displaying a connection node adding button, a connection line generated for the target element, and a connection node located on the connection line, etc., and is also used to receive a touch operation acting on the display screen 42 and send a corresponding signal to the processor 40 or other devices.

[0192] The input device 43 can be used to receive input digital or character information, and generate key signal input related to user settings and function control of the display device. It can also be a camera for acquiring images and a sound pickup device for acquiring audio data. The output device 44 can include audio devices such as speakers. It should be noted that the specific composition of the input device 43 and the output device 44 can be set according to actual conditions.

[0193] The processor 40 executes various functional applications and data processing of the device by running the software programs, instructions and modules stored in the memory 41, that is, realizes the above-mentioned game scene presentation method in the shooting game.

[0194] The computer device provided above can be used to execute the game scene presentation method in the shooting game provided in any of the above embodiments, and has corresponding functions and beneficial effects.

[0195] Embodiment 5

[0196] Embodiment 5 of the present invention further provides a storage medium containing computer executable instructions, wherein the computer executable instructions are used to execute a method for presenting a game scene in a shooting game when executed by a computer processor, including:

[0197] Determine the current position information of the virtual camera to be calibrated according to the received current direction information and the previous position information of the set target point, wherein the current direction information is the information input by the user to control the game character;

[0198] Performing calibration processing on the current direction to be calibrated in the current position information to be calibrated, and obtaining the current camera position information corresponding to the virtual camera after calibration;

[0199] The current game scene where the game character is located is presented according to the current camera position information.

[0200] Of course, the storage medium containing computer executable instructions provided by an embodiment of the present invention is not limited to the operations of the game scene presentation method in the shooting game as described above, and can also execute related operations in the game scene presentation method in the shooting game provided by any embodiment of the present invention, and has corresponding functions and beneficial effects.

[0201] Through the above description of the implementation methods, the technicians in the relevant field can clearly understand that the present invention can be implemented by means of software and necessary general hardware, and of course it can also be implemented by hardware, but in many cases the former is a better implementation method. Based on such an understanding, the technical solution of the present invention, in essence or the part that contributes to the prior art, can be embodied in the form of a software product, and the computer software product can be stored in a computer-readable storage medium, such as a computer floppy disk, read-only memory (ROM), random access memory (RAM), flash memory (FLASH), hard disk or optical disk, etc., including a number of instructions for a computer device (which can be a robot, a personal computer, a server, or a network device, etc.) to execute the game scene presentation method in the shooting game described in any embodiment of the present invention.

[0202] It is worth noting that in the game scene presentation device in the above-mentioned shooting game, the various units and modules included are only divided according to functional logic, but are not limited to the above-mentioned division, as long as the corresponding functions can be achieved; in addition, the specific names of the functional units are only for the convenience of distinguishing each other, and are not used to limit the scope of protection of the present invention.

[0203] It should be understood that the various parts of the present invention can be implemented by hardware, software, firmware or a combination thereof. In the above-mentioned embodiments, a plurality of steps or methods can be implemented by software or firmware stored in a memory and executed by a suitable instruction execution system. For example, if implemented by hardware, as in another embodiment, it can be implemented by any one of the following technologies known in the art or their combination: a discrete logic circuit having a logic gate circuit for implementing a logic function for a data signal, a dedicated integrated circuit having a suitable combination of logic gate circuits, a programmable gate array (PGA), a field programmable gate array (FPGA), etc.

[0204] In the description of this specification, the description with reference to the terms "one embodiment", "some embodiments", "examples", "specific examples", or "some examples" means that the specific features, structures, materials or characteristics described in conjunction with the embodiment or example are included in at least one embodiment or example of the present invention. In this specification, the schematic representation of the above terms does not necessarily refer to the same embodiment or example. Moreover, the specific features, structures, materials or characteristics described may be combined in any one or more embodiments or examples in a suitable manner.

[0205] Note that the above are only preferred embodiments of the present invention and the technical principles used. Those skilled in the art will understand that the present invention is not limited to the specific embodiments described herein, and that various obvious changes, readjustments and substitutions can be made by those skilled in the art without departing from the scope of protection of the present invention. Therefore, although the present invention has been described in more detail through the above embodiments, the present invention is not limited to the above embodiments, and may include more other equivalent embodiments without departing from the concept of the present invention, and the scope of the present invention is determined by the scope of the appended claims.

Claims

1. A method for presenting a game scene in a shooting game, characterized in that: include: Determine the current position information of the virtual camera to be calibrated according to the received current direction information and the previous position information of the set target point, wherein the current direction information is the information input by the user controlling the game character, the previous position information of the target point is the position information of the target point in the previous frame of the current frame, and the current position information to be calibrated includes the current moving direction to be calibrated required for the virtual camera to move in the current frame, and the current camera coordinate position after the movement; Performing calibration processing on the current direction to be calibrated in the current position information to be calibrated, and obtaining the current camera position information corresponding to the virtual camera after calibration; The current game scene where the game character is located is presented according to the current camera position information.

