A virtual photography method, related device, equipment and storage medium
By providing virtual photography methods in game applications, allowing players to select and control the actions of virtual objects, handheld objects, etc., the problem of the existing single shooting form is solved, and better shooting effects and game fun is achieved.
Patent Information
- Application Number
- CN202210013318.8
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-01-06
- Publication Date
- 2025-08-22
- Estimated Expiration
- 2042-01-06
AI Technical Summary
The shooting format in existing game applications is relatively single, and the shooting picture is poorly controlled, so it is impossible to achieve good shooting effects.
It provides a virtual photography method, which allows players to select multiple virtual objects and perform virtual shooting by displaying the sub-page of adding controls and object, including controlling the settings of virtual objects' movements, handheld objects, moods, etc., to enhance the controllability of shooting.
It improves players' controllability of shooting images, achieves better shooting effects, increases fun for game applications, and increases user stickiness.
Smart Images

Figure CN114392565B_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of computer technology, and in particular to a method for virtual photography, related devices, equipment, and storage medium. Background Art
[0002] With the advancement and widespread adoption of computer technology, more and more gaming applications have emerged, and the virtual worlds within electronic games are becoming increasingly realistic. In recent years, many gaming applications have incorporated photo modes. Players can activate the built-in camera within the game application anytime, anywhere to capture interesting moments and create lasting memories.
[0003] The photo mode in gaming apps can be understood as a quick way to take screenshots within the game. Currently, in gaming apps, players can control the game character to move to a certain location in the scene to take a selfie, or they can wait for the opportunity to capture the action of other virtual objects.
[0004] However, the inventors have found that there are at least the following problems in the existing solutions: the existing shooting methods are relatively simple, mainly focusing on capturing screenshots at the right time, and the controllability of the shooting images is poor, and good shooting effects cannot be achieved. Summary of the Invention
[0005] The embodiments of the present application provide a virtual photography method, related apparatus, device, and storage medium. On the one hand, these methods enhance the player's control over the captured image, thereby achieving optimal photography results. On the other hand, these methods provide players with a richer gameplay experience, increasing the fun of the game application and helping to improve user engagement.
[0006] In view of this, the present application provides a virtual photography method, comprising:
[0007] In response to the object invitation instruction, when the first virtual object is in a non-interactive state, displaying a first adding control on a preset area, wherein the first virtual object is a virtual object controlled by the target object;
[0008] In response to a touch operation on the first added control, displaying a first object subpage, wherein the first object subpage includes K virtual objects, where K is an integer greater than 1;
[0009] In response to a selection operation on a plurality of second virtual objects in the first object subpage, displaying the plurality of second virtual objects and the first virtual object, wherein the plurality of second virtual objects are included in the K virtual objects;
[0010] In response to the shooting instruction, a virtual shooting process is performed on the game scene to obtain a first virtual shooting image, wherein the game scene includes a plurality of second virtual objects and the first virtual object.
[0011] Another aspect of the present application provides a virtual photography device, comprising:
[0012] a display module, configured to display a first adding control on a preset area in response to an object invitation instruction when the first virtual object is in a non-interactive state, wherein the first virtual object is a virtual object controlled by the target object;
[0013] The display module is further configured to display a first object subpage in response to a touch operation on the first added control, wherein the first object subpage includes K virtual objects, where K is an integer greater than 1;
[0014] The display module is further configured to display the plurality of second virtual objects and the first virtual object in response to a selection operation on the plurality of second virtual objects in the first object subpage, wherein the plurality of second virtual objects are included in the K virtual objects;
[0015] The shooting module is used to perform virtual shooting processing on the game scene in response to the shooting instruction to obtain a first virtual shooting image, wherein the game scene includes multiple second virtual objects and the first virtual object.
[0016] In one possible design, in another implementation of another aspect of the embodiment of the present application,
[0017] The display module is further configured to display a second added control on the interactive object when the first virtual object is in an interactive state in response to the object invitation instruction, wherein the interactive object is an object that supports interaction with the virtual object;
[0018] The display module is further configured to display a second object sub-page in response to a touch operation on the second added control;
[0019] The display module is further configured to display the third virtual object and the first virtual object in response to a selection operation on the third virtual object in the second object subpage;
[0020] The shooting module is further used to respond to the shooting instruction to perform virtual shooting processing on the game scene to obtain a second virtual shooting image, wherein the game scene includes the third virtual object and the first virtual object.
[0021] In one possible design, in another implementation of another aspect of the embodiment of the present application,
[0022] The display module is specifically configured to display T virtual objects on the first object subpage, wherein each of the T virtual objects is a player character, and T is an integer greater than or equal to 1 and less than or equal to K.
[0023] In one possible design, in another implementation of another aspect of the embodiment of the present application,
[0024] A display module, specifically configured to display object invitation controls corresponding to a plurality of second virtual objects on the first object subpage;
[0025] In response to a touch operation on the object invitation control, sending a photo request to a target terminal device, wherein the target terminal device is a terminal device that controls the plurality of second virtual objects;
[0026] If the photo request is successfully responded to, the plurality of second virtual objects and the first virtual object are displayed.
[0027] In one possible design, in another implementation of another aspect of the embodiment of the present application,
[0028] The display module is specifically configured to display T virtual objects on the first object subpage, wherein each of the T virtual objects is a non-player character, and T is an integer greater than or equal to 1 and less than or equal to K.
[0029] In one possible design, in another implementation of another aspect of the embodiment of the present application,
[0030] A display module, specifically configured to display object invitation controls corresponding to a plurality of second virtual objects on the first object subpage, wherein interaction values between the plurality of second virtual objects and the first virtual object are greater than or equal to an interaction threshold;
[0031] In response to a touch operation on the object invitation control, a plurality of second virtual objects and the first virtual object are displayed.
[0032] In one possible design, in another implementation of another aspect of the embodiments of the present application, the virtual photographing device includes a control module;
[0033] The display module is further configured to display a first action subpage in response to an action setting instruction for the second virtual object after displaying the plurality of second virtual objects and the first virtual object, wherein the first action subpage includes actions executable by the second virtual object, the second virtual object being a non-player character;
[0034] a control module, configured to control the second virtual object to perform the first action in response to a selection operation on the first action in the first action subpage;
[0035] or,
[0036] The display module is further configured to display a second action subpage in response to an action setting instruction for the first virtual object after displaying the plurality of second virtual objects and the first virtual object, wherein the second action subpage includes actions executable by the first virtual object;
[0037] The control module is further configured to control the first virtual object to perform the second action in response to a selection operation on the second action in the second action sub-page.
[0038] In one possible design, in another implementation of another aspect of the embodiment of the present application,
[0039] The display module is further configured to display a first hand-held sub-page in response to a hand-held setting instruction for the second virtual object after displaying the plurality of second virtual objects and the first virtual object, wherein the first hand-held sub-page includes hand-held objects that can be used by the second virtual object, and the second virtual object is a non-player character;
[0040] The display module is further configured to display a second virtual object holding the first handheld object in response to a selection operation on the first handheld object in the first handheld sub-page;
[0041] or,
[0042] The display module is further configured to display a second hand-held sub-page in response to a hand-held setting instruction for the first virtual object after displaying the plurality of second virtual objects and the first virtual object, wherein the second hand-held sub-page includes hand-held objects that can be used by the first virtual object;
[0043] The display module is further configured to display the first virtual object holding the second handheld object in response to a selection operation on the second handheld object in the second handheld sub-page.
[0044] In one possible design, in another implementation of another aspect of the embodiment of the present application,
[0045] The display module is further configured to display a first mood sub-page in response to a mood setting instruction for the second virtual object after displaying the plurality of second virtual objects and the first virtual object, wherein the first mood sub-page includes moods that can be expressed by the second virtual object, and the second virtual object is a non-player character;
[0046] The display module is further configured to display the second virtual object having the first mood in response to a selection operation on the first mood in the first mood sub-page;
[0047] or,
[0048] The display module is further configured to display a second mood sub-page in response to a mood setting instruction for the first virtual object after displaying the plurality of second virtual objects and the first virtual object, wherein the second mood sub-page includes moods that can be expressed by the first virtual object;
[0049] The display module is further configured to display a first virtual object having a second mood in response to a selection operation on the second mood in the second mood sub-page.
[0050] In one possible design, in another implementation of another aspect of the embodiment of the present application,
[0051] The display module is further configured to display a scene special effect sub-page in response to a special effect display instruction after displaying the plurality of second virtual objects and the first virtual object, wherein the scene special effect sub-page includes playable scene special effects;
[0052] The display module is further configured to play a target scene special effect in response to a selection operation on the target scene special effect in the scene special effect sub-page.
[0053] In one possible design, in another implementation of another aspect of the embodiment of the present application,
[0054] The display module is further configured to display M object controls in response to the shooting setting instruction, wherein each object control corresponds to a type of virtual object, and M is an integer greater than or equal to 1;
[0055] The display module is further configured to cancel display of the first virtual object in response to a first selection operation on a first object control, wherein the first object control is included in the M object controls and corresponds to the first virtual object;
[0056] The display module is further configured to cancel display of the associated virtual object in response to a first selection operation on a second object control, wherein the associated virtual object and the first virtual object belong to the same game team, the second object control is included in the M object controls, and the second object control corresponds to the associated virtual object;
[0057] The display module is further configured to cancel display of the non-associated virtual object in response to a first selection operation on a third object control, wherein no friendship relationship is established between the non-associated virtual object and the first virtual object, the third object control is included in the M object controls, and the third object control corresponds to the non-associated virtual object;
[0058] The display module is further configured to cancel displaying the non-player character in response to a first selection operation on a fourth object control, wherein the fourth object control is included in the M object controls and corresponds to the non-player character.
[0059] In one possible design, in another implementation of another aspect of the embodiment of the present application,
[0060] The display module is further configured to display the first virtual object in response to a second selection operation on the first object control after displaying the M object controls;
[0061] The display module is further configured to display an associated virtual object in response to a second selection operation on a second object control after displaying the M object controls;
[0062] The display module is further configured to display a non-associated virtual object in response to a second selection operation on a third object control after displaying the M object controls;
[0063] The display module is further configured to display a non-player character in response to a second selection operation on a fourth object control after displaying the M object controls.
[0064] In one possible design, in another implementation of another aspect of the embodiment of the present application,
[0065] The display module is further configured to display a lens following control in response to a shooting setting instruction;
[0066] The control module is further configured to control the sight line direction of the first virtual object to be toward the virtual camera in response to a selection operation on the lens following control, wherein the virtual camera is used to perform virtual shooting processing.
[0067] In one possible design, in another implementation of another aspect of the embodiment of the present application,
[0068] The display module is further configured to display the image after the shooting angle is adjusted in response to an adjustment operation on the shooting angle;
[0069] The display module is further configured to display a picture after the shooting distance is adjusted in response to an adjustment operation on the shooting distance.
[0070] In one possible design, in another implementation of another aspect of the embodiment of the present application, the virtual photographing device further includes a saving module;
[0071] a saving module configured to, in response to a shooting instruction, perform a virtual shooting process on the game scene, obtain a first virtual shot image, and then, in response to a saving instruction, save the first virtual shot image to an electronic photo album;
[0072] The display module is further configured to display the first virtual captured image in response to a viewing instruction for the electronic photo album.
