Screen Display Method, Device, Equipment and Computer Readable Storage Medium
By correlating the parameter set of virtual cameras and the behavior status of virtual objects, dynamically adjusting the camera configuration information, solving the problems of low development efficiency and poor screen display effect of virtual camera system when switching game modes, achieving more efficient game screen display and development process simplification.
Patent Information
- Application Number
- CN202210004962.9
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-01-05
- Publication Date
- 2025-06-27
- Estimated Expiration
- 2042-01-05
AI Technical Summary
In the prior art, the virtual camera system needs to reconfigure the camera parameter set when switching game mode, resulting in cumbersome development process and low efficiency, and poor screen display effect in the new game mode.
By associating the camera parameter set and the behavior status of the virtual object, the configuration information of the virtual camera is dynamically adjusted to adapt to changes in the behavior status, and the game screen is collected using the adjusted camera parameters.
It improves the display effect of the game screen, reduces the cost and complexity of camera parameter set development, and improves the efficiency of game production.
Smart Images

Figure CN114344895B_ABST
Abstract
Description
Technical Field
[0001] The embodiments of the present application relate to the field of Internet technologies, and in particular, to a method, device, equipment, and computer-readable storage medium for displaying a picture. Background Art
[0002] The virtual camera system is crucial for game works. The virtual camera system interacts with game characters and the game world all the time. Whether it is excellent art performance effects or addictive gameplay, they all rely on the virtual camera system to present. Therefore, there is an urgent need for a picture display method to better control the virtual camera system, so as to make the display effect of the pictures captured by the virtual camera better.
[0003] In the related art, different game modes are configured with different camera parameter sets. When the virtual object is in the first game mode, the configuration information of the virtual camera is adjusted to the camera parameter set corresponding to the first game mode, and the picture captured by the virtual camera according to the camera parameter set corresponding to the first game mode is displayed.
[0004] However, in the above picture display method, when a new game mode appears, it is necessary to configure a corresponding camera parameter set for the new game mode, which makes the development process of the camera parameter set relatively cumbersome and the development efficiency is low. When a new game mode appears, but a new camera parameter set has not been developed for the new game mode, the display effect of the picture in the new game mode is poor. Summary of the Invention
[0005] The embodiments of the present application provide a method, device, equipment, and computer-readable storage medium for displaying a picture, which can be used to solve the problems of cumbersome development process and low development efficiency of the camera parameter set in the related art. The technical solutions are as follows:
[0006] On the one hand, the embodiments of the present application provide a method for displaying a picture, and the method includes:
[0007] Display a first game picture, where the first game picture includes a virtual object in a first behavior state and at least one state control, and one state control corresponds to one behavior state. The first game picture is captured by a virtual camera, and the configuration information of the virtual camera when capturing the first game picture is determined based on a first camera parameter set corresponding to the first behavior state;
[0008] In response to a selection instruction of a first state control among the at least one state control, a second game screen is displayed. The second game screen is acquired by the virtual camera, and the configuration information when the virtual camera acquires the second game screen is determined based on a second camera parameter set. The second camera parameter set is obtained based on the first behavior state and a second behavior state corresponding to the first state control. The behavior state of the virtual object in the second game screen is determined based on the second behavior state.
[0009] On the other hand, an embodiment of the present application provides a method for displaying a screen. The method includes:
[0010] Display a first game screen, where the first game screen includes a virtual object in a first behavior state. The first game screen is acquired by a virtual camera based on first configuration information, and the first configuration information is determined based on a first camera parameter set corresponding to the first behavior state.
[0011] In response to the virtual object switching from the first behavior state to a third behavior state, display a second game screen. The second game screen is acquired by the virtual camera based on second configuration information, and the second configuration information is determined based on a second camera parameter set corresponding to the third behavior state.
[0012] On the other hand, an embodiment of the present application provides a screen display device. The device includes:
[0013] A display module for displaying a first game screen. The first game screen includes a virtual object in a first behavior state and at least one state control, and one state control corresponds to one behavior state. The first game screen is acquired by a virtual camera, and the configuration information when the virtual camera acquires the first game screen is determined based on a first camera parameter set corresponding to the first behavior state.
[0014] The display module is further configured to, in response to a selection instruction of a first state control among the at least one state control, display a second game screen. The second game screen is acquired by the virtual camera, and the configuration information when the virtual camera acquires the second game screen is determined based on a second camera parameter set. The second camera parameter set is obtained based on the first behavior state and a second behavior state corresponding to the first state control. The behavior state of the virtual object in the second game screen is determined based on the second behavior state.
[0015] On the other hand, an embodiment of the present application provides a screen display device. The device includes:
[0016] A display module for displaying a first game screen, where the first game screen includes a virtual object in a first behavior state, and the first game screen is captured by a virtual camera based on first configuration information, and the first configuration information is determined based on a first set of camera parameters corresponding to the first behavior state;
[0017] The display module is further configured to, in response to the virtual object switching from the first behavior state to a third behavior state, display a second game screen, where the second game screen is captured by the virtual camera based on second configuration information, and the second configuration information is determined based on a second set of camera parameters corresponding to the third behavior state.
[0018] On the other hand, an embodiment of the present application provides an electronic device, which includes a processor and a memory. At least one program code is stored in the memory, and the at least one program code is loaded and executed by the processor to enable the electronic device to implement the screen display method described in any one of the above.
[0019] On the other hand, a computer-readable storage medium is also provided, in which at least one program code is stored, and the at least one program code is loaded and executed by a processor to enable a computer to implement the screen display method described in any one of the above.
[0020] On the other hand, a computer program or a computer program product is also provided, in which at least one computer instruction is stored, and the at least one computer instruction is loaded and executed by a processor to enable a computer to implement any one of the above screen display methods.
[0021] The technical solution provided by the embodiment of the present application at least brings the following beneficial effects:
[0022] The technical solution provided by the embodiment of the present application associates the set of camera parameters with the behavior state of the virtual object. When the behavior state of the virtual object changes, according to the first behavior state before the change and the second behavior state corresponding to the first state control, a second set of camera parameters is obtained, and then the configuration information of the virtual camera is adjusted according to the second set of camera parameters. The game screen is captured by the virtual camera after the configuration information is adjusted, so that the display effect of the game screen is better. Moreover, since the set of camera parameters is decoupled from the game mode, even if a new game mode appears, there is no need to develop a corresponding set of camera parameters for the new game mode, which can reduce the development cost of the set of camera parameters and improve the efficiency of game production. Description of the Drawings
[0023] To more clearly illustrate the technical solutions in the embodiments of the present application, the following will briefly introduce the drawings required for the description of the embodiments. Obviously, the drawings in the following description are only some embodiments of the present application. For those of ordinary skill in the art, without creative efforts, other drawings can be obtained based on these drawings.
[0024] Figure 1 It is a schematic diagram of the implementation environment of a screen display method provided by an embodiment of the present application;
[0025] Figure 2 It is a flowchart of a screen display method provided by an embodiment of the present application;
[0026] Figure 3 It is a schematic diagram of the relationship between the camera rotation speed and the joystick push amount in a rotation mechanism provided by an embodiment of the present application;
[0027] Figure 4 It is a schematic diagram of the process of the change of the camera elevation angle provided by an embodiment of the present application;
[0028] Figure 5 It is a curve graph of the relationship between the camera field of view and the elevation angle provided by an embodiment of the present application;
[0029] Figure 6 It is a curve graph of the relationship between the boom offset and the elevation angle provided by an embodiment of the present application;
[0030] Figure 7 It is a display schematic diagram of a blocking mechanism provided by an embodiment of the present application;
[0031] Figure 8 It is a flowchart for obtaining a third game screen provided by an embodiment of the present application;
[0032] Figure 9 It is a display schematic diagram of a second game screen provided by an embodiment of the present application;
[0033] Figure 10 It is a display schematic diagram of a second game screen provided by an embodiment of the present application;
[0034] Figure 11 It is a display schematic diagram of a second game screen provided by an embodiment of the present application;
[0035] Figure 12 It is a display schematic diagram of a second game screen provided by an embodiment of the present application;
[0036] Figure 13 It is the change curve of the boom offset before adding the mixing-in time and the mixing-out time and the change curve of the boom offset after adding the mixing-in time and the mixing-out time provided by an embodiment of the present application;
[0037] Figure 14 is a flowchart of a screen display method provided by an embodiment of the present application;
[0038] Figure 15 is a schematic structural diagram of a screen display device provided by an embodiment of the present application;
[0039] Figure 16 is a schematic structural diagram of a screen display device provided by an embodiment of the present application;
[0040] Figure 17 is a schematic structural diagram of an electronic device provided by an embodiment of the present application;
[0041] Figure 18 is a schematic structural diagram of a server provided by an embodiment of the present application. Detailed implementation manners
[0042] To make the objectives, technical solutions and advantages of the present application clearer, the following will further describe in detail the embodiments of the present application with reference to the accompanying drawings.
[0043] For ease of understanding, several terms involved in the embodiments of the present application are first explained:
[0044] Virtual scene: The scene provided (or displayed) when the application program runs on the terminal device. The virtual scene refers to the scene created for virtual objects to move. The virtual scene can be a two-dimensional virtual scene, a 2.5D virtual scene or a three-dimensional virtual scene, etc. The virtual scene can be a simulation scene of the real world, a semi-simulation and semi-fictional scene of the real world, or a purely fictional scene. Exemplarily, the virtual scene in the embodiments of the present application is a three-dimensional virtual scene.
[0045] Virtual object: A virtual object refers to an object that can move in the virtual scene. The movable object can be a virtual character, a virtual animal, an anime character, etc. The interaction object can control the virtual object by means of a peripheral component or by clicking on the touch display screen. Each virtual object has its own shape and volume in the virtual scene and occupies a part of the controls in the virtual scene. Exemplarily, when the virtual scene is a three-dimensional virtual scene, the virtual object is a three-dimensional solid model created based on the animation skeleton technology.
[0046] 3C: The basic module in the game system, which consists of three basic elements (Character, role), (Camera, virtual camera), and (Control, control). They cooperate with each other and interact flexibly with each other to ensure the smooth operation of the system.
[0047] Camera: Specifically refers to the virtual camera in the game, which is a movable game object that shows the player the picture in real time to help the player better observe and experience the game world.