2. The method according to claim 1, characterized in that The step of determining the current position information to be calibrated of the virtual camera according to the received current direction information and the previous position information of the set target point includes: Determine the current position information of the target point according to the received current direction information and the previous position information of the set target point; According to the current position information, the current position information to be calibrated of the virtual camera is determined.

3. The method according to claim 2, characterized in that The step of determining the current position information of the target point according to the received current direction information and the previous position information of the set target point includes: Obtaining the previous role position information of the game role; Determining the current character position information of the game character according to the current direction information and the previous character position information; The current position information of the target point is determined according to the current character position information and the previous position information.

4. The method according to claim 3, characterized in that The step of determining the current role position information of the game role according to the current direction information and the previous role position information includes: Regularizing the current direction information, and determining the regularized current direction information as the current character moving direction of the game character; Determining a change distance value of the game character moving along the current character moving direction according to the movement attribute information set relative to the game character and the previous character coordinate position in the previous character position information; The current character coordinate position of the game character is determined according to the change distance value, and the current character moving direction and the current character coordinate position are recorded as the current character position information of the game character.

5. The method according to claim 3, characterized in that: The step of determining the current position information of the target point according to the current character position information and the previous position information includes: Extracting the current character moving direction and the current character coordinate position from the current character position information, and determining the current character moving direction as the current point moving direction of the target point; The current character coordinate position is used as the objective function value, and the objective function value and the previous target point coordinate position in the previous position information are substituted into a given linear interpolation function to obtain the current point coordinate position of the target point; The moving direction of the current point and the coordinate position of the current point are determined as the current position information of the target point.

6. The method according to claim 2, characterized in that The step of determining the current position information to be calibrated of the virtual camera according to the current position information includes: Determine the moving direction of the current point in the current position information as the current direction to be calibrated of the virtual camera, and obtain the coordinate position of the current point in the current position information; Determine a target position that is a first set distance away from the coordinate position of the current point along the opposite direction of the moving direction of the current point, and use the coordinates corresponding to the target position as the current camera coordinate position of the virtual camera; The current direction to be calibrated and the current camera coordinate position are determined as the current position information to be calibrated of the virtual camera.

7. The method according to any one of claims 1 to 6, characterized in that: The calibrating the current direction to be calibrated in the current position information to be calibrated to obtain the current camera position information corresponding to the virtual camera after calibration, comprises: Extracting the current direction to be calibrated and the current camera coordinate position included in the current position information to be calibrated; Obtaining a current calibration direction corresponding to the current direction to be calibrated after being rotated clockwise to a set angle value; Determining a current camera movement direction of the virtual camera according to the current calibration direction; The current camera movement direction and the current camera coordinate position are determined as the current camera position information corresponding to the virtual camera after calibration.

8. The method according to claim 7, characterized in that The determining the current camera movement direction of the virtual camera according to the current calibration direction comprises: Determine, along the current calibration direction, a camera calibration point that is a second set distance away from the current camera coordinate position; A direction vector formed based on the current camera coordinate position and the camera calibration point is determined as a current camera movement direction of the virtual camera.

9. The method according to claim 1, characterized in that: The presenting the current game scene where the game character is located according to the current camera position information includes: Controlling the virtual camera to transform from a previous posture corresponding to the previous camera position information to a current posture corresponding to the current camera position information; Obtaining current rendering data corresponding to the virtual camera when it is in the current posture; The current game scene where the game character is located is presented on the terminal screen through the current rendering data, and the crosshairs used for shooting and aiming are controlled to be displayed at the center point of the terminal screen.

10. The method according to claim 1, characterized in that After presenting the current game scene where the game character is located according to the current camera position information, the method further includes: The next frame is taken as the new current frame, and the operation of determining the current position information to be calibrated of the virtual camera is continued to be executed until the shooting end condition is met.

11. The method according to claim 1, characterized in that: The initial position information of the target point is: the starting moving direction and the starting coordinate position of the game character.

12. A game scene presentation device in a shooting game, characterized in that: include: A first information determination module is used to determine the current position information to be calibrated of the virtual camera according to the received current direction information and the previous position information of the set target point, wherein the current direction information is the information input by the user to control the game character, the previous position information of the target point is the position information of the target point in the previous frame of the current frame, and the current position information to be calibrated includes the current moving direction to be calibrated required for the virtual camera to move in the current frame, and the current camera coordinate position after the movement; A second information determination module is used to perform calibration processing on the current direction to be calibrated in the current position information to be calibrated, and obtain the current camera position information corresponding to the virtual camera after calibration; The scene presentation module is used to present the current game scene where the game character is located according to the current camera position information.

13. A computer device, characterized in that: include: memory and one or more processors; The memory is used to store one or more programs; When the one or more programs are executed by the one or more processors, the one or more processors implement the method according to any one of claims 1 to 11.

14. A storage medium containing computer executable instructions, characterized in that: The computer executable instructions are used to perform the method according to any one of claims 1 to 11 when executed by a computer processor.