[0073] In one possible design, in another implementation of another aspect of the embodiment of the present application,
[0074] The shooting module is specifically configured to perform a virtual shooting process on the game scene in response to a shooting instruction to obtain a first image;
[0075] performing depth of field processing on the first image to obtain a second image;
[0076] The far transition region of the second image is adjusted to obtain a first virtual captured image.
[0077] In one possible design, in another implementation of another aspect of the embodiment of the present application,
[0078] a shooting module, specifically configured to perform virtual shooting processing on the game scene in response to a shooting instruction to obtain a third image;
[0079] performing depth of field processing on the third image to obtain a fourth image;
[0080] The far transition region of the fourth image is adjusted to obtain a second virtual captured image.
[0081] In one possible design, in another implementation of another aspect of the embodiment of the present application,
[0082] The shooting module is specifically configured to perform virtual shooting processing on the game scene in response to the shooting instruction to obtain a first image to be processed;
[0083] Scaling the first image to be processed to a target size to obtain a first sampled image;
[0084] The first sampled image is cropped to obtain a first image to be processed.
[0085] In one possible design, in another implementation of another aspect of the embodiment of the present application,
[0086] The shooting module is specifically used to use an interpolation algorithm to reduce the first image to be processed to obtain a first sampled image with a target size.
[0087] In one possible design, in another implementation of another aspect of the embodiment of the present application,
[0088] The shooting module is specifically configured to perform virtual shooting processing on the game scene in response to the shooting instruction to obtain a second image to be processed;
[0089] Scaling the second image to be processed to a target size to obtain a second sampled image;
[0090] The second sampled image is cropped to obtain a second virtual captured image.
[0091] In one possible design, in another implementation of another aspect of the embodiment of the present application,
[0092] The shooting module is specifically used to use an interpolation algorithm to reduce the second image to be processed to obtain a second sampled image with a target size.
[0093] On the other hand, the present application provides a terminal device, comprising: a memory, a processor, and a bus system;
[0094] Wherein, the memory is used to store programs;
[0095] The processor is used to execute the program in the memory, and the processor is used to perform the above-mentioned methods according to the instructions in the program code;
[0096] The bus system is used to connect the memory and the processor so that the memory and the processor can communicate with each other.
[0097] Another aspect of the present application provides a computer-readable storage medium, wherein instructions are stored in the computer-readable storage medium. When the computer-readable storage medium is run on a computer, the computer is enabled to execute the above-mentioned methods.
[0098] Another aspect of the present application provides a computer program product or computer program, which includes computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the methods provided in the above aspects.
[0099] It can be seen from the above technical solutions that the embodiments of the present application have the following advantages:
[0100] In an embodiment of the present application, a method for virtual photography is provided, in which a terminal device displays a first object sub-page. In response to a selection operation on multiple second virtual objects in the first object sub-page, the terminal device displays multiple second virtual objects and the first virtual object. Based on this, the terminal device responds to the shooting instruction, performs virtual shooting processing on the game scene, and obtains a first virtual shooting image. Through the above method, players can actively invite other virtual objects to enter the game scene to be photographed, and trigger the photo function, so as to realize a photo of the game character controlled by the player with other virtual objects. Therefore, on the one hand, the player's controllability over the shooting picture can be improved, thereby achieving a good shooting effect. On the other hand, it provides players with richer gameplay, increases the fun of the game application, and is conducive to improving the user stickiness of the game application. BRIEF DESCRIPTION OF THE DRAWINGS
[0101] Figure 1This is a schematic diagram of the architecture of a virtual photography system in an embodiment of the present application;
[0102] Figure 2 A flowchart of a virtual photo setting method in an embodiment of the present application;
[0103] Figure 3 A schematic diagram of a custom shader in an embodiment of the present application;
[0104] Figure 4 A flowchart of a virtual photo taking method in an embodiment of the present application;
[0105] Figure 5 This is a schematic diagram of an interface displaying a first object sub-page in a non-interactive state in an embodiment of the present application;
[0106] Figure 6 This is a schematic diagram of an interface displaying a second object sub-page in an interactive state in an embodiment of the present application;
[0107] Figure 7 This is a schematic diagram of an interface showing a first object sub-page in an embodiment of the present application;
[0108] Figure 8 This is a schematic diagram of an interface for triggering a photo request based on a player character in an embodiment of the present application;
[0109] Figure 9 This is another schematic diagram of an interface showing a first object sub-page in an embodiment of the present application;
[0110] Figure 10 This is a schematic diagram of an interface for triggering a photo request based on a non-player character in an embodiment of the present application;
[0111] Figure 11 A schematic diagram of an interface for setting actions for a non-player character in an embodiment of the present application;
[0112] Figure 12 This is a schematic diagram of an interface for setting actions for a player character in an embodiment of the present application;
[0113] Figure 13 A schematic diagram of an interface for setting a handheld object for a non-player character in an embodiment of the present application;
[0114] Figure 14 This is a schematic diagram of an interface for setting a handheld object for a player character in an embodiment of the present application;
[0115] Figure 15 A schematic diagram of an interface for setting a mood for a non-player character in an embodiment of the present application;
[0116] Figure 16This is a schematic diagram of an interface for setting the mood of a player character in an embodiment of the present application;
[0117] Figure 17 A schematic diagram of an interface for setting scene effects in an embodiment of the present application;
[0118] Figure 18 This is a schematic diagram of an interface for hiding a player character in an embodiment of the present application;
[0119] Figure 19 This is a schematic diagram of an interface for hiding characters of players on the same team in an embodiment of the present application;
[0120] Figure 20 This is a schematic diagram of an interface for hiding non-friend characters in an embodiment of the present application;
[0121] Figure 21 A schematic diagram of an interface for hiding non-player characters in an embodiment of the present application;
[0122] Figure 22 A schematic diagram of an interface for adjusting a character's sight line in an embodiment of the present application;
[0123] Figure 23 A schematic diagram of an interface for adjusting the shooting angle in an embodiment of the present application;
[0124] Figure 24 A schematic diagram of an interface for adjusting the distance angle in an embodiment of the present application;
[0125] Figure 25 A schematic diagram of a virtual shooting effect in an embodiment of the present application;
[0126] Figure 26 A schematic diagram of a virtual photographing device in an embodiment of the present application;
[0127] Figure 27 This is a structural diagram of a terminal device in an embodiment of the present application. DETAILED DESCRIPTION
[0128] The embodiments of the present application provide a virtual photography method, related apparatus, device, and storage medium. On the one hand, these methods enhance the player's control over the captured image, thereby achieving optimal photography results. On the other hand, these methods provide players with a richer gameplay experience, increasing the fun of the game application and helping to improve user engagement.
[0129] The terms "first", "second", "third", "fourth", etc. (if any) in the specification and claims of the present application and the above-mentioned drawings are used to distinguish similar objects and are not necessarily used to describe a specific order or sequential order. It should be understood that the numbers used in this way can be interchangeable where appropriate, so that the embodiments of the present application described herein can, for example, be implemented in an order other than those illustrated or described herein. In addition, the terms "including" and "corresponding to" and any variations thereof are intended to cover non-exclusive inclusions, for example, a process, method, system, product or device that includes a series of steps or units is not necessarily limited to those steps or units clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.
[0130] With technological advancements, game graphics are constantly improving, and the virtual worlds within gaming are becoming increasingly realistic. Game developers are adding photo modes to their games, allowing players to capture exciting moments at any time during gameplay. Photo modes can be embedded into various types of gaming applications (e.g., simulation games). Simulation games include, but are not limited to, business simulation games, development simulation games, and sandbox simulation games. This application uses business simulation games as an example, but this should not be construed as limiting this application.
[0131] In order to improve the player's controllability over the shooting picture and improve the shooting effect of virtual photography, this application proposes a virtual photography method, which is applied to Figure 1The virtual photography system shown in the figure includes a server and a terminal device, and the client is deployed on the terminal device. The client can be run on the terminal device in the form of a browser or in the form of an independent application (APP). The specific presentation form of the client is not limited here. The server involved in this application can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers. It can also be a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content delivery networks (CDNs), and big data and artificial intelligence platforms. The terminal device can be a smartphone, tablet computer, laptop computer, PDA, personal computer, smart TV, smart watch, vehicle-mounted device, wearable device, etc., but is not limited to these. The terminal device and the server can be directly or indirectly connected through wired or wireless communication, which is not limited here. The number of servers and terminal devices is also not limited. The solution provided in this application can be completed independently by the terminal device, can be completed independently by the server, or can be completed by the terminal device and the server in cooperation. This application does not make any specific limitations on this.
[0132] based on Figure 1 The virtual photo system shown can take virtual photos of the game scene. For easier understanding, please refer to Figure 2 , Figure 2 This is a flow chart of a virtual photo setting method in an embodiment of the present application, as shown in the figure, specifically:
[0133] In step S1, the user triggers an interactive page viewing instruction on the client.
[0134] In step S2, the client sends a command to the server to query the interactive unlock information. The interactive content that the user can use needs to be unlocked. For example, if user A has not unlocked the "smile" emoticon, the "smile" emoticon cannot be provided to the user.
[0135] In step S3, the server queries the interactive content that has been unlocked by the user according to the instruction sent by the client.
[0136] In step S4, the server sends feedback action unlock information to the client.
[0137] In step S5 , the client displays available interactive content.
[0138] In step S6, the user clicks the selected interactive content.
[0139] In step S7, the client responds to the user's click operation and notifies the user to play.
[0140] In step S9, the client displays the interactive content to the user.
[0141] In step S10, the elements displayed on the interface can also be controlled to be visible or invisible, that is, the objects in the game can be controlled to be visible or invisible, irrelevant objects can be hidden, other player characters can be hidden, and a special user interface (UI) manager can be implemented to uniformly hide specified UIs, for example, the main UI and the heads-up display (HUD) prompt layer of objects not related to taking pictures.
[0142] In step S11, the client takes a screenshot to provide a preview effect of the photo. The current game screen is captured from the frame buffer and a texture is generated.
[0143] Set the screenshot texture to the pre-implemented UI, play the UI animation to display the photo result, and play the shutter sound effect to simulate the exposure highlight effect. Figure 3 , Figure 3 This is a schematic diagram of a custom shader in an embodiment of the present application. As shown in the figure, the brightness (Bright) value is input through the custom shader (Shader), and the base color (BaseColor) is added (Additive) and superimposed to output the final color (Final Color) through algorithm conversion.
[0144] In step S12, the user clicks the save control, so that the client can save the captured image.
[0145] In step S13, the screenshot texture is converted into bitmap device-independent data, compressed into a Portable Network Graphics (PNG) lossless format, downsampled to an appropriate size through a scaling process, and cropped to a uniform aspect ratio across platforms. It should be noted that due to the inconsistency of screenshot sizes across different devices, some screenshots occupy a larger capacity and some occupy a smaller capacity depending on the device resolution, so unified processing is required. When zooming out, an interpolation algorithm is used for image processing so that the number of pixels in the new image is reduced compared to the original image.