[0048] Bitmap: A computer data organization structure. Different logical states in the system are represented by bit positions, which can greatly save memory overhead.
[0049] Boom: A camera usually binds an observation target, which is generally a virtual object in a third-person game. The line connecting the observation target and the camera is called the boom. The boom can rotate and extend. The player adjusts the camera position by controlling the boom to get a better view.
[0050] POV (Point of View, camera viewpoint): Represents the position of the virtual camera using three-dimensional coordinates and meets the design and experience requirements of the game through continuous transformation.
[0051] FOV (Field of View, camera field of view): It is an angular value. The larger the angle, the larger the player's field of view and the more game elements can be observed.
[0052] Figure 1 It is a schematic diagram of the implementation environment of a screen display method provided by an embodiment of the present application. As Figure 1 shown, the implementation environment includes: a terminal device 101 and a server 102.
[0053] Among them, an application program capable of providing a virtual scene is installed and running in the terminal device 101. The terminal device 101 is used to execute the screen display method provided by an embodiment of the present application.
[0054] The embodiment of the present application does not limit the type of the application program capable of providing a virtual scene. Exemplarily, the application program capable of providing a virtual scene refers to a game application program. For example, third-person shooting (TPS) games, first-person shooting (FPS) games, multiplayer online battle arena (MOBA) games, multiplayer shooting survival games, etc. In an exemplary embodiment, the game application program involved in the embodiment of the present application is a game application program based on frame synchronization. That is to say, the screen display method provided by the embodiment of the present application can be applied to game application programs based on frame synchronization.
[0055] Of course, in addition to game applications, applications that can provide virtual scenarios can also be other types of applications. For example, Virtual Reality (VR) applications, Augmented Reality (AR) applications, 3D map programs, scene simulation programs, social applications, interactive entertainment applications, etc.
[0056] The server 102 is used to provide background services for the applications installed on the terminal device 101 that can provide virtual scenarios. In a possible implementation, the server 102 undertakes the main computing work, and the terminal device 101 undertakes the secondary computing work. Or, the server 102 undertakes the secondary computing work, and the terminal device 101 undertakes the main computing work. Or, a distributed computing architecture is adopted between the terminal device 101 and the server 102 for collaborative computing.
[0057] In a possible implementation, the terminal device 101 is any electronic device product that can perform human-computer interaction with the user through one or more ways such as a keyboard, a touchpad, a touch screen, a remote control, voice interaction, or a handwriting device. For example, a PC (Personal Computer), a mobile phone, a smart phone, a PDA (Personal Digital Assistant), a wearable device, a PPC (Pocket PC), a tablet computer, a smart car machine, a smart TV, a smart speaker, etc. The server 102 can be a single server, a server cluster composed of multiple server units, or a cloud computing service center. The terminal device 101 and the server 102 establish a communication connection through a wired network or a wireless network.
[0058] Those skilled in the art should understand that the above terminal device 101 and server 102 are only for illustrative purposes. Other existing or future terminal devices or servers that are applicable to this application should also be included in the protection scope of this application and are hereby incorporated herein by reference.
[0059] Based on the above implementation environment, an embodiment of this application provides a method for displaying a screen, in order to Figure 2 Taking the flowchart of a method for displaying a screen provided by an embodiment of this application shown as an example, this method can be executed by Figure 1 the terminal device 101 in Figure 2 As shown, this method includes the following steps:
[0060] In step 201, a first game screen is displayed. The first game screen includes a virtual object in a first behavior state and at least one state control. One state control corresponds to one behavior state. The first game screen is captured by a virtual camera, and the configuration information of the virtual camera when capturing the first game screen is determined based on a first camera parameter set corresponding to the first behavior state.
[0061] In an exemplary embodiment of the present application, a target game capable of providing a virtual scene is installed and run in a terminal device. The target game can be any type of game, and the embodiments of the present application do not limit this. Exemplarily, the target game in the embodiments of the present application is a MOBA game.
[0062] A plurality of application programs are displayed on the display interface of the terminal device. The types of each application program can be the same or different, and the embodiments of the present application do not limit this either. In response to the user selecting the target game among the displayed plurality of application programs, the terminal device receives a selection instruction for the target game, runs the target game, and displays a first page of the target game. A start game control is displayed on the first page. In response to the user's selection instruction for the start game control, a first game screen of the target game is displayed. A virtual object and at least one state control are displayed in the first game screen. One state control corresponds to one behavior state. For example, the first game screen includes a first state control and a second state control. Among them, the behavior state corresponding to the first state control is squatting, and the behavior state corresponding to the second state control is aiming. Of course, the number of state controls displayed in the first game screen can be more or less, and the embodiments of the present application do not limit this. The behavior state of the virtual object in the first game screen is the first behavior state. The first behavior state can be a single behavior state or a combined behavior state composed of at least two single behavior states, and the embodiments of the present application do not limit this. Exemplarily, the first behavior state is aiming; or, the first behavior state is squatting; or, the first behavior state is squatting and aiming.
[0063] Optionally, the first game screen can be the game screen displayed when the user just clicks the start game control. At this time, the behavior state of the virtual object in the first game screen is set by the game developer. For example, if the behavior state of the virtual object in the first game screen displayed when the user just clicks the start game control is standing, then the first game screen is the game screen captured by the virtual camera after adjusting the configuration information of the virtual camera according to the camera parameter set corresponding to standing according to the bitmap data corresponding to standing.
[0064] Optionally, the first game screen can also be any screen during the game process. At this time, the behavior state of the virtual object in the first game screen is controlled by the user, and the display process of the first game screen is similar to that of the second game screen in step 202 below, which will not be elaborated here.
[0065] Optionally, there are two implementation methods to obtain the first set of camera parameters corresponding to the collected first behavior state.
[0066] Implementation method 1: One behavior state corresponds to one bitmap data, and one bitmap data corresponds to one set of camera parameters. Since the behavior state of the virtual object is the first behavior state, the first bitmap data corresponding to the first behavior state is obtained. The set of camera parameters corresponding to the first bitmap data is used as the first set of camera parameters.
[0067] Among them, the bitmap data includes multiple binary values. As shown in Table 1 below, it is a table of the corresponding relationship between a behavior state and bitmap data provided by an embodiment of the present application, and Table 2 shows the corresponding relationship between bitmap data and a set of camera parameters.
[0068] Table 1
[0069] Behavior state Bitmap data Squat down 0000010 Aim 0000100 Squat down and aim 0000110
[0070] As shown in Table 1 above, when the behavior state is squatting, the corresponding bitmap data is 0000010; when the behavior state is aiming, the corresponding bitmap data is 0000100; when the behavior state is squatting and aiming, the corresponding bitmap data is 0000110.
[0071] Table 2
[0072] Bitmap data Camera parameter set 0000010 Camera parameter set 1 0000100 Camera parameter set 2 0000110 Camera parameter set 3
[0073] As can be seen from Table 2 above, the set of camera parameters corresponding to the bitmap data 0000010 is the first set of camera parameters, the set of camera parameters corresponding to the bitmap data 0000100 is the second set of camera parameters, and the set of camera parameters corresponding to the bitmap data 0000110 is the third set of camera parameters.
[0074] Exemplarily, the first behavior state is squatting. As can be seen from Table 1 above, the bitmap data corresponding to squatting is 0000010. As can be seen from Table 2 above, the set of camera parameters corresponding to the bitmap data 0000010 is the first set of camera parameters.
[0075] Implementation method 2: A behavior state corresponds to a bitmap data. Since the behavior state of the virtual object is the first behavior state, the first bitmap data corresponding to the first behavior state is obtained. Based on the first bitmap data, the state value corresponding to the first behavior state is obtained. A state value corresponds to a set of camera parameters. The set of camera parameters corresponding to the state value of the first behavior state is used as the first set of camera parameters.
[0076] Exemplarily, the process of obtaining the state value corresponding to the first behavior state based on the first bitmap data includes: converting the first bitmap data to obtain the value corresponding to the first bitmap data, and using the value corresponding to the first bitmap data as the state value corresponding to the first behavior state.
[0077] Optionally, the bitmap data includes multiple binary values. When converting the first bitmap data, the first bitmap data can be converted from binary to decimal, or the first bitmap data can be converted from binary to hexadecimal, or the first bitmap data can be converted from binary to octal. The embodiments of the present application do not limit this.
[0078] As shown in Table 3 below, it is a table of the corresponding relationship between the state value and the set of camera parameters provided by the embodiments of the present application.
[0079] Table 3
[0080] Status value Camera parameter set 2 Camera parameter set 1 4 Camera parameter set 2 6 Camera parameter set 3
[0081] As can be seen from Table 3 above, when the state value is 2, the corresponding set of camera parameters is Camera Parameter Set 1; when the state value is 4, the corresponding set of camera parameters is Camera Parameter Set 2; when the state value is 6, the corresponding set of camera parameters is Camera Parameter Set 3.
[0082] Exemplarily, the first behavior state is squatting. As can be seen from Table 1 above, the bitmap data corresponding to squatting is 0000010. Converting the first bitmap data, the value corresponding to the first bitmap data is obtained as 2, that is, the state value corresponding to the first behavior state is 2. As can be seen from Table 3 above, the set of camera parameters corresponding to the state value 2 is Camera Parameter Set 1, that is, the first set of camera parameters is Camera Parameter Set 1.
[0083] It should be noted that any of the above implementation methods can be selected to obtain the first set of camera parameters, and the embodiments of the present application do not limit this.
[0084] It should also be noted that when there is no first-bitmap data corresponding to the first behavior state, obtain the value corresponding to the first behavior state, and based on the value corresponding to the first behavior state, obtain the first-bitmap data corresponding to the first behavior state. This process is similar to the process of obtaining the second-bitmap data corresponding to the second behavior state based on the value corresponding to the second behavior state in step 202 below, and will not be elaborated here.
[0085] In a possible implementation, the configuration information includes at least one of the mixing-in time and the mixing-out time, as well as the camera viewpoint, the boom offset, and the camera field of view. The camera viewpoint is the viewpoint relative to the virtual object.