[0146] In step S14, the processed image data is stored in a writable directory on different devices. The entire data processing process is completed in multiple threads to optimize the overall smoothness of the game. The visibility control is restored, and objects in the game scene that have been set to be visible are restored.
[0147] Combined with the above introduction, the following will introduce the method of virtual photography in this application, please refer to Figure 4 , an embodiment of the virtual photography method in the embodiment of the present application includes:
[0148] 110. The terminal device displays a first adding control on a preset area in response to the object invitation instruction when the first virtual object is in a non-interactive state, wherein the first virtual object is a virtual object controlled by the target object;
[0149] In one or more embodiments, when a user triggers an object invitation instruction, the terminal device responds to the object invitation instruction and displays a first object subpage. The first object subpage includes K virtual objects. In one case, all K virtual objects are displayed on the first object subpage. In another case, only some of the K virtual objects are displayed on the first object subpage. This is not limited here.
[0150] It is understandable that the K virtual objects may be non-player characters (NPCs), or player characters (PCs), or may include both NPCs and PCs.
[0151] This application introduces a business simulation game as an example, which may include a God's perspective business simulation game, or a third-person business simulation game, etc. In a business simulation game, players can play the role of a manager and manage the virtual real world in the game.
[0152] 120. In response to the touch operation on the first added control, the terminal device displays a first object subpage, wherein the first object subpage includes K virtual objects, where K is an integer greater than 1;
[0153] In one or more embodiments, a user (ie, target object) may invite other virtual objects to take a photo with a first virtual object controlled by the user. Based on this, the user (ie, target object) may trigger an object invitation instruction by clicking a first add control.
[0154] Specifically, for easier understanding, see Figure 5 , Figure 5 This is a schematic diagram of an interface showing a first object sub-page in a non-interactive state in an embodiment of the present application, such as Figure 5 As shown in Figure (A), A1 is used to indicate the first add control, and A2 is used to indicate the first virtual object. At this time, the first virtual object indicated by A2 is in a non-interactive state. When the user (i.e., the target object) clicks the first add control indicated by A1, the object invitation instruction is triggered, thereby displaying the following Figure 5The interface shown in Figure (B) is shown in the figure.
[0155] like Figure 5 As shown in Figure (B), A3 is used to indicate the first object subpage, A4 is used to indicate the back control, and A5 is used to indicate the slider control. Virtual objects are displayed on the first object subpage, for example, the virtual object "BBB", the virtual object "CCC" and the virtual object "D". The user (i.e., the target object) can view other virtual objects on the first object subpage by sliding the slider control indicated by A5. When the user (i.e., the target object) clicks the back control indicated by A4, it returns to Figure 5 The interface shown in Figure (A) is shown in the figure.
[0156] It should be noted that Figure 5 The content of the interface elements and the layout of the interface elements shown are merely illustrative and should not be construed as limitations of this application.
[0157] 130. In response to a selection operation on a plurality of second virtual objects in the first object subpage, the terminal device displays the plurality of second virtual objects and the first virtual object, wherein the plurality of second virtual objects are included in the K virtual objects;
[0158] In one or more embodiments, the user selects multiple virtual objects from the K virtual objects provided on the first object subpage, wherein the virtual objects are the multiple second virtual objects in this application. Based on this, the terminal device can display a game scene including the multiple second virtual objects and the first virtual object.
[0159] It should be noted that the multiple second virtual objects are non-player characters or player characters, and the first virtual object is a virtual object controlled by a target object, and the target object is the user playing the game.
[0160] 140. The terminal device performs virtual shooting processing on the game scene in response to the shooting instruction to obtain a first virtual shot image, wherein the game scene includes multiple second virtual objects and the first virtual object.
[0161] In one or more embodiments, when a user triggers a shooting instruction, the terminal device responds to the shooting instruction and performs a virtual shooting process on the current game scene to obtain a first virtual shooting image.
[0162] It is understood that although the game scene includes multiple second virtual objects and the first virtual object, the user can choose to hide the multiple second virtual objects, or hide the first virtual object, or hide the multiple second virtual objects and the first virtual object. Based on this, the first virtual captured image can display the multiple second virtual objects and the first virtual object, or the first virtual captured image can display the multiple second virtual objects, or the first virtual captured image can display the first virtual object.
[0163] In an embodiment of the present application, a method for virtual photography is provided. Through the above method, players can actively invite other virtual objects to enter the game scene to be photographed and trigger the photo function, thereby taking photos of the game character controlled by the player and other virtual objects. This, on the one hand, can improve the player's control over the shooting scene, thereby achieving good shooting effects. On the other hand, it provides players with richer gameplay, increases the fun of the game application, and helps improve user stickiness of the game application.
[0164] Optionally, in the above Figure 4 On the basis of the corresponding embodiments, in another optional embodiment provided by the embodiments of the present application, after the terminal device responds to the object invitation instruction, it may further include:
[0165] When the first virtual object is in an interactive state, the terminal device displays a second added control on the interactive object, wherein the interactive object is an object that supports interaction with the virtual object;
[0166] The terminal device displays the second object sub-page in response to the touch operation on the second added control;
[0167] In response to a selection operation on the third virtual object in the second object subpage, the terminal device displays the third virtual object and the first virtual object;
[0168] The terminal device performs virtual shooting processing on the game scene in response to the shooting instruction to obtain a second virtual shooting image, wherein the game scene includes the third virtual object and the first virtual object.
[0169] In one or more embodiments, a method for inviting virtual objects during interaction is introduced. As can be seen from the aforementioned embodiments, a user (i.e., the target object) can invite other virtual objects to take a photo with the first virtual object controlled by the user. To do this, the user (i.e., the target object) needs to trigger an object invitation instruction.
[0170] Specifically, for easier understanding, see Figure 6 , Figure 6 This is a schematic diagram of an interface showing a second object sub-page in an interactive state in an embodiment of the present application, such as Figure 6As shown in Figure (A), B1 is used to indicate the second add control, and B2 is used to indicate the first virtual object. At this time, the first virtual object indicated by B2 is in an interactive state. When the user (i.e., the target object) clicks the second add control indicated by B1, the object invitation instruction is triggered, thereby displaying the following Figure 6 The interface shown in Figure (B) is shown in the figure.
[0171] like Figure 6 As shown in Figure (B), B3 is used to indicate the second object subpage, B4 is used to indicate the back control, and B5 is used to indicate the slider control. Virtual objects are displayed on the second object subpage, for example, the virtual object "BBB", the virtual object "CCC" and the virtual object "D". The user (i.e., the target object) can view other virtual objects on the second object subpage by sliding the slider control indicated by B5. When the user (i.e., the target object) clicks the back control indicated by B4, it returns to Figure 6 The interface shown in Figure (A) is shown in the figure.
[0172] It should be noted that Figure 6 The content of the interface elements and the layout of the interface elements shown are merely illustrative and should not be construed as limitations of this application.
[0173] Secondly, in an embodiment of the present application, a method for inviting virtual objects in an interactive state is provided. Through the above method, when the first virtual object controlled by the user (i.e., the target object) is in an interactive state, other virtual objects can be invited to enter the current game scene, thereby increasing the diversity of gameplay.
[0174] Optionally, in the above Figure 4 On the basis of the corresponding embodiments, in another optional embodiment provided by the embodiments of the present application, the terminal device displays the first object sub-page, which may specifically include:
[0175] The terminal device displays T virtual objects on the first object sub-page, wherein each of the T virtual objects is a player character, and T is an integer greater than or equal to 1 and less than or equal to K.
[0176] In one or more embodiments, a method of inviting a player character is introduced. As can be seen from the above embodiments, a user (ie, target object) can invite a player character controlled by another user to join a game scene.
[0177] Specifically, for easier understanding, see Figure 7 , Figure 7This is a schematic diagram of an interface displaying the first object subpage in an embodiment of the present application. As shown in the figure, taking the three virtual objects shown on the first object subpage as an example, that is, in this case, T is equal to 3. Among them, the virtual objects "BBB" and "CCC" belong to player characters controlled by the user's (i.e., target object) game friends. The virtual object "DDD" belongs to a player character controlled by a non-game friend (i.e., a stranger) of the user (i.e., target object).
[0178] It should be noted that Figure 7 The content of the interface elements and the layout of the interface elements shown are merely illustrative and should not be construed as limitations of this application.
[0179] Secondly, in an embodiment of the present application, a method for inviting player characters is provided. Through the above method, users can actively invite player characters controlled by other users to join the game scene. On the one hand, it can increase the diversity of gameplay, and on the other hand, it is conducive to enhancing the communication and interaction between users.
[0180] Optionally, in the above Figure 4 Based on the corresponding embodiments, in another optional embodiment provided by the embodiments of the present application, in response to a selection operation on multiple second virtual objects in a first object sub-page, the terminal device displays multiple second virtual objects and the first virtual object, which may specifically include:
[0181] The terminal device displays object invitation controls corresponding to the plurality of second virtual objects on the first object sub-page;
[0182] The terminal device sends a photo request to a target terminal device in response to a touch operation on the object invitation control, wherein the target terminal device is a terminal device that controls the plurality of second virtual objects;
[0183] If the photo request is successfully responded to, the terminal device displays multiple second virtual objects and the first virtual object.
[0184] In one or more embodiments, a method for a player character to join a game scene is introduced. As can be seen from the aforementioned embodiments, a user (i.e., a target object) can invite a player character controlled by another user to join a group photo. Based on this, the user controlling the player character decides whether to join the photo. If the user responds to the photo request, the player character can automatically navigate to the game scene where the first virtual object is located.
[0185] Specifically, for ease of understanding, the virtual object "BBB" will be introduced below as a plurality of second virtual objects. Figure 8 , Figure 8 This is a schematic diagram of an interface for triggering a photo request based on a player character in an embodiment of the present application, such as Figure 8As shown in Figure (A), C1 indicates the account information of a second virtual object, where the second virtual object's nickname is "BBB" and the second virtual object is a player character controlled by a friend of the user (i.e., the target object). C2 indicates an object invitation control. C3 indicates the first virtual object.
[0186] When the user (i.e., the target object) clicks the object invitation control indicated by C2, a group photo request is triggered, thereby sending a group photo request to the target terminal device controlling the second virtual object. If the user controlling the second virtual object agrees to join the group photo, the group photo request response is successful. Figure 8 In the interface shown in Figure (B), C4 is used to indicate the second virtual object.
[0187] It should be noted that the user (ie, target object) can also invite other second virtual objects in a similar manner. The above example takes the example of joining any second virtual object as an example. Figure 8 The content of the interface elements and the layout of the interface elements shown are merely illustrative and should not be construed as limitations of this application.
[0188] Again, in an embodiment of the present application, a method for player characters to join the game scene is provided. Through the above method, users can invite player characters controlled by other users to join the group photo. Other users can decide whether to join the group photo based on their own needs. This not only helps to improve the interactivity of the game, but also promotes communication between users.
[0189] Optionally, in the above Figure 4 On the basis of the corresponding embodiments, in another optional embodiment provided by the embodiments of the present application, the terminal device displays the first object sub-page, which may specifically include:
[0190] The terminal device displays T virtual objects on the first object sub-page, wherein each of the T virtual objects is a non-player character, and T is an integer greater than or equal to 1 and less than or equal to K.
[0191] In one or more embodiments, a method for inviting non-player characters is introduced. As can be seen from the above embodiments, a user (ie, target object) can invite non-player characters to join a game scene.
[0192] Specifically, for easier understanding, see Figure 9 , Figure 9This is another schematic diagram of an interface displaying a first object subpage in an embodiment of the present application. As shown in the figure, three virtual objects are shown on the first object subpage as an example. In this case, T equals 3. Virtual objects "BBB," "CCC," and "DDD" are all non-player characters. Each virtual object is assigned an interaction value. A higher interaction value indicates a higher frequency of interaction between the non-player character and the first virtual object, i.e., a greater "favorability" of the non-player character toward the first virtual object.
[0193] It should be noted that Figure 9 The content of the interface elements and the layout of the interface elements shown are merely illustrative and should not be construed as limitations of this application.
[0194] Secondly, in an embodiment of the present application, a method for inviting non-player characters is provided. Through the above method, users can actively invite non-player characters to join the game scene, thereby increasing the diversity of gameplay.
[0195] Optionally, in the above Figure 4 Based on the corresponding embodiments, in another optional embodiment provided by the embodiments of the present application, in response to a selection operation on multiple second virtual objects in a first object sub-page, the terminal device displays multiple second virtual objects and the first virtual object, which may specifically include:
[0196] The terminal device displays object invitation controls corresponding to the plurality of second virtual objects on the first object subpage, wherein interaction values between the plurality of second virtual objects and the first virtual object are greater than or equal to an interaction threshold;
[0197] The terminal device displays the plurality of second virtual objects and the first virtual object in response to the touch operation on the object invitation control.
[0198] In one or more embodiments, a method for a non-player character to join a game scene is introduced. As can be seen from the above embodiments, a user (i.e., a target object) can invite a non-player character to join a photo, and the invited non-player character automatically enters the game scene where the first virtual object is located.
[0199] Specifically, for ease of understanding, the virtual object "BBB" will be introduced below as a plurality of second virtual objects. Figure 10 , Figure 10 This is a schematic diagram of an interface for triggering a photo request based on a non-player character in an embodiment of the present application. Figure 10As shown in Figure (A), D1 indicates the account information of the second virtual object. The second virtual object's nickname is "BBB," and the interaction value between the second virtual object and the first virtual object is "90." Assuming the interaction threshold is "70," the object invitation control indicated by D2 may be displayed. D3 indicates the first virtual object.
[0200] Exemplarily, the interaction value between the virtual object "CCC" and the first virtual object is "10", that is, the interaction value is less than the interaction threshold, and therefore, the object invitation control of the virtual object "CCC" is not displayed.
[0201] When the user (ie, the target object) clicks the object invitation control indicated by D2, the touch operation on the object invitation control is triggered, thereby displaying the following Figure 10 In the interface shown in Figure (B), D4 is used to indicate the second virtual object.
[0202] It should be noted that the user (ie, target object) can also invite other second virtual objects in a similar manner. The above example takes the example of joining any second virtual object as an example. Figure 10 The content of the interface elements and the layout of the interface elements shown are merely illustrative and should not be construed as limitations of this application.
[0203] Again, in an embodiment of the present application, a method for non-player characters to join the game scene is provided. Through the above method, users can invite non-player characters whose interaction value is greater than or equal to the interaction threshold to join in a photo. On the one hand, it can promote the interaction between users and non-player characters in the game, and on the other hand, it can increase the diversity of gameplay.
[0204] Optionally, in the above Figure 4 On the basis of the corresponding embodiments, in another optional embodiment provided by the embodiments of the present application, after the terminal device displays the plurality of second virtual objects and the first virtual object, it may further include:
[0205] The terminal device displays a first action subpage in response to an action setting instruction for the second virtual object, wherein the first action subpage includes actions that can be performed by the second virtual object, and the second virtual object is a non-player character;
[0206] The terminal device controls the second virtual object to perform the first action in response to a selection operation on the first action sub-page;
[0207] or,
[0208] After the terminal device displays the plurality of second virtual objects and the first virtual object, the method may further include:
[0209] The terminal device displays a second action sub-page in response to the action setting instruction for the first virtual object, wherein the second action sub-page includes actions that can be performed by the first virtual object;
[0210] The terminal device controls the first virtual object to perform the second action in response to a selection operation on the second action sub-page.
[0211] In one or more embodiments, a method for setting actions for virtual objects is described. As can be seen from the aforementioned embodiments, a user (i.e., a target object) can configure actions for a first virtual object they control, or for multiple second virtual objects they do not control. This is explained below with reference to diagrams.
[0212] For example, the second virtual object is a non-player character, and the configuration of the action of any second virtual object is taken as an example. Figure 11 , Figure 11 This is a schematic diagram of an interface for setting actions for non-player characters in an embodiment of the present application. Figure 11 As shown in Figure (A), E1 is used to indicate the second virtual object, and E2 is used to indicate the action setting control. Since the second virtual object is selected at this time, when the user (i.e., the target object) clicks the action setting control indicated by E2, the action setting instruction for the second virtual object is triggered, thereby displaying the following: Figure 11 The interface shown in Figure (B) is shown in the figure.
[0213] Take the "stretching" action as the first action. Figure 11 As shown in Figure (B), E3 is used to indicate the first action sub-page, and E4 is used to indicate the "stretch" action control. When the user (i.e., the target object) clicks the "stretch" action control indicated by E4, the selection operation for the first action is triggered, thereby displaying the following Figure 11 The interface shown in Figure (C) shows that the second virtual object indicated by E5 performs the first action (ie, the "stretch" action).
[0214] For example, the first virtual object is a player character controlled by a user (ie, a target object), and configuration of the action of the first virtual object is used as an example. Figure 12 , Figure 12 This is a schematic diagram of an interface for setting actions for a player character in an embodiment of the present application, such as Figure 12 As shown in Figure (A), F1 is used to indicate the first virtual object, and F2 is used to indicate the action setting control. Since the first virtual object is selected at this time, when the user (i.e., the target object) clicks the action setting control indicated by F2, the action setting instruction for the first virtual object is triggered, thereby displaying the following Figure 12 The interface shown in Figure (B) is shown in the figure.
[0215] Use the "stretching" action as the second action. Figure 12 As shown in Figure (B), F3 is used to indicate the second action subpage, and F4 is used to indicate the "stretch" action control. When the user (i.e., the target object) clicks the "stretch" action control indicated by F4, the selection operation for the second action is triggered, thereby displaying the following Figure 12 In the interface shown in Figure (C), it can be seen that the first virtual object indicated by F5 performs the second action (ie, the "stretch" action).
[0216] It should be noted that the user (ie, the target object) can also configure other second virtual objects in a similar manner. The above example takes adding any one second virtual object as an example for introduction. Figure 11 and Figure 12 The content of the interface elements and the layout of the interface elements shown are merely illustrative and should not be construed as limiting the present application. It is understood that the executable actions provided on the action subpage can be obtained in advance during the game, or purchased using game resources (e.g., gold coins), or obtained through other means, which are not limited here.
[0217] Secondly, the embodiments of the present application provide a method for setting actions for virtual objects. Through this method, the user (i.e., target object) controls virtual objects and non-player characters, and adds the ability to set photo actions. Based on this, during the game, the user (i.e., target object) can set a variety of predefined elements, which to a certain extent enriches the content of the photo-taking behavior and adds more fun to the player.
[0218] Optionally, in the above Figure 4 On the basis of the corresponding embodiments, in another optional embodiment provided by the embodiments of the present application, after the terminal device displays the plurality of second virtual objects and the first virtual object, it may further include:
[0219] The terminal device displays a first hand-held sub-page in response to a hand-held setting instruction for a second virtual object, wherein the first hand-held sub-page includes hand-held objects that can be used by the second virtual object, and the second virtual object is a non-player character;
[0220] The terminal device displays a second virtual object holding the first handheld object in response to a selection operation on the first handheld sub-page;
[0221] or,
[0222] After the terminal device displays the plurality of second virtual objects and the first virtual object, the method may further include:
[0223] The terminal device displays a second hand-held sub-page in response to the hand-held setting instruction for the first virtual object, wherein the second hand-held sub-page includes a hand-held object that can be used by the first virtual object;
[0224] In response to a selection operation on the second handheld object in the second handheld sub-page, the terminal device displays a first virtual object holding the second handheld object.
[0225] In one or more embodiments, a method for assigning handheld objects to virtual objects is described. As can be seen from the aforementioned embodiments, a user (i.e., the target object) can assign handheld objects to a first virtual object they control, or to multiple second virtual objects they do not control. This is explained below with reference to diagrams.
[0226] For example, the second virtual object belongs to a non-player character, and the configuration of a handheld object of any second virtual object is taken as an example. Figure 13 , Figure 13 This is a schematic diagram of an interface for setting handheld objects for non-player characters in an embodiment of the present application, such as Figure 13 As shown in Figure (A), G1 is used to indicate the second virtual object, and G2 is used to indicate the hand-held setting control. Since the second virtual object is selected at this time, when the user (i.e., the target object) clicks the hand-held setting control indicated by G2, the hand-held setting instruction for the second virtual object is triggered, thereby displaying the following: Figure 13 The interface shown in Figure (B) is shown in the figure.
[0227] Use "potted plants" as the first handheld object. Figure 13 As shown in Figure (B), G3 is used to indicate the first handheld sub-page, and G4 is used to indicate the handheld control corresponding to "potted plant". When the user (i.e., the target object) clicks the handheld control indicated by G4, the selection operation for the first handheld object is triggered, thereby displaying the following Figure 13 The interface shown in Figure (C) shows that the second virtual object indicated by G5 holds the first handheld object (ie, a "potted plant").
[0228] For example, the first virtual object is a player character controlled by a user (ie, a target object), and the configuration of a handheld object of the first virtual object is taken as an example. Figure 14 , Figure 14 This is a schematic diagram of an interface for setting a handheld object for a player character in an embodiment of the present application, such as Figure 14 As shown in Figure (A), H1 is used to indicate the first virtual object, and H2 is used to indicate the handheld setting control. Since the first virtual object is selected at this time, when the user (i.e., the target object) clicks the handheld setting control indicated by H2, the handheld setting instruction for the first virtual object is triggered, thereby displaying the following: Figure 14The interface shown in Figure (B) is shown in the figure.
[0229] Use "potted plants" as the second handheld object. Figure 14 As shown in Figure (B), H3 is used to indicate the second handheld sub-page, and H4 is used to indicate the handheld control corresponding to "potted plant". When the user (i.e., the target object) clicks the handheld control indicated by H4, the selection operation for the second handheld object is triggered, thereby displaying the following Figure 14 The interface shown in Figure (C) shows that the first virtual object indicated by H5 holds the second handheld object (ie, a "potted plant").
[0230] It should be noted that the user (ie, the target object) can also configure other second virtual objects in a similar manner. The above example takes adding any one second virtual object as an example for introduction. Figure 13 and Figure 14 The content and layout of the interface elements shown are for illustrative purposes only and should not be construed as limiting the present application. It is understood that the handheld objects available on the handheld subpage may be obtained in advance during the game, purchased using game resources (e.g., gold coins), or obtained through other means, without limitation herein.