[0086] Optionally, a reference object and other controls may also be displayed in the first game screen, which is not limited in this embodiment of the present application. Among them, the reference object may be an object of the same team as the virtual object, an object of a team hostile to the virtual object, or a neutral object, which is not limited in this embodiment of the present application. A neutral object refers to an object without a team attribute, such as a monster in the game.
[0087] In step 202, in response to a selection instruction of a first state control among at least one state control, display a second game screen, which is captured by a virtual camera. The configuration information when the virtual camera captures the second game screen is determined based on a second camera parameter set, and the second camera parameter set is obtained based on the first behavior state and the second behavior state corresponding to the first state control. The behavior state of the virtual object in the second game screen is determined based on the second behavior state.
[0088] In a possible implementation, before displaying the second game screen, it is also necessary to first obtain the second camera parameter set. The process of obtaining the second camera parameter set includes: in response to a selection instruction of a first state control among at least one state control, obtain the second camera parameter set based on the first behavior state of the virtual object in the first game screen and the second behavior state corresponding to the first state control.
[0089] In response to the user selecting a first state control among at least one state control, the terminal device receives the selection instruction of the first state control among at least one state control, and obtains the second-bitmap data corresponding to the second behavior state. Determine whether the second behavior state is included in the first behavior state. When the second behavior state is included in the first behavior state, remove the second-bitmap data from the first-bitmap data corresponding to the first behavior state to obtain the third-bitmap data. Based on the third-bitmap data, obtain the second camera parameter set. When the second behavior state is included in the first behavior state, the behavior state of the virtual object in the second game screen is the behavior state other than the second behavior state in the first behavior state.
[0090] Alternatively, in response to the state of the first row not including the state of the second row, determine the state relationship between the state of the first row and the state of the second row. Based on the state relationship and the second bitmap data, obtain the second set of camera parameters.
[0091] Among them, there are the following two implementation methods to obtain the second bitmap data corresponding to the second behavior state.
[0092] Implementation method 1: When the bitmap data corresponding to the behavior state and the correspondence between the behavior state and the bitmap data are stored in the terminal device, obtain the second bitmap data corresponding to the second behavior state from the correspondence between the behavior state and the bitmap data.
[0093] Implementation method 2: When the bitmap data corresponding to the behavior state and the correspondence between the behavior state and the bitmap data do not exist in the terminal device, and the terminal device stores the correspondence between the behavior state and the value corresponding to the behavior state, obtain the value corresponding to the second behavior state. The value corresponding to the second behavior state is used to obtain the second bitmap data corresponding to the second behavior state; based on the value corresponding to the second behavior state, adjust the intermediate bitmap data to obtain the second bitmap data corresponding to the second behavior state.
[0094] Among them, the value corresponding to the behavior state can be the power value corresponding to the behavior state. The intermediate bitmap data is a bitmap data set by the game developer to help obtain the bitmap data corresponding to the behavior state. Exemplarily, the intermediate bitmap data is 0000001. It should be noted that the number of bits of the intermediate bitmap data can be more or less, but the intermediate bitmap data is always a bitmap data with the rightmost bit being 1 and the other bits being 0. The process of adjusting the intermediate bitmap data based on the value corresponding to the second behavior state is to clear the bits of the intermediate bitmap data, so as to obtain the second bitmap data corresponding to the second behavior state.
[0095] Optionally, the process of adjusting the intermediate bitmap data based on the value corresponding to the second behavior state to obtain the second bitmap data corresponding to the second behavior state includes: shifting the intermediate bitmap data to the left by the number of bits corresponding to the second behavior state to obtain the second bitmap data corresponding to the second behavior state.
[0096] Exemplarily, the intermediate bitmap data is 0000001, and the value corresponding to the second behavior state is 1, then the second bitmap data corresponding to the second behavior state is 0000010.
[0097] The process of determining whether the first line state includes the second line state includes: determining a data parameter based on the first bitmap data and the second bitmap data, where the data parameter is used to indicate whether the first line state includes the second line state. In response to the data parameter being greater than the data threshold, it is determined that the first line state includes the second line state. In response to the data parameter not being greater than the parameter threshold, it is determined that the first line state does not include the second line state. Optionally, the parameter threshold is set based on experience or adjusted according to the application scenario, and the embodiments of the present application do not limit this. Exemplarily, the parameter threshold is 0.
[0098] In a possible implementation manner, the method for determining the data parameter based on the first bitmap data and the second bitmap data includes: performing an AND operation on the first bitmap data and the second bitmap data to obtain a fifth bitmap data. Converting the fifth bitmap data to obtain the value corresponding to the fifth bitmap data, and using the value corresponding to the fifth bitmap data as the data parameter.
[0099] Among them, the AND operation is a basic logical operation method in a computer, and the symbol of the AND operation is represented as "&". For the two bitmap data participating in the AND operation, the AND operation is performed bit by bit in binary. The operation rules of the AND operation are as follows: 0&0 = 0; 0&1 = 0; 1&0 = 0; 1&1 = 1. The process of converting the fifth bitmap data to obtain the value corresponding to the fifth bitmap data is similar to the process of converting the first bitmap data to obtain the value corresponding to the first bitmap data in step 201 above, and will not be elaborated here.
[0100] Exemplarily, taking the first bitmap data as 0000110, the second bitmap data as 0000010, and the data threshold as 0 as an example. Performing an AND operation on the first bitmap data and the second bitmap data, the obtained fifth bitmap data is 0000010. Converting the fifth bitmap data, the value corresponding to the fifth bitmap data is 2, that is, the data parameter is 2. Since 2 is greater than 0, it is determined that the first line state includes the second line state.
[0101] For another example, taking the first bitmap data as 0000010, the second bitmap data as 0000100, and the data threshold as 0 as an example. Performing an AND operation on the first bitmap data and the second bitmap data, the obtained fifth bitmap data is 0000000. Converting the fifth bitmap data, the value corresponding to the fifth bitmap data is 0, that is, the data parameter is 0. Since 0 is not greater than 0, it is determined that the first line state does not include the second line state.
[0102] In a possible implementation manner, the fifth bitmap data can be obtained through the following formula (1).
[0103] Fifth bitmap data = (C & (0000001 << b)) (1)
[0104] In the above formula (1), C is the first bitmap data, 0000001 is the intermediate bitmap data, << is the left shift symbol, and b is the value corresponding to the state of the second row.
[0105] Optionally, in response to the state of the first row including the state of the second row, the process of obtaining the third bitmap data by removing the second bitmap data from the first bitmap data corresponding to the state of the first row includes: performing a negation operation on the second bitmap data to obtain a reference bitmap data. Performing an AND operation on the reference bitmap data and the first bitmap data to obtain the third bitmap data.
[0106] Among them, the negation operation is a basic logical operation method in a computer. The symbol of the negation operation is represented as "~". The negation operation means that the binary bits in the second bitmap data are inverted bit by bit. The operation rules of the negation operation are as follows: ~0 = 1; ~1 = 0.
[0107] Exemplarily, taking the first bitmap data as 0000110 and the second bitmap data as 0000010 as an example, performing a negation operation on the second bitmap data, the obtained reference bitmap data is 1111101. Performing an AND operation on the reference bitmap data and the first bitmap data, the obtained third bitmap data is 0000100.
[0108] In a possible implementation manner, the third bitmap data can be obtained through the following formula (2).
[0109] Third bitmap data = (C & ~(0000001 << b)) (2)
[0110] In the above formula (2), C is the first bitmap data, 0000001 is the intermediate bitmap data, << is the left shift symbol, b is the value corresponding to the state of the second row, and the bitmap data corresponding to (0000001 << b) is the bitmap data corresponding to the state of the second row.
[0111] Optionally, the process of obtaining the second camera parameter set based on the third bitmap data includes: using the camera parameter set corresponding to the third bitmap data as the second camera parameter set. Or, determining the state value corresponding to the third bitmap data, and using the camera parameter set corresponding to the state value corresponding to the third bitmap data as the second camera parameter set.
[0112] Optionally, the state relationship between behavior states is stored in the terminal device. The following Table IV shows a table of the state relationship between behavior states provided by an embodiment of the present application.
[0113] Table IV
[0114]
[0115]
[0116] Among them, the state relationships include a coexistence relationship and an interruption relationship. The coexistence relationship includes an immediate coexistence relationship and a delayed coexistence relationship. The interruption relationship includes an immediate interruption relationship and a delayed interruption relationship. The horizontal behavior states in Table 4 represent the first behavior state, and the vertical behavior states represent the second behavior state. In Table 4, √ indicates that the state relationship between the two behavior states is an immediate coexistence relationship, × indicates that the state relationship between the two behavior states is an immediate interruption relationship, → indicates that the state relationship between the two behavior states is a delayed interruption relationship, and ○ indicates that the state relationship between the two behavior states is a delayed coexistence relationship.
[0117] As can be seen from Table 4 above, when the first behavior state is standing and the second behavior state is also standing, the state relationship between the two behavior states is an immediate coexistence relationship. When the first behavior state is standing and the second behavior state is squatting, the state relationship between the two behavior states is an immediate interruption relationship. When the first behavior state is other and the second behavior state is other, the state relationship between the two behavior states is as shown in Table 4 above, which will not be elaborated here one by one.
[0118] It should be noted that there can be more or fewer behavior states, and the embodiments of the present application limit the number of behavior states. Exemplarily, the behavior states further include behaviors such as interaction, shooting, and melee. Generally, there are 32 basic behavior states, and 2^32 combined behavior states can be obtained from the 32 basic behavior states. Each behavior state corresponds to a binary bitmap data, and the number of bits of the binary bitmap data corresponding to each behavior state is the same. In the embodiments of the present application, the number of bits of the binary bitmap data involved is 7 bits, but it is not used to limit the number of bits of the binary bitmap data. When there are 32 basic behavior states, the number of bits of the binary bitmap data corresponding to each behavior state is 32 bits.
[0119] Optionally, in response to the first behavior state not including the second behavior state, the state relationship between the first behavior state and the second behavior state is determined according to Table 4 above.
[0120] The process of obtaining the second camera parameter set based on the state relationship and the second bitmap data includes the following two cases.