[0231] Secondly, the present invention provides a method for setting a handheld object for a virtual object. This method adds the ability to set a handheld object for virtual objects and non-player characters controlled by the user (i.e., the target object). This allows the user (i.e., the target object) to set a variety of predefined elements during gameplay, enriching the content of the photo-taking experience and adding more fun to the player.
[0232] Optionally, in the above Figure 4 On the basis of the corresponding embodiments, in another optional embodiment provided by the embodiments of the present application, after the terminal device displays the plurality of second virtual objects and the first virtual object, it may further include:
[0233] The terminal device displays a first mood sub-page in response to a mood setting instruction for the second virtual object, wherein the first mood sub-page includes moods that can be expressed by the second virtual object, and the second virtual object is a non-player character;
[0234] The terminal device displays a second virtual object having the first mood in response to a selection operation on the first mood in the first mood sub-page;
[0235] or,
[0236] After the terminal device displays the plurality of second virtual objects and the first virtual object, the method may further include:
[0237] The terminal device displays a second mood sub-page in response to the mood setting instruction for the first virtual object, wherein the second mood sub-page includes the mood that the first virtual object can express;
[0238] In response to a selection operation on the second mood in the second mood sub-page, the terminal device displays a first virtual object having the second mood.
[0239] In one or more embodiments, a method for setting a mood for a virtual object is described. As can be seen from the aforementioned embodiments, a user (i.e., the target object) can configure a mood for a first virtual object they control, or for multiple second virtual objects they do not control. This is explained below with reference to diagrams.
[0240] For example, the second virtual object is a non-player character, and the configuration of the action of any second virtual object is taken as an example. Figure 15 , Figure 15 This is a schematic diagram of an interface for setting mood for non-player characters in an embodiment of the present application, such as Figure 15 As shown in Figure (A), I1 is used to indicate the second virtual object, and I2 is used to indicate the mood setting control. Since the second virtual object is selected at this time, when the user (i.e., the target object) clicks the mood setting control indicated by I2, the mood setting instruction for the second virtual object is triggered, thereby displaying the following Figure 15 The interface shown in Figure (B) is shown in the figure.
[0241] Take "notes" as the first mood. Figure 15 As shown in Figure (B), I3 is used to indicate the first mood sub-page, and I4 is used to indicate the mood control corresponding to the "note". When the user (ie, the target object) clicks the mood control indicated by I4, the selection operation for the first mood is triggered, thereby displaying the following Figure 15 The interface shown in Figure (C) is shown. As can be seen, the second virtual object indicated by I5 expresses the first mood (i.e., expresses a "note"). Optionally, different moods can be combined with different actions to express more voice-overs.
[0242] For example, the first virtual object is a player character controlled by a user (ie, a target object), and configuration of the action of the first virtual object is used as an example. Figure 16 , Figure 16 This is a schematic diagram of an interface for setting the mood of a player character in an embodiment of the present application, such as Figure 16 As shown in Figure (A), J1 is used to indicate the first virtual object, and J2 is used to indicate the mood setting control. Since the first virtual object is selected at this time, when the user (i.e., the target object) clicks the mood setting control indicated by J2, the mood setting instruction for the first virtual object is triggered, thereby displaying the following Figure 16The interface shown in Figure (B) is shown in the figure.
[0243] Use "notes" as the second mood. Figure 16 As shown in Figure (B), J3 is used to indicate the second action sub-page, and J4 is used to indicate the mood control corresponding to the "note". When the user (ie, the target object) clicks the mood control indicated by J4, the selection operation for the second mood is triggered, thereby displaying the following Figure 16 The interface shown in Figure (C) is shown. As can be seen, the first virtual object indicated by J5 expresses the second mood (i.e., expresses a "note"). Optionally, different moods can be combined with different actions to express more voice-overs.
[0244] Moods can be expressed as emojis, which are a special type of display object used to highlight the character's facial expressions or psychological activities. It can be superimposed on a 3D model and rendered into a picture. In order to make the expression bubbles vivid and expressive, this application uses two main rendering methods, namely skeletal animation and particle animation. Skeletal animation can be implemented using the Spine plug-in, and particle animation can be implemented using the UIParticle plug-in. As a result, high-quality animation effects can be achieved with less mapping and production costs. In this application, expression bubbles implement a variety of mounting methods, for example, mounting to an object (Actor), mounting to a sub-model (Mesh), mounting to a bone (Bone), and mounting to a slot (Slot). In the head of the 3D model of the virtual object, several key slots such as the top, bottom, left, right and center of the face are pre-embedded. The precise 3D mounting position can be calculated on demand, and then converted into 2D screen control coordinates, and a 2D custom offset is superimposed to obtain the final screen coordinates. Additionally, when a virtual object moves, it supports following, maintaining a fixed relative motion with the player's attachment point. When the camera zooms in or out, the size of the expression bubble automatically adapts to a reasonable scale.
[0245] It should be noted that Figure 15 and Figure 16 The content of the interface elements and the layout of the interface elements shown are merely illustrative and should not be construed as limiting the present application. It is understood that the moods provided on the mood sub-page can be obtained in advance during the game, or purchased using game resources (e.g., gold coins), or obtained through other means, which are not limited here.
[0246] Secondly, the present invention provides a method for setting the mood of a virtual object. This method adds the ability to set the mood of virtual objects and non-player characters controlled by the user (i.e., the target object). Based on this, during the game, the user (i.e., the target object) can set a variety of predefined elements, which to a certain extent enriches the content of the photo-taking behavior and adds more fun to the player.
[0247] Optionally, in the above Figure 4 On the basis of the corresponding embodiments, in another optional embodiment provided by the embodiments of the present application, after the terminal device displays the plurality of second virtual objects and the first virtual object, it may further include:
[0248] The terminal device displays a scene special effect sub-page in response to the special effect display instruction, wherein the scene special effect sub-page includes playable scene special effects;
[0249] The terminal device plays the target scene special effect in response to the selection operation on the target scene special effect in the scene special effect sub-page.
[0250] In one or more embodiments, a method for setting scene effects is introduced. As can be seen from the above embodiments, the user (i.e., the target object) can set scene effects to enhance the atmosphere. The following will be explained with reference to the following diagrams.
[0251] Specifically, for easier understanding, see Figure 17 , Figure 17 This is a schematic diagram of an interface for setting scene effects in an embodiment of the present application. Figure 17 As shown in Figure (A), K1 is used to indicate the special effect setting control. When the user (ie, the target object) clicks the special effect setting control indicated by K1, the special effect display instruction is triggered, thereby displaying the special effect setting control. Figure 17 The interface shown in Figure (B) is shown in the figure.
[0252] Use "maple leaf" as the target scene effect. Figure 17 As shown in Figure (B), K2 is used to indicate the scene special effect sub-page, and K3 is used to indicate the special effect control corresponding to "Maple Leaf". When the user (ie, the target object) clicks the special effect control indicated by K3, the selection operation for the target scene special effect is triggered, thereby displaying the following Figure 17 The interface shown in Figure (C) shows that in the current game scene, the target scene special effect (ie, the effect of falling "maple leaves") is played.
[0253] It should be noted that Figure 17The content of the interface elements and the layout of the interface elements shown are for illustration only and should not be construed as limitations of this application. It is understood that the playable scene effects provided on the scene effects sub-page can be obtained in advance during the game, or purchased using game resources (e.g., gold coins), or obtained through other means, which are not limited here.
[0254] Secondly, in the embodiment of the present application, a method for setting scene special effects is provided. Through the above method, the function of setting scene special effects is added. Based on this, during the game, the user (i.e., the target object) can set a variety of predetermined elements, which to a certain extent creates a stronger sense of atmosphere and gives players more fun.
[0255] Optionally, in the above Figure 4 On the basis of the corresponding embodiments, another optional embodiment provided by the embodiment of the present application may further include:
[0256] The terminal device displays M object controls in response to the shooting setting instruction, wherein each object control corresponds to a type of virtual object, and M is an integer greater than or equal to 1;
[0257] If in response to a first selection operation on a first object control, the terminal device cancels display of the first virtual object, wherein the first object control is included in the M object controls, and the first object control corresponds to the first virtual object;
[0258] If in response to a first selection operation on a second object control, the terminal device cancels display of the associated virtual object, wherein the associated virtual object and the first virtual object belong to the same game team, the second object control is included in the M object controls, and the second object control corresponds to the associated virtual object;
[0259] If in response to a first selection operation on a third object control, the terminal device cancels display of the non-associated virtual object, wherein no friendship relationship is established between the non-associated virtual object and the first virtual object, the third object control is included in the M object controls, and the third object control corresponds to the non-associated virtual object;
[0260] If in response to a first selection operation on a fourth object control, the terminal device cancels display of the non-player character, wherein the fourth object control is included in the M object controls and corresponds to the non-player character.
[0261] In one or more embodiments, a method for hiding different types of virtual characters is described. As can be seen from the aforementioned embodiments, a user (i.e., target object) can select the virtual characters they wish to hide in a game scene. The player character controlled by the user (i.e., target object) is the first virtual object. Player characters on the same game team as the first virtual object (i.e., teammates) are associated virtual objects. Characters that are not friends of the first virtual object (i.e., strangers) are unassociated virtual objects.
[0262] For example, see Figure 18 , Figure 18 This is a schematic diagram of an interface for hiding a player character in an embodiment of the present application, such as Figure 18 As shown in Figure (A), when the user (i.e., the target object) clicks on the setting control, the shooting setting instruction is triggered, thereby displaying the setting interface indicated by L5, on which 4 object controls are displayed (i.e., M is 4), each of which corresponds to a type of virtual object. L1 is used to indicate the first virtual object, L2 is used to indicate associated virtual objects, L3 is used to indicate non-associated virtual objects, and L4 is used to indicate non-player characters (e.g., small town residents). L6 is used to indicate the first object control. When the user (i.e., the target object) clicks on the first object control indicated by L6, the first selection operation for the first object control is triggered, thereby displaying the following. Figure 18 The interface shown in Figure (B) is shown in the figure. At this time, the first virtual object is no longer displayed in the current game scene.
[0263] For example, see Figure 19 , Figure 19 This is a schematic diagram of an interface for hiding the characters of players on the same team in an embodiment of the present application, such as Figure 19 As shown in Figure (A), when the user (i.e., the target object) clicks on the setting control, the shooting setting instruction is triggered, thereby displaying the setting interface indicated by M5, on which 4 object controls are displayed (i.e., M is 4), each of which corresponds to a type of virtual object. M1 is used to indicate the first virtual object, M2 is used to indicate associated virtual objects, M3 is used to indicate non-associated virtual objects, and M4 is used to indicate non-player characters (e.g., small town residents). M6 is used to indicate the second object control. When the user (i.e., the target object) clicks on the second object control indicated by M6, the first selection operation for the second object control is triggered, thereby displaying the following. Figure 19 The interface shown in Figure (B) is shown in the figure. At this time, the associated virtual object (i.e., teammate) is no longer displayed in the current game scene.