[0121] Case 1: In response to the state relationship being a coexistence relationship, the second bitmap data is added to the first bitmap data corresponding to the first behavior state to obtain a fourth bitmap data, and the fourth bitmap data is used to indicate the bitmap data when the first behavior state and the second behavior state exist simultaneously. The coexistence relationship is used to indicate that the first behavior state and the second behavior state exist simultaneously. Based on the fourth bitmap data, the second camera parameter set is obtained.
[0122] When the state relationship between the first behavior state and the second behavior state is a coexistence relationship, the behavior states of the virtual object in the second game screen include both the first behavior state and the second behavior state.
[0123] In a possible implementation manner, the process of adding the second bitmap data to the first bitmap data corresponding to the first behavior state to obtain the fourth bitmap data includes: performing an OR operation on the first bitmap data corresponding to the first behavior state and the second bitmap data to obtain the fourth bitmap data.
[0124] Among them, the OR operation is a basic logical operation method in a computer, and the symbol of the OR operation is represented as "|". The two bitmap data participating in the OR operation are OR-operated bit by bit according to binary bits. The operation rules of the OR operation are as follows: 0|0 = 0; 0|1 = 1; 1|0 = 1; 1|1 = 1.
[0125] Exemplarily, the first bitmap data is 0000010, the second bitmap data is 0000100, and performing an OR operation on the first bitmap data and the second bitmap data, the obtained fourth bitmap data is 0000110.
[0126] Optionally, the fourth bitmap data can be obtained through the following formula (3).
[0127] Fourth bitmap data = (C | (0000001 << b)) (3)
[0128] In the above formula (3), C is the first bitmap data, 0000001 is the intermediate bitmap data, << is the left shift symbol, b is the value corresponding to the second bitmap data, and (0000001 << b) is the second bitmap data corresponding to the second behavior state.
[0129] After obtaining the fourth bitmap data, the process of obtaining the second camera parameter set based on the fourth bitmap data includes: using the camera parameter set corresponding to the fourth bitmap data as the second camera parameter set. Or, determining the state value corresponding to the fourth bitmap data, and using the camera parameter set corresponding to the state value corresponding to the fourth bitmap data as the second camera parameter set.
[0130] It should be noted that adding the second bitmap data to the first bitmap data to obtain the fourth bitmap data, because it is a bit operation on two bitmap data, can improve the acquisition efficiency of the fourth bitmap data.
[0131] Case 2: In response to the state relationship being an interruption relationship, based on the second bitmap data, obtain the second camera parameter set, and the interruption relationship is used to indicate that the second behavior state interrupts the first behavior state.
[0132] When the state relationship between the state of the first line and the state of the second line is an interruption relationship, the behavioral state of the virtual object in the second game screen is the second behavioral state.
[0133] The process of obtaining the second set of camera parameters based on the second bitmap data includes: using the set of camera parameters corresponding to the second bitmap data as the second set of camera parameters. Alternatively, determining the state value corresponding to the second bitmap data, and using the set of camera parameters corresponding to the state value corresponding to the second bitmap data as the second set of camera parameters.
[0134] In a possible implementation, when the state relationship between the first behavioral state and the second behavioral state is a coexistence relationship and an immediate coexistence relationship, or when the state relationship between the first behavioral state and the second behavioral state is an interruption relationship and an immediate interruption relationship, after obtaining the second set of camera parameters, the configuration information of the virtual camera is immediately adjusted to the second set of camera parameters, the virtual camera obtains the second game screen, and then the second game screen is displayed by the terminal device.
[0135] When the state relationship between the first behavioral state and the second behavioral state is a coexistence relationship and a delayed coexistence relationship, the first delay time corresponding to the delayed coexistence relationship is obtained. After obtaining the second set of camera parameters, the configuration information of the virtual camera is adjusted to the second set of camera parameters after the first delay time, the virtual camera obtains the second game screen, and then the second game screen is displayed by the terminal device.
[0136] When the state relationship between the first behavioral state and the second behavioral state is an interruption relationship and a delayed interruption relationship, the second delay time corresponding to the delayed interruption relationship is obtained. After obtaining the second set of camera parameters, the configuration information of the virtual camera is adjusted to the second set of camera parameters after the second delay time, the virtual camera obtains the second game screen, and then the second game screen is displayed by the terminal device.
[0137] Among them, the time lengths of the first delay time and the second delay time may be the same or different, and the embodiments of the present application do not limit this. Exemplarily, the first delay time is 30 seconds and the second delay time is 20 seconds. Another example is that both the first delay time and the second delay time are 10 seconds.
[0138] Optionally, the configuration information includes at least one of the mixing-in time and the mixing-out time, as well as the camera viewpoint, the boom offset, and the camera field of view, and the camera viewpoint is the camera viewpoint relative to the virtual object.
[0139] In a possible implementation, when the configuration information includes the mixing-in time, the mixing-out time, the camera viewpoint, the boom offset, and the camera field of view, the process of adjusting the configuration information of the virtual camera to the second camera parameter set after obtaining the second camera parameter set includes: adjusting the camera viewpoint of the virtual camera to the camera viewpoint included in the second camera parameter set, adjusting the boom offset of the virtual camera to the boom offset included in the second camera parameter set, adjusting the camera field of view of the virtual camera to the camera field of view included in the second camera parameter set, adjusting the mixing-in time of the virtual camera to the mixing-in time included in the second camera parameter set, and adjusting the mixing-out time of the virtual camera to the mixing-out time included in the second camera parameter set.
[0140] When the second camera parameter set includes a camera viewpoint, since the camera viewpoint is the camera viewpoint relative to the virtual object, therefore, the camera viewpoint included in the second camera parameter set can also be adjusted to obtain an adjusted camera viewpoint, and the adjusted camera viewpoint is the camera viewpoint relative to the game coordinate system. Then, the camera viewpoint of the virtual camera is adjusted to the adjusted camera viewpoint.
[0141] Among them, a transformation matrix is used to adjust the camera viewpoint included in the second camera parameter set to obtain an adjusted camera viewpoint. The transformation matrix is a 4*4 matrix, or the transformation matrix is a matrix of other sizes, which is not limited in this embodiment of the present application.
[0142] In a possible implementation, a camera parameter set corresponding to the game mechanism included in the game can also be obtained. The game mechanism includes at least one of blocking, rotation, delay, vibration, and expansion. One game mechanism corresponds to one camera parameter set. In response to a selection instruction of a first state control among at least one state control, a third game screen is displayed. The third game screen is captured by a virtual camera, and the configuration information when the virtual camera captures the third game screen is determined based on a synthesized camera parameter set. The synthesized camera parameter set is obtained based on the second camera parameter set and the camera parameter set corresponding to the game mechanism, and the behavioral state of the virtual object in the third game screen is determined based on the second behavioral state.
[0143] Optionally, the second camera parameter set and the camera parameter set corresponding to the game mechanism are synthesized to obtain a synthesized camera parameter set.
[0144] Among them, when the game mechanism is any one of rotation, delay, vibration, and expansion, the camera parameter set corresponding to the game mechanism is set by the game developer. When the game mechanism is blocking, the process of obtaining the camera parameter set corresponding to blocking includes: obtaining the distance between the camera viewpoint of the camera and the blocking object, and based on the distance, obtaining the camera parameter set corresponding to blocking.
[0145] Such as Figure 3The figure shows a schematic diagram of the relationship between the camera rotation speed and the joystick push amount in a rotation mechanism provided by an embodiment of the present application. In Figure 3 the vertical axis represents the camera rotation speed, and the horizontal axis represents the joystick push amount. Figure 3 It includes four segments in total. The first segment is the dead zone limit. When the joystick push amount is very small, the virtual camera will not rotate to prevent accidental operation by the user. In the second segment, the camera rotation speed is relatively small and increases slowly because at this time, the general user is in the aiming and aiming state and requires fine operation. The third segment maintains a stable transition. In the fourth segment, the rotation speed changes greatly, and at this time, the user can quickly switch the perspective to observe the environment.
[0146] As Figure 4 shown, it is a schematic diagram of the change process of the camera elevation angle provided by an embodiment of the present application. In Figure 4 the virtual camera will adapt according to the change of the elevation angle, including field of view adaptation and viewing distance adaptation. The angle between the virtual camera and the horizontal line is the elevation angle of the virtual camera. Figure 4 The dotted line in Figure 5 is the offset of the virtual camera's rocker arm. Figure 5 As shown in the schematic diagram of the relationship between the camera field of view and the elevation angle provided by an embodiment of the present application, when the elevation angle is the smallest, the virtual camera mainly observes the ground, and at this time, the virtual camera field of view is the largest, so that a wider observation range can be obtained. As the elevation angle increases, the virtual camera field of view continuously decreases until the horizontal plane. After the virtual camera field of view reaches the minimum value, the virtual camera will gradually face the sky, and at this time, the virtual camera field of view needs to continuously increase again. Based on Figure 4 the schematic diagram of the relationship between the camera field of view and the elevation angle shown, the movement trajectory of the virtual camera in Figure 6 can be obtained. Figure 6 Shown is a graph of the relationship between the rocker arm offset and the elevation angle provided by an embodiment of the present application. Since the rocker arm offset refers to the length of the line connecting the virtual camera and the virtual object, as the elevation angle of the virtual camera continuously changes, the rocker arm offset is also constantly changing. The schematic diagram of the relationship between the rocker arm offset and the elevation angle is as shown in Figure 6 and will not be elaborated here. Based on Figure 4 the schematic diagram of the relationship between the rocker arm offset and the elevation angle shown, the movement trajectory of the virtual camera in
[0147] Figure 7 Shown is a display schematic diagram of a blocking mechanism provided by an embodiment of the present application. In Figure 7 the dotted circle represents the position of the virtual camera before moving. There is a collision body (blocking object) between the dotted circle and the virtual object. Therefore, it is necessary to determine the distance between the dotted circle and the collision body, and move the dotted circle forward by this distance, and then correct the position of the virtual camera to before the collision body (that is, Figure 7the position of the solid circle in the figure), so that there is no collision body between the virtual camera and the virtual object, and the virtual camera does not penetrate into the collision body. There is a virtual elastic cord between the virtual camera and the virtual object, such as Figure 7 the virtual straight line in the figure, and the virtual elastic cord is used to assist the virtual camera to move smoothly.
[0148] The process of synthesizing the second camera parameter set and the camera parameter set corresponding to the game mechanism to obtain the synthesized camera parameter set includes: adding the values corresponding to the first configuration information in the second camera parameter set and the values corresponding to the first configuration information in the camera parameter set corresponding to the game mechanism to obtain the synthesized value corresponding to the first configuration information, where the first configuration information is any one of the configuration information of the virtual camera; traversing the configuration information of the virtual camera in the above manner in sequence to obtain the synthesized values corresponding to each configuration information, and based on the synthesized values corresponding to each configuration information, obtaining the synthesized camera parameter set.
[0149] Exemplarily, the camera viewpoints included in the second camera parameter set are (X1, Y1, Z1), the boom length is L1, the camera field of view is α1, the blending-in time is t1, and the blending-out time is T1. The camera viewpoints included in the camera parameter set corresponding to the game mechanism are (X2, Y2, Z2), the boom length is L2, the camera field of view is α2, the blending-in time is t2, and the blending-out time is T2. The camera viewpoints included in the synthesized camera parameter set are (X1 + X2, Y1 + Y2, Z1 + Z2), the boom length is L1 + L2, the camera field of view is α1 + α2, the blending-in time is t1 + t2, and the blending-out time is T1 + T2.
[0150] In a possible implementation manner, after obtaining the synthesized camera parameter set, adjust the configuration information of the virtual camera according to the synthesized camera parameter set, so that the virtual camera renders according to the adjusted configuration information, captures the game screen, uses the captured game screen as the third game screen, and displays the third game screen.
[0151] As Figure 8 shown in the flowchart of obtaining the third game screen provided by the embodiment of the present application, in Figure 8Among them, there are two channels. Channel 1 is a data-driven module, and Channel 2 is a logic-driven module. Channel 1 includes loading configuration, constructing mapping, detecting virtual objects, and status verification. Among them, loading configuration is used to set a corresponding bitmap data for each behavior state, and constructing mapping is used to construct a corresponding set of camera parameters for each bitmap data. Detecting virtual objects is to detect whether the behavior state of the virtual object has changed. In response to the change in the behavior state of the virtual object, based on status verification, the behavior state before the change and the behavior state corresponding to the selected first status control are processed to obtain a second set of camera parameters. Channel 2 is a game mechanism, and the game mechanism includes at least one of rotation, blocking, vibration, delay, and expansion. Channel 2 is used to obtain the set of camera parameters corresponding to the game mechanism. The set of camera parameters corresponding to the game mechanism and the second set of camera parameters are synthesized to obtain a synthesized set of camera parameters. The camera viewpoint in the synthesized set of camera parameters is adjusted to obtain the adjusted camera viewpoint, and the adjusted camera viewpoint is the camera viewpoint relative to the game world coordinates. A rendering instruction is generated and sent to the rendering thread after rendering. The rendering thread performs screen rendering based on the rendering instruction to obtain the third game screen. The rendering instruction includes the adjusted camera viewpoint and the camera field of view, boom offset, fade-in time, and fade-out time included in the synthesized set of camera parameters.
[0152] Figures 9 to 12 They are respectively schematic diagrams of the display of a second game screen provided by an embodiment of the present application. In Figure 9 Among them, the behavior state of the virtual object is sprinting, Figure 9 The second game screen shown is the game screen captured by the virtual camera after adjusting the configuration information of the virtual camera according to the set of camera parameters corresponding to sprinting. The state value of the virtual camera corresponding to sprinting is 256, Figure 9 The set of camera parameters corresponding to the second game screen shown are: the boom offset is 154.102, the camera viewpoint is X = 0.691, Y = 45.81, Z = -24.003, and the camera field of view is 90.694.
[0153] In Figure 10 Among them, the behavior state of the virtual object is gliding, Figure 10 The second game screen shown is the game screen captured by the virtual camera after adjusting the configuration information of the virtual camera according to the set of camera parameters corresponding to gliding. The state value of the virtual camera corresponding to gliding is 64, Figure 10 The set of camera parameters corresponding to the second game screen shown are: the boom offset is 193.424, the camera viewpoint is X = 0.691, Y = 49.258, Z = -51.946, and the camera field of view is 90.258.
[0154] In Figure 11Among them, the behavior state of the virtual object is crouching and hiding. Figure 11 The second game screen shown is the game screen captured by the virtual camera after adjusting the configuration information of the virtual camera according to the camera parameter set corresponding to crouching and hiding. The state value of the virtual camera corresponding to crouching and hiding is 132. Figure 11 The camera parameter set corresponding to the second game screen displayed is: the boom offset is 138, the camera viewpoint is X = 0.672, Y = 40, Z = 18, and the camera field of view is 90.
[0155] In Figure 12 Among them, the behavior state of the virtual object is aiming and shooting. Figure 12 The second game screen shown is the game screen captured by the virtual camera after adjusting the configuration information of the virtual camera according to the camera parameter set corresponding to aiming and shooting. The state value of the virtual camera corresponding to aiming and shooting is 20. Figure 12 The camera parameter set corresponding to the second game screen displayed is: the boom offset is 115, the camera viewpoint is X = 7.303, Y = 40, Z = -20, and the camera field of view is 60.
[0156] It should be noted that Figures 9 to 12 The virtual camera shown in the second game screen displayed separately is only for making the second game screen more intuitive. The virtual camera may not be displayed in the second game screen. The camera parameter set corresponding to each game screen may be displayed in the corresponding second game screen or may not be displayed in the corresponding second game screen. This application embodiment does not limit this.
[0157] Since the screen display method provided by this application embodiment considers at least one of the fade-in time and the fade-out time in the configuration information of the virtual camera when displaying the game screen, the movement trajectory of the virtual camera is smoother, so that the screen display method provided by this application is smoother and more fluent when displaying the game screen. As Figure 13 shown are the change curve of the boom offset before adding the fade-in time and the fade-out time and the change curve of the boom offset after adding the fade-in time and the fade-out time provided by this application embodiment. In Figure 13 Among them, Curve 1 is the change curve of the boom offset before adding the fade-in time and the fade-out time, and Curve 2 is the change curve of the boom offset after adding the fade-in time and the fade-out time. From Figure 13 it can be seen that after adding the fade-in time and the fade-out time, the change curve of the boom offset is smoother and more fluent.
[0158] It should be noted that in the above method for displaying a screen, the process of obtaining the second set of camera parameters can also be executed by a server. After the server obtains the second set of camera parameters, it sends the second set of camera parameters to the terminal device, and the terminal device adjusts the configuration information of the virtual camera according to the second set of camera parameters, and then captures a second game screen and displays the second game screen. The process of the server obtaining the second set of camera parameters is similar to the process of the above terminal device obtaining the second set of camera parameters, and will not be elaborated here.
[0159] The above method associates the set of camera parameters with the behavioral state of the virtual object. When the behavioral state of the virtual object changes, according to the first behavioral state before the change and the second behavioral state corresponding to the first state control, a second set of camera parameters is obtained, and then the configuration information of the virtual camera is adjusted according to the second set of camera parameters. The virtual camera with the adjusted configuration information is used to capture the game screen, so that the display effect of the game screen is better. Moreover, since the set of camera parameters is decoupled from the game mode, even if a new game mode appears, there is no need to develop a corresponding set of camera parameters for the new game mode, which can reduce the development cost of the set of camera parameters and improve the efficiency of game production.
[0160] In addition, the configuration information of the virtual camera in this application includes at least one of the mixing-in time and the mixing-out time, so that when the behavioral state changes, the movement trajectory of the virtual camera is smoother and more fluent, thereby reducing the probability of jitter and jump in the game screen captured by the virtual camera, and making the display of the game screen smoother and more fluent.
[0161] Figure 14 The following is a flowchart of a method for displaying a screen provided by an embodiment of the present application. This method can be executed by the Figure 1 terminal device 101 in, as Figure 14 shown, this method includes the following steps:
[0162] In step 1401, a first game screen is displayed. The first game screen includes a virtual object in a first behavioral state. The first game screen is captured by a virtual camera based on first configuration information, and the first configuration information is determined based on a first set of camera parameters corresponding to the first behavioral state.
[0163] In a possible implementation manner, the process of displaying the first game screen is similar to the process of displaying the first game screen in step 201 above, and will not be elaborated here.
[0164] In step 1402, in response to the virtual object switching from the first behavioral state to the third behavioral state, a second game screen is displayed. The second game screen is captured by a virtual camera based on second configuration information, and the second configuration information is determined based on a second set of camera parameters corresponding to the third behavioral state.
[0165] The first game screen further includes at least one state control, and one state control corresponds to one behavior state. In response to a selection instruction for a first state control among the at least one state control, based on the second behavior state and the first behavior state corresponding to the first state control, it is determined that the virtual object switches from the first behavior state to the third behavior state.
[0166] Wherein, in response to the second behavior state being included in the first behavior state, the third behavior state is the behavior state other than the second behavior state in the first behavior state. Exemplarily, the first behavior state is crouching and aiming, the second behavior state is crouching, then the third behavior state is aiming.
[0167] In response to the second behavior state not being included in the first behavior state, and the state relationship between the first behavior state and the second behavior state being a coexistence relationship, the third behavior state is the combined behavior state of the first behavior state and the second behavior state, and the coexistence relationship is used to indicate that the first behavior state and the second behavior state exist simultaneously. Exemplarily, the first behavior state is crouching, the second behavior state is aiming, and since the state relationship between crouching and aiming is a coexistence relationship, therefore, it is determined that the third behavior state is crouching and aiming.
[0168] In response to the second behavior state not being included in the first behavior state, and the state relationship between the first behavior state and the second behavior state being an interruption relationship, the third behavior state is the second behavior state, and the interruption relationship is used to indicate that the first behavior state is interrupted by the second behavior state. Exemplarily, the first behavior state is standing, the second behavior state is crouching, and since the state relationship between standing and crouching is an interruption relationship, therefore, it is determined that the third behavior state is crouching.
[0169] In a possible implementation manner, each behavior state corresponds to one or more regions. In response to the virtual object switching from the first behavior state to the third behavior state, a second game screen is displayed. The second game screen includes the virtual object in the third behavior state, and the virtual object is located in the target region in the second game screen, and the target region is determined based on the third behavior state.