[0264] For example, see Figure 20 , Figure 20 This is a schematic diagram of an interface for hiding non-friend characters in an embodiment of the present application, such as Figure 20As shown in Figure (A), when the user (i.e., the target object) clicks on the setting control, the shooting setting instruction is triggered, thereby displaying the setting interface indicated by N5, on which 4 object controls are displayed (i.e., M is 4), each of which corresponds to a type of virtual object. N1 is used to indicate the first virtual object, N2 is used to indicate associated virtual objects, N3 is used to indicate non-associated virtual objects, and N4 is used to indicate non-player characters (e.g., small town residents). N6 is used to indicate the third object control. When the user (i.e., the target object) clicks on the third object control indicated by N6, the first selection operation for the third object control is triggered, thereby displaying the following. Figure 20 The interface shown in Figure (B) is shown in the figure. At this time, non-related virtual objects (i.e., strangers) are no longer displayed in the current game scene.
[0265] For example, see Figure 21 , Figure 21 This is a schematic diagram of an interface for hiding non-player characters in an embodiment of the present application, such as Figure 21 As shown in Figure (A), when the user (i.e., the target object) clicks on the setting control, the shooting setting instruction is triggered, thereby displaying the setting interface indicated by O5, on which 4 object controls are displayed (i.e., M is 4), each of which corresponds to a type of virtual object. O1 is used to indicate the first virtual object, O2 is used to indicate associated virtual objects, O3 is used to indicate non-associated virtual objects, and O4 is used to indicate non-player characters (e.g., small town residents). O6 is used to indicate the fourth object control. When the user (i.e., the target object) clicks on the fourth object control indicated by O6, the first selection operation for the fourth object control is triggered, thereby displaying the following. Figure 21 The interface shown in Figure (B) is shown in the middle. At this point, non-player characters (e.g., townspeople) are no longer displayed in the current game scene.
[0266] It should be noted that Figure 18 、 Figure 19 、 Figure 20 as well as Figure 21 The content of the interface elements and the layout of the interface elements shown are merely illustrative and should not be construed as limitations of this application.
[0267] Secondly, in an embodiment of the present application, a method for hiding different types of virtual characters is provided. Through the above method, the user (i.e., the target object) can control the hiding of different types of virtual characters according to his or her preferences, thereby achieving better shooting effects.
[0268] Optionally, in the above Figure 4 On the basis of the corresponding embodiments, in another optional embodiment provided by the embodiments of the present application, after the terminal device displays M object controls, it may further include:
[0269] If in response to a second selection operation on the first object control, the terminal device displays the first virtual object;
[0270] If in response to a second selection operation on the second object control, the terminal device displays the associated virtual object;
[0271] If in response to a second selection operation on the third object control, the terminal device displays a non-associated virtual object;
[0272] In response to the second selection operation on the fourth object control, the terminal device displays the non-player character.
[0273] In one or more embodiments, a method for redisplaying different types of virtual characters is described. As can be seen from the aforementioned embodiments, a user (i.e., target object) can select a virtual character to hide in a game scene. The player character controlled by the user (i.e., target object) is a first virtual object. Player characters on the same game team as the first virtual object (i.e., teammates) are associated virtual objects. Characters that are not friends of the first virtual object (i.e., strangers) are unassociated virtual objects.
[0274] For example, please refer again to Figure 18 When the user (ie, the target object) clicks the first object control indicated by L6 again, a second selection operation for the first object control is triggered, thereby displaying the first virtual object in the current game scene.
[0275] For example, please refer again to Figure 19 When the user (ie, the target object) clicks the second object control indicated by M6 again, a second selection operation for the second object control is triggered, thereby displaying the associated virtual object in the current game scene.
[0276] For example, please refer again to Figure 20 When the user (ie, the target object) clicks the third object control indicated by N6 again, the second selection operation for the third object control is triggered, thereby displaying the non-associated virtual object in the current game scene.
[0277] For example, please refer again to Figure 21 When the user (ie, the target object) clicks the fourth object control indicated by O6 again, the second selection operation for the fourth object control is triggered, thereby displaying the non-player character in the current game scene.
[0278] Again, in an embodiment of the present application, a method for redisplaying different types of virtual characters is provided. Through the above method, the user (i.e., the target object) can control the display of different types of virtual characters according to his or her preferences, thereby achieving better shooting effects.
[0279] Optionally, in the above Figure 4 On the basis of the corresponding embodiments, another optional embodiment provided by the embodiment of the present application may further include:
[0280] The terminal device displays a lens following control in response to the shooting setting instruction;
[0281] In response to a selection operation on the lens following control, the terminal device controls the sight line direction of the first virtual object toward the virtual camera, wherein the virtual camera is used for performing virtual shooting processing.
[0282] In one or more embodiments, a method for adjusting the direction of a virtual object's sight line is introduced. As can be seen from the aforementioned embodiments, a user (ie, the target object) can set whether the virtual object looks at the lens of a virtual camera.
[0283] Specifically, for easier understanding, see Figure 22 , Figure 22 This is a schematic diagram of an interface for adjusting the character's sight line in an embodiment of the present application. Figure 22 As shown in Figure (A), R1 indicates a virtual object (e.g., the first virtual object). When the user (i.e., the target object) clicks the settings control, the capture settings command is triggered, and the settings interface indicated by R2 is displayed. R3 indicates the camera tracking control. At this time, the first virtual object indicated by R1 is not looking towards the virtual camera.
[0284] When the user (ie, the target object) clicks the lens following control indicated by R3, the selection operation for the lens following control is triggered, thereby displaying the following image: Figure 22 The interface shown in Figure (B) is shown in the figure. At this time, the first virtual object's sight line is facing the virtual camera.
[0285] It should be noted that Figure 22 The content of the interface elements and the layout of the interface elements shown are merely illustrative and should not be construed as limitations of this application.
[0286] Secondly, in an embodiment of the present application, a method for adjusting the line of sight of a virtual object is provided. Through the above method, when taking a virtual photo of a virtual object in a game, the line of sight of the virtual object can be adjusted so that it faces the virtual camera for virtual photography, thereby improving the shooting effect.
[0287] Optionally, in the above Figure 4 On the basis of the corresponding embodiments, another optional embodiment provided by the embodiment of the present application may further include:
[0288] If the adjustment operation for the shooting angle is responded to, the terminal device displays the picture after the shooting angle is adjusted;
[0289] If the adjustment operation for the shooting distance is responded to, the terminal device displays the picture after the shooting distance is adjusted.
[0290] In one or more embodiments, a method for controlling a virtual camera is introduced. As can be seen from the aforementioned embodiments, the user (ie, the target object) can set the shooting angle and shooting distance of the virtual camera according to actual needs.
[0291] For example, see Figure 23 , Figure 23 This is a schematic diagram of an interface for adjusting the shooting angle in an embodiment of the present application. Figure 23 As shown in Figure (A), X1 is used to indicate the angle adjustment control, and X2 is used to indicate the shooting control. When the user (i.e., the target object) drags the angle adjustment control, the adjustment operation for the shooting angle is triggered. Assume that the user (i.e., the target object) adjusts the shooting angle to rotate 180 degrees clockwise, thus, the following is displayed: Figure 23 The interface shown in Figure (B) is displayed. At this time, the image after the shooting angle adjustment is displayed. When the user (i.e., the target object) clicks the shooting control indicated by X2, the shooting operation is triggered.
[0292] For example, see Figure 24 , Figure 24 This is a schematic diagram of an interface for adjusting the distance angle in an embodiment of the present application. Figure 24 As shown in Figure (A), Y1 is used to indicate the distance adjustment control, and Y2 is used to indicate the shooting control. When the user (i.e., the target object) drags the distance adjustment control, the adjustment operation for the shooting distance is triggered. Assume that the user (i.e., the target object) adjusts the shooting distance to 10% of the original image, thus, the following is displayed: Figure 24 The interface shown in Figure (B) is displayed. At this time, the image after the shooting distance adjustment is displayed. When the user (i.e., the target object) clicks the shooting control indicated by Y2, the shooting operation is triggered.
[0293] It should be noted that Figure 23 and Figure 24 The content of the interface elements and the layout of the interface elements shown are merely illustrative and should not be construed as limitations of this application.
[0294] Secondly, in an embodiment of the present application, a method for controlling a virtual camera is provided. Through the above method, the user (i.e., the target object) can adjust the shooting angle and shooting distance of the virtual camera according to actual needs, thereby improving the flexibility of taking pictures and facilitating better shooting effects.
[0295] Optionally, in the above Figure 4Based on the corresponding embodiments, in another optional embodiment provided by the embodiments of the present application, the terminal device performs virtual shooting processing on the game scene in response to the shooting instruction, and after obtaining the first virtual shot image, the following steps may be further included:
[0296] The terminal device saves the first virtual captured image into an electronic photo album in response to the save instruction;
[0297] In response to a viewing instruction for the electronic photo album, the terminal device displays the first virtual captured image.
[0298] In one or more embodiments, a method for automatically saving a first virtual captured image is introduced. As can be seen from the aforementioned embodiments, when a user (i.e., a target object) clicks a save control, a save instruction is triggered, whereby the terminal device can save the first virtual captured image to an electronic photo album. When the user (i.e., a target object) enters the electronic photo album, a view instruction for the electronic photo album is triggered, whereby the terminal device can display the first virtual captured image. In order to achieve a more realistic photographic effect, a post-processing (PostProcess) rendering process can also be executed. This will be explained below with reference to the diagrams.
[0299] Specifically, for easier understanding, see Figure 25 , Figure 25 This is a schematic diagram of a virtual shooting effect in an embodiment of the present application. Figure 25 As shown in the figure (A), after using the moving depth of field (DOF), the effect of deep virtuality and near reality is presented, simulating the camera focusing process. It does not simply blur the background. The parts closer to the virtual camera will be clearer, and the parts farther away from the virtual camera will be blurrier.
[0300] Use DOF post-processing and combine it with the Far Transition Region adjustment to achieve the following results: Figure 25 As shown in Figure (B), the initial value of the far transition zone determines the degree of blur outside the focus radius, which can achieve further focus and blur the edges. For example, the feet of the first virtual object indicated by Z1 in the figure are more blurred than the upper body. This can highlight the upper body of the virtual object, making the focus more convergent and the effect more regionally directional.
[0301] The blur effect based on scene depth is achieved through the post-processing rendering process using the moving DOF function. The optimal focal length (Focal Region) value is calculated based on the distance and rotational orientation of the virtual camera to the close-up object. The initial value of the far transition area is then calculated. This allows for further focus to blur the edges. Finally, the user (i.e., the target object) can fine-tune the effect as needed through the UI.
[0302] It should be noted that Figure 25 The content of the interface elements and the layout of the interface elements shown are merely illustrative and should not be construed as limitations of this application.
[0303] In one scenario, the terminal device, in response to a capture instruction, performs a virtual capture of the game scene, obtaining a first image. The first image is a screenshot of the game. Based on this, depth of field processing can be performed on the first image to obtain a second image. Consequently, the far transition region of the second image can be adjusted to obtain the first virtual captured image. Similarly, the terminal device, in response to a capture instruction, performs a virtual capture of the game scene, obtaining a third image. The third image is a screenshot of the game. Based on this, depth of field processing can be performed on the third image to obtain a fourth image. Consequently, the far transition region of the fourth image can be adjusted to obtain the second virtual captured image.
[0304] In another case, the terminal device performs a virtual shooting process on the game scene in response to a shooting instruction to obtain a first image to be processed. The first image to be processed is a screenshot of the game. Based on this, it needs to be scaled to the target size to unify the shooting effects of different devices. The first image to be processed is scaled to the target size using interpolation to obtain a first sampled image, which is then cropped to obtain the first image to be processed. Similarly, the terminal device performs a virtual shooting process on the game scene in response to a shooting instruction to obtain a second image to be processed. The second image to be processed is a screenshot of the game. Based on this, it needs to be scaled to the target size to unify the shooting effects of different devices. The second image to be processed is scaled to the target size using interpolation to obtain a second sampled image, which is then cropped to obtain the second image to be processed.
[0305] Secondly, in an embodiment of the present application, a method for automatically saving the first virtual captured image is provided. Through the above method, the user (i.e., the target object) can store the captured image in an album for subsequent viewing or sharing, thereby improving the diversity of the solution.
[0306] The virtual camera device in this application is described in detail below. Figure 26 , Figure 26 This is a schematic diagram of an embodiment of a virtual photographing device in an embodiment of the present application. The virtual photographing device 20 includes:
[0307] The display module 210 is configured to display a first adding control on a preset area in response to the object invitation instruction when the first virtual object is in a non-interactive state, wherein the first virtual object is a virtual object controlled by the target object;
[0308] The display module 210 is further configured to display a first object subpage in response to a touch operation on the first added control, wherein the first object subpage includes K virtual objects, where K is an integer greater than 1;
[0309] The display module 210 is further configured to display the plurality of second virtual objects and the first virtual object in response to a selection operation on the plurality of second virtual objects in the first object subpage, wherein the plurality of second virtual objects are included in the K virtual objects;
[0310] The shooting module 220 is used to perform virtual shooting processing on the game scene in response to the shooting instruction to obtain a first virtual shooting image, wherein the game scene includes multiple second virtual objects and the first virtual object.
[0311] Optionally, in the above Figure 26 On the basis of the corresponding embodiment, in another embodiment of the virtual photographing device 20 provided in the embodiment of the present application,
[0312] The display module 210 is further configured to display a second added control on the interactive object in response to the object invitation instruction when the first virtual object is in an interactive state, wherein the interactive object is an object that supports interaction with the virtual object;
[0313] The display module 210 is further configured to display a second object sub-page in response to a touch operation on the second added control;
[0314] The display module 210 is further configured to display the third virtual object and the first virtual object in response to a selection operation on the third virtual object in the second object subpage;
[0315] The shooting module 220 is further configured to perform virtual shooting processing on the game scene in response to the shooting instruction to obtain a second virtual shot image, wherein the game scene includes the third virtual object and the first virtual object.
[0316] Optionally, in the above Figure 26 On the basis of the corresponding embodiment, in another embodiment of the virtual photographing device 20 provided in the embodiment of the present application,
[0317] The display module 210 is specifically configured to display T virtual objects on the first object subpage, wherein each of the T virtual objects is a player character, and T is an integer greater than or equal to 1 and less than or equal to K.
[0318] Optionally, in the above Figure 26 On the basis of the corresponding embodiment, in another embodiment of the virtual photographing device 20 provided in the embodiment of the present application,
[0319] The display module 210 is specifically configured to display object invitation controls corresponding to multiple second virtual objects on the first object subpage;
[0320] In response to a touch operation on the object invitation control, sending a photo request to a target terminal device, wherein the target terminal device is a terminal device that controls the plurality of second virtual objects;
[0321] If the photo request is successfully responded to, the plurality of second virtual objects and the first virtual object are displayed.
[0322] Optionally, in the above Figure 26 On the basis of the corresponding embodiment, in another embodiment of the virtual photographing device 20 provided in the embodiment of the present application,
[0323] The display module 210 is specifically configured to display T virtual objects on the first object subpage, wherein each of the T virtual objects is a non-player character, and T is an integer greater than or equal to 1 and less than or equal to K.
[0324] Optionally, in the above Figure 26 On the basis of the corresponding embodiment, in another embodiment of the virtual photographing device 20 provided in the embodiment of the present application,
[0325] The display module 210 is specifically configured to display object invitation controls corresponding to a plurality of second virtual objects on the first object subpage, wherein the interaction values between the plurality of second virtual objects and the first virtual object are greater than or equal to the interaction threshold;
[0326] In response to a touch operation on the object invitation control, a plurality of second virtual objects and the first virtual object are displayed.
[0327] Optionally, in the above Figure 26 On the basis of the corresponding embodiment, in another embodiment of the virtual photographing device 20 provided in the embodiment of the present application, the virtual photographing device 20 includes a control module 230;
[0328] The display module 210 is further configured to, after displaying the plurality of second virtual objects and the first virtual object, display a first action subpage in response to an action setting instruction for the second virtual object, wherein the first action subpage includes actions executable by the second virtual object, the second virtual object being a non-player character;
[0329] A control module 230, configured to control the second virtual object to perform the first action in response to a selection operation on the first action in the first action subpage;
[0330] or,
[0331] The display module 210 is further configured to display a second action subpage in response to an action setting instruction for the first virtual object after displaying the plurality of second virtual objects and the first virtual object, wherein the second action subpage includes actions executable by the first virtual object;
[0332] The control module 230 is further configured to control the first virtual object to perform the second action in response to a selection operation on the second action in the second action sub-page.
[0333] Optionally, in the above Figure 26 On the basis of the corresponding embodiment, in another embodiment of the virtual photographing device 20 provided in the embodiment of the present application,
[0334] The display module 210 is further configured to display a first hand-held sub-page in response to a hand-held setting instruction for the second virtual object after displaying the plurality of second virtual objects and the first virtual object, wherein the first hand-held sub-page includes hand-held objects that can be used by the second virtual object, and the second virtual object is a non-player character;
[0335] The display module 210 is further configured to display a second virtual object holding the first handheld object in response to a selection operation on the first handheld object in the first handheld sub-page;
[0336] or,
[0337] The display module 210 is further configured to display a second hand-held sub-page in response to a hand-held setting instruction for the first virtual object after displaying the plurality of second virtual objects and the first virtual object, wherein the second hand-held sub-page includes hand-held objects that can be used by the first virtual object;
[0338] The display module 210 is further configured to display the first virtual object holding the second handheld object in response to a selection operation on the second handheld object in the second handheld sub-page.
[0339] Optionally, in the above Figure 26 On the basis of the corresponding embodiment, in another embodiment of the virtual photographing device 20 provided in the embodiment of the present application,
[0340] The display module 210 is further configured to, after displaying the plurality of second virtual objects and the first virtual object, display a first mood sub-page in response to a mood setting instruction for the second virtual object, wherein the first mood sub-page includes moods that can be expressed by the second virtual object, and the second virtual object is a non-player character;
[0341] The display module 210 is further configured to display the second virtual object having the first mood in response to a selection operation on the first mood in the first mood sub-page;
[0342] or,
[0343] The display module 210 is further configured to display a second mood sub-page in response to a mood setting instruction for the first virtual object after displaying the plurality of second virtual objects and the first virtual object, wherein the second mood sub-page includes moods that can be expressed by the first virtual object;
[0344] The display module 210 is further configured to display a first virtual object having a second mood in response to a selection operation on the second mood in the second mood sub-page.
[0345] Optionally, in the above Figure 26 On the basis of the corresponding embodiment, in another embodiment of the virtual photographing device 20 provided in the embodiment of the present application,
[0346] The display module 210 is further configured to display a scene special effect sub-page in response to a special effect display instruction after displaying the plurality of second virtual objects and the first virtual object, wherein the scene special effect sub-page includes playable scene special effects;
[0347] The display module 210 is further configured to play a target scene special effect in response to a selection operation on the target scene special effect in the scene special effect sub-page.
[0348] Optionally, in the above Figure 26 On the basis of the corresponding embodiment, in another embodiment of the virtual photographing device 20 provided in the embodiment of the present application,
[0349] The display module 210 is further configured to display M object controls in response to the shooting setting instruction, wherein each object control corresponds to a type of virtual object, and M is an integer greater than or equal to 1;
[0350] The display module 210 is further configured to cancel display of the first virtual object in response to a first selection operation on a first object control, wherein the first object control is included in the M object controls and corresponds to the first virtual object;
[0351] The display module 210 is further configured to cancel display of the associated virtual object in response to a first selection operation on a second object control, wherein the associated virtual object and the first virtual object belong to the same game team, the second object control is included in the M object controls, and the second object control corresponds to the associated virtual object;
[0352] The display module 210 is further configured to cancel display of the unrelated virtual object in response to a first selection operation on a third object control, wherein no friendship relationship is established between the unrelated virtual object and the first virtual object, the third object control is included in the M object controls, and the third object control corresponds to the unrelated virtual object;
[0353] The display module 210 is further configured to cancel displaying the non-player character in response to a first selection operation on a fourth object control, wherein the fourth object control is included in the M object controls and corresponds to the non-player character.
[0354] Optionally, in the above Figure 26 On the basis of the corresponding embodiment, in another embodiment of the virtual photographing device 20 provided in the embodiment of the present application,
[0355] The display module 210 is further configured to display the first virtual object in response to a second selection operation on the first object control after displaying the M object controls;
[0356] The display module 210 is further configured to display an associated virtual object in response to a second selection operation on a second object control after displaying the M object controls;
[0357] The display module 210 is further configured to display a non-associated virtual object in response to a second selection operation on a third object control after displaying the M object controls;
[0358] The display module 210 is further configured to display a non-player character in response to a second selection operation on a fourth object control after displaying the M object controls.
[0359] Optionally, in the above Figure 26 On the basis of the corresponding embodiment, in another embodiment of the virtual photographing device 20 provided in the embodiment of the present application,
[0360] The display module 210 is further configured to display a lens following control in response to a shooting setting instruction;
[0361] The control module 230 is further configured to control the sight line direction of the first virtual object to be toward the virtual camera in response to a selection operation on the lens following control, wherein the virtual camera is used to perform virtual shooting processing.
[0362] Optionally, in the above Figure 26 On the basis of the corresponding embodiment, in another embodiment of the virtual photographing device 20 provided in the embodiment of the present application,
[0363] The display module 210 is further configured to display the image after the shooting angle is adjusted in response to an adjustment operation on the shooting angle;
[0364] The display module 210 is further configured to display a picture after the shooting distance is adjusted in response to an adjustment operation on the shooting distance.
[0365] Optionally, in the above Figure 26On the basis of the corresponding embodiment, in another embodiment of the virtual photographing device 20 provided in the embodiment of the present application, the virtual photographing device 20 further includes a saving module 240;
[0366] The saving module 240 is configured to, in response to the shooting instruction, perform a virtual shooting process on the game scene, obtain a first virtual shot image, and then, in response to the saving instruction, save the first virtual shot image to an electronic photo album;
[0367] The display module 210 is further configured to display the first virtual captured image in response to a viewing instruction for the electronic photo album.