[0170] Exemplarily, the third behavior state is sprinting, the target region is the region corresponding to sprinting, then in the second game screen, the virtual object is in the sprinting state and the virtual object is located in the target region. The third behavior state is sliding, the target region is the region corresponding to sliding, then in the second game screen, the virtual object is in the sliding state and the virtual object is located in the target region. When the third behavior state is other states, in the second game screen, the virtual object is in other states and the virtual object is located in the target region corresponding to other states.
[0171] In a possible implementation manner, the process of displaying the second game screen is similar to the process in step 202 above, and will not be elaborated here.
[0172] The above method associates the camera parameter set with the behavior state of the virtual object. When the behavior state of the virtual object changes, according to the first behavior state before the change and the third behavior state during the change, a second game screen is displayed. The configuration information of the virtual camera in the second game screen is the second configuration information, making the display effect of the second game screen better. Moreover, since the camera parameter set is decoupled from the game mode, even if a new game mode appears, there is no need to develop a corresponding camera parameter set for the new game mode, which can reduce the development cost of the camera parameter set and improve the efficiency of game production.
[0173] Figure 15 The following is a schematic structural diagram of a screen display device provided by an embodiment of the present application, as Figure 15 shown, the device includes:
[0174] A display module 1501, configured to display a first game screen. The first game screen includes a virtual object in a first behavior state and at least one state control. One state control corresponds to one behavior state. The first game screen is captured by a virtual camera, and the configuration information of the virtual camera when capturing the first game screen is determined based on a first camera parameter set corresponding to the first behavior state;
[0175] The display module 1501 is further configured to, in response to a selection instruction of a first state control among at least one state control, display a second game screen. The second game screen is captured by a virtual camera, and the configuration information of the virtual camera when capturing the second game screen is determined based on a second camera parameter set. The second camera parameter set is obtained based on the first behavior state and a second behavior state corresponding to the first state control. The behavior state of the virtual object in the second game screen is determined based on the second behavior state.
[0176] In a possible implementation manner, the device further includes:
[0177] An acquisition module, configured to acquire second bitmap data corresponding to the second behavior state; in response to the first behavior state including the second behavior state, remove the second bitmap data from the first bitmap data corresponding to the first behavior state to obtain third bitmap data; and based on the third bitmap data, acquire the second camera parameter set.
[0178] In a possible implementation manner, the acquisition module is configured to perform a negation operation on the second bitmap data to obtain reference bitmap data; and perform an AND operation on the reference bitmap data and the first bitmap data to obtain third bitmap data.
[0179] In a possible implementation, an acquisition module is configured to acquire a value corresponding to a second behavior state, where the value corresponding to the second behavior state is used to acquire second bitmap data corresponding to the second behavior state; and based on the value corresponding to the second behavior state, adjust intermediate bitmap data to obtain the second bitmap data corresponding to the second behavior state.
[0180] In a possible implementation, an acquisition module is configured to, in response to the first behavior state not including the second behavior state, determine a state relationship between the first behavior state and the second behavior state; and based on the state relationship and the second bitmap data, acquire a second set of camera parameters.
[0181] In a possible implementation, an acquisition module is configured to, in response to the state relationship being a coexistence relationship, perform an OR operation on the first bitmap data corresponding to the first behavior state and the second bitmap data to obtain fourth bitmap data, where the fourth bitmap data is used to indicate bitmap data when the first behavior state and the second behavior state exist simultaneously, and the coexistence relationship is used to indicate that the first behavior state and the second behavior state exist simultaneously; and based on the fourth bitmap data, acquire a second set of camera parameters.
[0182] In a possible implementation, an acquisition module is configured to, in response to the state relationship being an interruption relationship, based on the second bitmap data, acquire a second set of camera parameters, where the interruption relationship is used to indicate that the first behavior state is interrupted by the second behavior state.
[0183] In a possible implementation, the apparatus further includes:
[0184] A determination module is configured to, based on the first bitmap data and the second bitmap data, determine a data parameter, where the data parameter is used to indicate whether the second behavior state is included in the first behavior state; in response to the data parameter being greater than a parameter threshold, determine that the second behavior state is included in the first behavior state; and in response to the data parameter not being greater than the parameter threshold, determine that the second behavior state is not included in the first behavior state.
[0185] In a possible implementation, the determination module is configured to perform an AND operation on the first bitmap data and the second bitmap data to obtain fifth bitmap data; convert the fifth bitmap data to obtain a value corresponding to the fifth bitmap data, and use the value corresponding to the fifth bitmap data as the data parameter.
[0186] In a possible implementation, the configuration information includes at least one of a mixing-in time and a mixing-out time, as well as a camera viewpoint, a boom offset, and a camera field of view, where the camera viewpoint is a viewpoint relative to a virtual object.
[0187] In a possible implementation, the obtaining module is further configured to obtain a set of camera parameters corresponding to a game mechanism included in the game. The game mechanism includes at least one of blocking, rotation, delay, vibration, and expansion, and one game mechanism corresponds to one set of camera parameters;
[0188] The display module 1501 is further configured to, in response to a selection instruction of a first state control among at least one state control, display a third game screen. The third game screen is captured by a virtual camera, and the configuration information when the virtual camera captures the third game screen is determined based on a synthesized set of camera parameters. The synthesized set of camera parameters is obtained based on a second set of camera parameters and the set of camera parameters corresponding to the game mechanism. The behavioral state of the virtual object in the third game screen is determined based on a second behavioral state.
[0189] In a possible implementation, the apparatus further includes:
[0190] A synthesizing module, configured to add the value corresponding to the first configuration information in the second set of camera parameters and the value corresponding to the first configuration information in the set of camera parameters corresponding to the game mechanism to obtain a synthesized value corresponding to the first configuration information. The first configuration information is any one of the configuration information of the virtual camera;
[0191] Traverse the configuration information of the virtual camera in the above manner in sequence to obtain the synthesized values corresponding to each configuration information, and obtain a synthesized set of camera parameters based on the synthesized values corresponding to each configuration information.
[0192] The above apparatus associates the set of camera parameters with the behavioral state of the virtual object. When the behavioral state of the virtual object changes, according to the first behavioral state before the change and the second behavioral state corresponding to the first state control, obtain the second set of camera parameters, and then adjust the configuration information of the virtual camera according to the second set of camera parameters, and capture the game screen using the virtual camera after the configuration information is adjusted, so that the display effect of the game screen is better. Moreover, since the set of camera parameters is decoupled from the game mode, even if a new game mode appears, there is no need to develop a corresponding set of camera parameters for the new game mode, which can reduce the development cost of the set of camera parameters and improve the efficiency of game production.
[0193] Figure 16 The following shows a schematic structural diagram of a screen display apparatus provided by an embodiment of the present application, as Figure 16 shown, the apparatus includes:
[0194] The display module 1601 is configured to display a first game screen. The first game screen includes a virtual object in a first behavioral state. The first game screen is captured by a virtual camera based on first configuration information, and the first configuration information is determined based on a first set of camera parameters corresponding to the first behavioral state;
[0195] The display module 1601 is further configured to display a second game screen in response to the virtual object switching from the first behavior state to the third behavior state. The second game screen is captured by a virtual camera based on second configuration information, and the second configuration information is determined based on a second camera parameter set corresponding to the third behavior state.
[0196] In a possible implementation, the display module 1601 is configured to display a second game screen in response to the virtual object switching from the first behavior state to the third behavior state. The second game screen includes the virtual object in the third behavior state, and the virtual object is located in a target area in the second game screen, and the target area is determined based on the third behavior state.
[0197] In a possible implementation, the first game screen further includes at least one state control, and one state control corresponds to one behavior state;
[0198] The apparatus further includes:
[0199] A determination module, configured to, in response to a selection instruction of a first state control in at least one state control, determine that the virtual object switches from the first behavior state to the third behavior state based on the second behavior state corresponding to the first state control and the first behavior state.
[0200] In a possible implementation, in response to the second behavior state being included in the first behavior state, the third behavior state is the behavior state other than the second behavior state in the first behavior state;
[0201] In response to the second behavior state not being included in the first behavior state, and the state relationship between the first behavior state and the second behavior state being a coexistence relationship, the third behavior state is a combined behavior state of the first behavior state and the second behavior state, and the coexistence relationship is used to indicate that the first behavior state and the second behavior state exist simultaneously;
[0202] In response to the second behavior state not being included in the first behavior state, and the state relationship between the first behavior state and the second behavior state being an interruption relationship, the third behavior state is the second behavior state, and the interruption relationship is used to indicate that the first behavior state is interrupted by the second behavior state.
[0203] The above apparatus associates the camera parameter set with the behavior state of the virtual object. When the behavior state of the virtual object changes, according to the first behavior state before the change and the third behavior state during the change, a second game screen is displayed, and the configuration information of the virtual camera in the second game screen is the second configuration information, so that the display effect of the second game screen is better. Moreover, since the camera parameter set and the game mode are decoupled, even if a new game mode appears, there is no need to develop a corresponding camera parameter set for the new game mode, which can reduce the development cost of the camera parameter set and improve the efficiency of game production.
[0204] It should be understood that when the above-provided device implements its functions, only the division of the above-mentioned functional modules is used as an example for illustration. In actual applications, the above functions can be allocated to different functional modules according to needs, that is, the internal structure of the device is divided into different functional modules to complete all or part of the functions described above. In addition, the device provided in the above embodiment and the method embodiment belong to the same concept. For the specific implementation process, please refer to the method embodiment, which will not be elaborated here.
[0205] Figure 17 FIG. shows a structural block diagram of a terminal device 1700 provided by an exemplary embodiment of the present application. The terminal device 1700 may be a portable mobile terminal, such as: a smart phone, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III), an MP4 (Moving Picture Experts Group Audio Layer IV) player, a notebook computer or a desktop computer. The terminal device 1700 may also be referred to by other names such as user equipment, portable terminal, laptop terminal, desktop terminal, etc.
[0206] Generally, the terminal device 1700 includes: a processor 1701 and a memory 1702.
[0207] The processor 1701 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 1701 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), PLA (Programmable Logic Array). The processor 1701 may also include a main processor and a coprocessor. The main processor is a processor for processing data in the wake state, also known as the CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in the standby state. In some embodiments, the processor 1701 may be integrated with a GPU (Graphics Processing Unit), and the GPU is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 1701 may further include an AI (Artificial Intelligence) processor, and the AI processor is used to process computational operations related to machine learning.
[0208] The memory 1702 may include one or more computer-readable storage media, which may be non-transitory. The memory 1702 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices and flash storage devices. In some embodiments, the non-transitory computer-readable storage media in the memory 1702 is used to store at least one instruction for being executed by the processor 1701 to implement the screen display method provided in the method embodiments of the present application.
[0209] In some embodiments, the terminal device 1700 may further optionally include: a peripheral device interface 1703 and at least one peripheral device. The processor 1701, the memory 1702, and the peripheral device interface 1703 may be connected through a bus or signal lines. Each peripheral device may be connected to the peripheral device interface 1703 through a bus, signal lines, or a circuit board. Specifically, the peripheral device includes at least one of a radio frequency circuit 1704, a display screen 1705, a camera assembly 1706, an audio circuit 1707, and a power supply 1709.
[0210] The peripheral device interface 1703 may be used to connect at least one peripheral device related to I / O (Input / Output) to the processor 1701 and the memory 1702. In some embodiments, the processor 1701, the memory 1702, and the peripheral device interface 1703 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 1701, the memory 1702, and the peripheral device interface 1703 may be implemented on a separate chip or circuit board, and the present embodiment does not limit this.
[0211] The radio frequency circuit 1704 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The radio frequency circuit 1704 communicates with the communication network and other communication devices through electromagnetic signals. The radio frequency circuit 1704 converts electrical signals into electromagnetic signals for transmission, or converts the received electromagnetic signals into electrical signals. Optionally, the radio frequency circuit 1704 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, and so on. The radio frequency circuit 1704 can communicate with other terminal devices through at least one wireless communication protocol. The wireless communication protocol includes but is not limited to: the World Wide Web, a metropolitan area network, an intranet, generations of mobile communication networks (2G, 3G, 4G, and 5G), a wireless local area network, and / or a WiFi (Wireless Fidelity) network. In some embodiments, the radio frequency circuit 1704 may further include a circuit related to NFC (Near Field Communication), which is not limited in this application.
[0212] The display screen 1705 is used to display a UI (User Interface). The UI may include graphics, text, icons, videos, and any combination thereof. When the display screen 1705 is a touch display screen, the display screen 1705 also has the ability to collect touch signals on or above the surface of the display screen 1705. The touch signals can be input to the processor 1701 as control signals for processing. At this time, the display screen 1705 can also be used to provide virtual buttons and / or a virtual keyboard, also known as soft buttons and / or a soft keyboard. In some embodiments, the display screen 1705 can be one, provided on the front panel of the terminal device 1700; in other embodiments, the display screen 1705 can be at least two, respectively provided on different surfaces of the terminal device 1700 or in a folding design; in other embodiments, the display screen 1705 can be a flexible display screen, provided on the curved surface or folding surface of the terminal device 1700. Even, the display screen 1705 can be set to an irregular non-rectangular shape, that is, a special-shaped screen. The display screen 1705 can be prepared using materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).
[0213] The camera component 1706 is used to collect images or videos. Optionally, the camera component 1706 includes a front camera and a rear camera. Generally, the front camera is disposed on the front panel of the terminal device 1700, and the rear camera is disposed on the back of the terminal device 1700. In some embodiments, there are at least two rear cameras, which are any one of a main camera, a depth camera, a wide-angle camera, and a telephoto camera, so as to implement the function of background blurring by fusing the main camera and the depth camera, panoramic shooting and VR (Virtual Reality) shooting functions or other fusion shooting functions by fusing the main camera and the wide-angle camera. In some embodiments, the camera component 1706 may further include a flash. The flash may be a single-color temperature flash or a dual-color temperature flash. The dual-color temperature flash refers to a combination of a warm light flash and a cold light flash, which can be used for light compensation under different color temperatures.
[0214] The audio circuit 1707 may include a microphone and a speaker. The microphone is used to collect sound waves of the user and the environment, and convert the sound waves into electrical signals and input them to the processor 1701 for processing, or input them to the radio frequency circuit 1704 to achieve voice communication. For the purpose of stereo collection or noise reduction, there may be multiple microphones, which are respectively disposed at different parts of the terminal device 1700. The microphone may also be an array microphone or an omnidirectional collection type microphone. The speaker is used to convert the electrical signal from the processor 1701 or the radio frequency circuit 1704 into sound waves. The speaker may be a traditional thin film speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can not only convert the electrical signal into sound waves audible to humans, but also convert the electrical signal into sound waves inaudible to humans for uses such as ranging. In some embodiments, the audio circuit 1707 may further include a headphone jack.
[0215] The power supply 1709 is used to supply power to each component in the terminal device 1700. The power supply 1709 may be alternating current, direct current, a disposable battery or a rechargeable battery. When the power supply 1709 includes a rechargeable battery, the rechargeable battery may be a wired rechargeable battery or a wireless rechargeable battery. The wired rechargeable battery is a battery charged through a wired line, and the wireless rechargeable battery is a battery charged through a wireless coil. The rechargeable battery may also be used to support fast charging technology.
[0216] In some embodiments, the terminal device 1700 further includes one or more sensors 1710. The one or more sensors 1710 include but are not limited to: an acceleration sensor 1711, a gyroscope sensor 1712, a pressure sensor 1713, an optical sensor 1715, and a proximity sensor 1716.
[0217] The acceleration sensor 1711 can detect the magnitudes of accelerations on the three coordinate axes of the coordinate system established by the terminal device 1700. For example, the acceleration sensor 1711 can be used to detect the components of the gravitational acceleration on the three coordinate axes. The processor 1701 can control the display screen 1705 to display the user interface in a landscape view or a portrait view according to the gravitational acceleration signal collected by the acceleration sensor 1711. The acceleration sensor 1711 can also be used for games or the collection of the user's motion data.
[0218] The gyroscope sensor 1712 can detect the body orientation and rotation angle of the terminal device 1700. The gyroscope sensor 1712 can cooperate with the acceleration sensor 1711 to collect the 3D actions of the user on the terminal device 1700. Based on the data collected by the gyroscope sensor 1712, the processor 1701 can implement the following functions: motion sensing (such as changing the UI according to the user's tilting operation), image stabilization during shooting, game control, and inertial navigation.
[0219] The pressure sensor 1713 can be disposed on the side frame of the terminal device 1700 and / or the lower layer of the display screen 1705. When the pressure sensor 1713 is disposed on the side frame of the terminal device 1700, it can detect the holding signal of the user on the terminal device 1700, and the processor 1701 can perform left - hand / right - hand identification or shortcut operations according to the holding signal collected by the pressure sensor 1713. When the pressure sensor 1713 is disposed on the lower layer of the display screen 1705, the processor 1701 can control the operable controls on the UI interface according to the pressure operation of the user on the display screen 1705. The operable controls include at least one of button controls, scroll bar controls, icon controls, and menu controls.
[0220] The optical sensor 1715 is used to collect the ambient light intensity. In one embodiment, the processor 1701 can control the display brightness of the display screen 1705 according to the ambient light intensity collected by the optical sensor 1715. Specifically, when the ambient light intensity is high, the display brightness of the display screen 1705 is increased; when the ambient light intensity is low, the display brightness of the display screen 1705 is decreased. In another embodiment, the processor 1701 can also dynamically adjust the shooting parameters of the camera module 1706 according to the ambient light intensity collected by the optical sensor 1715.
[0221] The proximity sensor 1716, also known as a distance sensor, is usually disposed on the front panel of the terminal device 1700. The proximity sensor 1716 is used to collect the distance between the user and the front of the terminal device 1700. In one embodiment, when the proximity sensor 1716 detects that the distance between the user and the front of the terminal device 1700 is gradually decreasing, the processor 1701 controls the display screen 1705 to switch from the lit state to the off state; when the proximity sensor 1716 detects that the distance between the user and the front of the terminal device 1700 is gradually increasing, the processor 1701 controls the display screen 1705 to switch from the off state to the lit state.
[0222] Those skilled in the art can understand that Figure 17 the structure shown in does not constitute a limitation on the terminal device 1700, and may include more or fewer components than shown in the figure, or combine certain components, or adopt different component arrangements.
[0223] Figure 18 FIG. is a schematic structural diagram of a server provided by an embodiment of the present application. The server 1800 may vary greatly due to different configurations or performances, and may include one or more processors (Central Processing Units, CPUs) 1801 and one or more memories 1802. Among them, at least one program code is stored in the one or more memories 1802, and the at least one program code is loaded and executed by the one or more processors 1801 to implement the screen display method provided by each of the above method embodiments. Of course, the server 1800 may also have components such as a wired or wireless network interface, a keyboard, and an input / output interface for input / output. The server 1800 may also include other components for implementing device functions, which will not be elaborated here.
[0224] In an exemplary embodiment, a computer-readable storage medium is also provided. At least one program code is stored in the storage medium, and the at least one program code is loaded and executed by a processor to enable a computer to implement any one of the above screen display methods.
[0225] Optionally, the above computer-readable storage medium may be a read-only memory (ROM), a random access memory (RAM), a compact disc read-only memory (CD-ROM), a magnetic tape, a floppy disk, and an optical data storage device, etc.
[0226] In an exemplary embodiment, a computer program or a computer program product is further provided. At least one computer instruction is stored in the computer program or the computer program product and is loaded and executed by a processor to enable a computer to implement any of the above-described screen display methods.
[0227] It should be understood that the "plurality" mentioned herein refers to two or more. "And / or" describes the association relationship of associated objects and indicates that three relationships may exist. For example, A and / or B may represent: A exists alone, A and B exist simultaneously, and B exists alone. The character " / " generally represents an "or" relationship between the associated objects before and after.
[0228] The serial numbers of the embodiments of the present application above are only for description and do not represent the advantages and disadvantages of the embodiments.
[0229] The above are only exemplary embodiments of the present application and are not intended to limit the present application. Any modifications, equivalent replacements, improvements, etc. made within the principle of the present application shall be included in the protection scope of the present application.
Claims
1. A method for displaying a screen, characterized in that, The method includes: Displaying a first game screen, the first game screen including a virtual object in a first behavior state and at least one state control, one state control corresponding to one behavior state, the first game screen being captured by a virtual camera, and the configuration information of the virtual camera when capturing the first game screen being determined based on a first set of camera parameters corresponding to the first behavior state; In response to a selection instruction for a first state control among the at least one state control, obtaining second bitmap data corresponding to a second behavior state, the second behavior state being the behavior state corresponding to the first state control; In response to the second behavior state being included in the first behavior state, removing the second bitmap data from the first bitmap data corresponding to the first behavior state to obtain third bitmap data; Based on the third bitmap data, obtaining a second set of camera parameters; Displaying a second game screen, the second game screen being captured by the virtual camera, the configuration information of the virtual camera when capturing the second game screen being determined based on the second set of camera parameters, and the behavior state of the virtual object in the second game screen being determined based on the second behavior state.
2. The method according to claim 1, wherein The removing the second bitmap data from the first bitmap data corresponding to the first behavior state to obtain third bitmap data includes: Performing a negation operation on the second bitmap data to obtain reference bitmap data; Performing an AND operation on the reference bitmap data and the first bitmap data to obtain the third bitmap data.
3. The method according to claim 1, wherein The obtaining the second bitmap data corresponding to the second behavior state includes: Obtaining a value corresponding to the second behavior state, the value corresponding to the second behavior state being used to obtain the second bitmap data corresponding to the second behavior state; Based on the value corresponding to the second behavior state, adjusting intermediate bitmap data to obtain the second bitmap data corresponding to the second behavior state.
4. The method according to claim 1, wherein The method further includes: In response to the second behavior state not being included in the first behavior state, determining a state relationship between the first behavior state and the second behavior state; Based on the state relationship and the second bitmap data, obtaining the second set of camera parameters.
5. The method according to claim 4, wherein The obtaining the second set of camera parameters based on the state relationship and the second bitmap data includes: In response to the state relationship being a coexistence relationship, performing an OR operation on the first bitmap data corresponding to the first behavior state and the second bitmap data to obtain fourth bitmap data, the fourth bitmap data being used to indicate the bitmap data when the first behavior state and the second behavior state exist simultaneously, and the coexistence relationship being used to indicate that the first behavior state and the second behavior state exist simultaneously; Based on the fourth bitmap data, obtaining the second set of camera parameters.
6. The method according to claim 4, wherein The obtaining the second set of camera parameters based on the state relationship and the second bitmap data includes: In response to the state relationship being an interruption relationship, based on the second bitmap data, obtaining the second set of camera parameters, the interruption relationship being used to indicate that the first behavior state is interrupted by the second behavior state.
7. According to the method described in any one of claims 1 to 6, characterized in that, The method further includes: Based on the first bitmap data and the second bitmap data, determine a data parameter, where the data parameter is used to indicate whether the second behavior state is included in the first behavior state; In response to the data parameter being greater than a parameter threshold, determine that the second behavior state is included in the first behavior state; In response to the data parameter not being greater than the parameter threshold, determine that the second behavior state is not included in the first behavior state.
8. The method according to claim 7, characterized in that The determining the data parameter based on the first bitmap data and the second bitmap data includes: Perform an AND operation on the first bitmap data and the second bitmap data to obtain fifth bitmap data; Convert the fifth bitmap data to obtain a value corresponding to the fifth bitmap data, and use the value corresponding to the fifth bitmap data as the data parameter.
9. The method according to any one of claims 1 to 6, characterized in that, The configuration information includes at least one of a mixing-in time and a mixing-out time, as well as a camera viewpoint, a boom offset, and a camera field of view, where the camera viewpoint is a viewpoint relative to the virtual object.
10. The method according to any one of claims 1 to 6, characterized in that, The method further includes: Obtain a set of camera parameters corresponding to a game mechanism included in the game, where the game mechanism includes at least one of blocking, rotation, delay, vibration, and expansion, and one game mechanism corresponds to one set of camera parameters; In response to a selection instruction of a first state control among the at least one state control, display a third game screen, where the third game screen is captured by a virtual camera, and the configuration information when the virtual camera captures the third game screen is determined based on a synthesized set of camera parameters, the synthesized set of camera parameters is obtained based on the second set of camera parameters and the set of camera parameters corresponding to the game mechanism, and the behavior state of the virtual object in the third game screen is determined based on the second behavior state.
11. The method according to claim 10, wherein Before displaying the third game screen, the method further includes: Add the value corresponding to the first configuration information in the second set of camera parameters and the value corresponding to the first configuration information in the set of camera parameters corresponding to the game mechanism to obtain a synthesized value corresponding to the first configuration information, where the first configuration information is any one of the configuration information of the virtual camera; Traverse the configuration information of the virtual camera in the above manner in sequence to obtain synthesized values corresponding to each configuration information, and based on the synthesized values corresponding to each configuration information, obtain the synthesized set of camera parameters.
12. A screen display device, characterized in that, The apparatus includes: A display module, configured to display a first game screen, where the first game screen includes a virtual object in a first behavior state and at least one state control, one state control corresponding to one behavior state, the first game screen is captured by a virtual camera, and the configuration information when the virtual camera captures the first game screen is determined based on a first set of camera parameters corresponding to the first behavior state; An acquisition module, configured to, in response to a selection instruction of a first status control among the at least one status control, acquire second bitmap data corresponding to a second behavior status, where the second behavior status is a behavior status corresponding to the first status control; in response to the first behavior status including the second behavior status, remove the second bitmap data from the first bitmap data corresponding to the first behavior status to obtain third bitmap data; and based on the third bitmap data, acquire a second set of camera parameters. The display module is further configured to display a second game screen, where the second game screen is acquired by the virtual camera, and configuration information when the virtual camera acquires the second game screen is determined based on the second set of camera parameters, and a behavior status of the virtual object in the second game screen is determined based on the second behavior status.
13. The device according to claim 12, characterized in that, The acquisition module is configured to perform a negation operation on the second bitmap data to obtain reference bitmap data. Perform an AND operation on the reference bitmap data and the first bitmap data to obtain the third bitmap data.
14. The device according to claim 12, wherein The acquisition module is configured to acquire a value corresponding to the second behavior status, where the value corresponding to the second behavior status is used to acquire the second bitmap data corresponding to the second behavior status. Based on the value corresponding to the second behavior status, adjust intermediate bitmap data to obtain the second bitmap data corresponding to the second behavior status.
15. The device according to claim 12, characterized in that, The acquisition module is further configured to, in response to the first behavior status not including the second behavior status, determine a status relationship between the first behavior status and the second behavior status. Based on the status relationship and the second bitmap data, acquire the second set of camera parameters.
16. The device according to claim 15, characterized in that, The acquisition module is configured to, in response to the status relationship being a coexistence relationship, perform an OR operation on the first bitmap data corresponding to the first behavior status and the second bitmap data to obtain fourth bitmap data, where the fourth bitmap data is used to indicate bitmap data when the first behavior status and the second behavior status exist simultaneously, and the coexistence relationship is used to indicate that the first behavior status and the second behavior status exist simultaneously. Based on the fourth bitmap data, acquire the second set of camera parameters.
17. The device according to claim 15, characterized in that, The acquisition module is configured to, in response to the status relationship being an interruption relationship, based on the second bitmap data, acquire the second set of camera parameters, where the interruption relationship is used to indicate that the first behavior status is interrupted by the second behavior status.
18. The device according to any one of claims 12 to 17, characterized in that The apparatus further includes: A determination module, configured to determine a data parameter based on the first bitmap data and the second bitmap data, where the data parameter is used to indicate whether the first behavior status includes the second behavior status. In response to the data parameter being greater than a parameter threshold, determine that the first behavior status includes the second behavior status. In response to the data parameter not being greater than the parameter threshold, determine that the first behavior status does not include the second behavior status.
19. The device according to claim 18, wherein, The determination module is configured to perform an AND operation on the first bitmap data and the second bitmap data to obtain fifth bitmap data. Convert the fifth bitmap data to obtain the value corresponding to the fifth bitmap data, and use the value corresponding to the fifth bitmap data as the data parameter.
20. The device according to any one of claims 12 to 17, characterized in that The configuration information includes at least one of the mixing-in time and the mixing-out time, as well as the camera viewpoint, the boom offset, and the camera field of view. The camera viewpoint is the viewpoint relative to the virtual object.
21. The device according to any one of claims 12 to 17, characterized in that, The obtaining module is further configured to obtain a set of camera parameters corresponding to the game mechanism included in the game. The game mechanism includes at least one of blocking, rotation, delay, vibration, and expansion. One game mechanism corresponds to one set of camera parameters. The display module is further configured to, in response to a selection instruction of the first state control among the at least one state control, display a third game screen. The third game screen is captured by the virtual camera. The configuration information when the virtual camera captures the third game screen is determined based on the synthetic camera parameter set. The synthetic camera parameter set is obtained based on the second camera parameter set and the set of camera parameters corresponding to the game mechanism. The behavioral state of the virtual object in the third game screen is determined based on the second behavioral state.
22. The device according to claim 21, characterized in that, The apparatus further includes: A synthesizing module, configured to add the value corresponding to the first configuration information in the second camera parameter set and the value corresponding to the first configuration information in the set of camera parameters corresponding to the game mechanism to obtain the synthetic value corresponding to the first configuration information. The first configuration information is any one of the configuration information of the virtual camera. Traverse the configuration information of the virtual camera in the above manner in sequence to obtain the synthetic values corresponding to each configuration information, and obtain the synthetic camera parameter set based on the synthetic values corresponding to each configuration information.
23. An electronic device, characterized in that, The electronic device includes a processor and a memory. At least one program code is stored in the memory. The at least one program code is loaded and executed by the processor to enable the electronic device to implement the screen display method according to any one of claims 1 to 11.
24. A computer-readable storage medium, characterized in that, At least one program code is stored in the computer-readable storage medium. The at least one program code is loaded and executed by a processor to enable a computer to implement the screen display method according to any one of claims 1 to 11.
25. A computer program product, characterized in that, At least one computer instruction is stored in the computer program product. The at least one computer instruction is loaded and executed by a processor to enable a computer to implement the screen display method according to any one of claims 1 to 11.
Citation Information
Patent Citations
Control method for virtual camera, device and equipment
CN112121423A