[0368] Optionally, in the above Figure 26 On the basis of the corresponding embodiment, in another embodiment of the virtual photographing device 20 provided in the embodiment of the present application,
[0369] The shooting module 220 is specifically configured to perform a virtual shooting process on the game scene in response to a shooting instruction to obtain a first image;
[0370] performing depth of field processing on the first image to obtain a second image;
[0371] The far transition region of the second image is adjusted to obtain a first virtual captured image.
[0372] Optionally, in the above Figure 26 On the basis of the corresponding embodiment, in another embodiment of the virtual photographing device 20 provided in the embodiment of the present application,
[0373] The shooting module 220 is specifically configured to perform a virtual shooting process on the game scene in response to the shooting instruction to obtain a third image;
[0374] performing depth of field processing on the third image to obtain a fourth image;
[0375] The far transition region of the fourth image is adjusted to obtain a second virtual captured image.
[0376] Optionally, in the above Figure 26 On the basis of the corresponding embodiment, in another embodiment of the virtual photographing device 20 provided in the embodiment of the present application,
[0377] The shooting module 220 is specifically configured to perform virtual shooting processing on the game scene in response to the shooting instruction to obtain a first image to be processed;
[0378] Scaling the first image to be processed to a target size to obtain a first sampled image;
[0379] The first sampled image is cropped to obtain a first image to be processed.
[0380] Optionally, in the above Figure 26 On the basis of the corresponding embodiment, in another embodiment of the virtual photographing device 20 provided in the embodiment of the present application,
[0381] The shooting module 220 is specifically configured to use an interpolation algorithm to reduce the first image to be processed to obtain a first sampled image with a target size.
[0382] Optionally, in the above Figure 26 On the basis of the corresponding embodiment, in another embodiment of the virtual photographing device 20 provided in the embodiment of the present application,
[0383] The shooting module 220 is specifically configured to perform a virtual shooting process on the game scene in response to the shooting instruction to obtain a second image to be processed;
[0384] Scaling the second image to be processed to a target size to obtain a second sampled image;
[0385] The second sampled image is cropped to obtain a second virtual captured image.
[0386] Optionally, in the above Figure 26 On the basis of the corresponding embodiment, in another embodiment of the virtual photographing device 20 provided in the embodiment of the present application,
[0387] The shooting module 220 is specifically configured to use an interpolation algorithm to reduce the second image to be processed to obtain a second sampled image with a target size.
[0388] The present application also provides another virtual photo taking device, such as Figure 27 For ease of explanation, only the parts related to the embodiments of the present application are shown. For specific technical details not disclosed, please refer to the method part of the embodiments of the present application. The terminal device can be any terminal device including a mobile phone, tablet computer, personal digital assistant (PDA), point of sales (POS), car computer, etc., taking the mobile phone as an example:
[0389] Figure 27 The block diagram shows a partial structure of a mobile phone related to the terminal device provided in the embodiment of the present application. Figure 27 The mobile phone includes components such as a radio frequency (RF) circuit 310, a memory 320, an input unit 330, a display unit 340, a sensor 350, an audio circuit 360, a wireless fidelity (WiFi) module 370, a processor 380, and a power supply 390. Those skilled in the art will understand that Figure 27The mobile phone structure shown in the figure does not constitute a limitation to the mobile phone, and may include more or fewer components than shown in the figure, or combine certain components, or arrange the components differently.
[0390] The following combination Figure 27 A detailed introduction to the various components of a mobile phone:
[0391] The RF circuit 310 can be used to receive and send signals during information transmission or calls. In particular, after receiving the downlink information from the base station, it is sent to the processor 380 for processing; in addition, the designed uplink data is sent to the base station. Generally, the RF circuit 310 includes but is not limited to an antenna, at least one amplifier, a transceiver, a coupler, a low noise amplifier (LNA), a duplexer, etc. In addition, the RF circuit 310 can also communicate with the network and other devices through wireless communication. The above-mentioned wireless communication can use any communication standard or protocol, including but not limited to Global System of Mobile communication (GSM), General Packet Radio Service (GPRS), Code Division Multiple Access (CDMA), Wideband Code Division Multiple Access (WCDMA), Long Term Evolution (LTE), email, Short Messaging Service (SMS), etc.
[0392] The memory 320 can be used to store software programs and modules. The processor 380 executes the various functional applications and data processing of the mobile phone by running the software programs and modules stored in the memory 320. The memory 320 may mainly include a program storage area and a data storage area. The program storage area may store an operating system and at least one application required for a function (such as a sound playback function, an image playback function, etc.); the data storage area may store data created based on the use of the mobile phone (such as audio data, a phone book, etc.). In addition, the memory 320 may include high-speed random access memory and may also include non-volatile memory, such as at least one disk storage device, flash memory device, or other volatile solid-state storage device.
[0393] The input unit 330 can be used to receive input digital or character information, and to generate key signal input related to the user settings and function control of the mobile phone. Specifically, the input unit 330 may include a touch panel 331 and other input devices 332. The touch panel 331, also known as a touch screen, can collect user touch operations on or near it (such as operations performed by the user using any suitable object or accessory such as a finger, stylus, etc. on or near the touch panel 331) and drive the corresponding connection device according to a pre-set program. Optionally, the touch panel 331 may include two parts: a touch detection device and a touch controller. Among them, the touch detection device detects the user's touch direction and detects the signal caused by the touch operation, and transmits the signal to the touch controller; the touch controller receives the touch information from the touch detection device and converts it into touch point coordinates, which are then sent to the processor 380, and can receive commands sent by the processor 380 and execute them. In addition, the touch panel 331 can be implemented using various types such as resistive, capacitive, infrared and surface acoustic wave. In addition to the touch panel 331, the input unit 330 may further include other input devices 332. Specifically, the other input devices 332 may include, but are not limited to, one or more of a physical keyboard, function keys (such as volume control keys, switch keys, etc.), a trackball, a mouse, and a joystick.
[0394] The display unit 340 can be used to display information input by the user or information provided to the user and various menus of the mobile phone. The display unit 340 may include a display panel 341. Optionally, the display panel 341 may be configured in the form of a liquid crystal display (LCD), an organic light-emitting diode (OLED), etc. Further, the touch panel 331 may cover the display panel 341. When the touch panel 331 detects a touch operation on or near it, it is transmitted to the processor 380 to determine the type of touch event. Subsequently, the processor 380 provides corresponding visual output on the display panel 341 according to the type of touch event. Although in Figure 27 In the embodiment, the touch panel 331 and the display panel 341 are used as two independent components to realize the input and output functions of the mobile phone, but in some embodiments, the touch panel 331 and the display panel 341 can be integrated to realize the input and output functions of the mobile phone.
[0395] The mobile phone may also include at least one sensor 350, such as a light sensor, a motion sensor, and other sensors. Specifically, the light sensor may include an ambient light sensor and a proximity sensor, wherein the ambient light sensor may adjust the brightness of the display panel 341 according to the brightness of the ambient light, and the proximity sensor may turn off the display panel 341 and / or the backlight when the mobile phone is moved to the ear. As a type of motion sensor, the accelerometer sensor can detect the magnitude of acceleration in all directions (generally three axes), and can detect the magnitude and direction of gravity when stationary. It can be used for applications that identify the posture of the mobile phone (such as horizontal and vertical screen switching, related games, magnetometer posture calibration), vibration recognition related functions (such as pedometer, tapping), etc.; as for other sensors that the mobile phone can also be configured with, such as gyroscopes, barometers, hygrometers, thermometers, infrared sensors, etc., they will not be described here.
[0396] Audio circuit 360, speaker 361, and microphone 362 provide an audio interface between the user and the phone. Audio circuit 360 converts received audio data into electrical signals and transmits them to speaker 361, where they are converted into sound signals for output. Microphone 362, on the other hand, converts collected sound signals into electrical signals, which are received by audio circuit 360 and converted into audio data. The audio data is then processed by processor 380 and transmitted to, for example, another phone via RF circuit 310, or stored in memory 320 for further processing.
[0397] WiFi is a short-range wireless transmission technology. The mobile phone can help users send and receive emails, browse the web and access streaming media through the WiFi module 370. It provides users with wireless broadband Internet access. Figure 27 A WiFi module 370 is shown, but it is understandable that it is not an essential component of the mobile phone and can be omitted as needed without changing the essence of the invention.
[0398] Processor 380 is the control center of the phone, connecting all parts of the phone using various interfaces and circuits. It executes software programs and / or modules stored in memory 320 and accesses data stored in memory 320 to perform various phone functions and process data. Optionally, processor 380 may include one or more processing units. Alternatively, processor 380 may integrate an application processor and a modem processor, with the application processor primarily handling the operating system, user interface, and application programs, while the modem processor primarily handles wireless communications. It is understood that the modem processor may not be integrated into processor 380.
[0399] The mobile phone also includes a power supply 390 (such as a battery) for supplying power to various components. Optionally, the power supply can be logically connected to the processor 380 through a power management system, thereby managing charging, discharging, and power consumption through the power management system.
[0400] Although not shown, the mobile phone may also include a camera, a Bluetooth module, etc., which will not be described in detail here.
[0401] The steps performed by the terminal device in the above embodiment can be based on the Figure 27 The terminal device structure shown.
[0402] A computer-readable storage medium is also provided in an embodiment of the present application. The computer-readable storage medium stores a computer program, which, when executed on a computer, enables the computer to execute the methods described in the aforementioned embodiments.
[0403] An embodiment of the present application also provides a computer program product including a program, which, when executed on a computer, enables the computer to execute the methods described in the aforementioned embodiments.
[0404] It is understandable that in the specific implementation of this application, related data such as user operation information is involved. When the above embodiments of this application are applied to specific products or technologies, user permission or consent is required, and the collection, use and processing of relevant data must comply with relevant laws, regulations and standards of relevant countries and regions.
[0405] Those skilled in the art will clearly understand that, for the convenience and brevity of description, the specific working processes of the systems, devices and units described above can refer to the corresponding processes in the aforementioned method embodiments and will not be repeated here.
[0406] In the several embodiments provided in this application, it should be understood that the disclosed systems, devices and methods can be implemented in other ways. For example, the device embodiments described above are merely schematic. For example, the division of the units is merely a logical function division. In actual implementation, there may be other division methods, such as multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be an indirect coupling or communication connection through some interfaces, devices or units, which can be electrical, mechanical or other forms.
[0407] The units described as separate components may or may not be physically separate, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed across multiple network units. Some or all of these units may be selected to achieve the purpose of this embodiment according to actual needs.
[0408] In addition, the functional units in the various embodiments of the present application may be integrated into a single processing unit, or each unit may exist physically separately, or two or more units may be integrated into a single unit. The aforementioned integrated units may be implemented in the form of hardware or software functional units.
[0409] If the integrated unit is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present application is essentially or the part that contributes to the prior art or all or part of the technical solution can be embodied in the form of a software product, and the computer software product is stored in a storage medium, including a number of instructions for enabling a computer device (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the method described in each embodiment of the present application. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.
[0410] As described above, the above embodiments are only used to illustrate the technical solutions of the present application, rather than to limit them. Although the present application has been described in detail with reference to the above embodiments, those skilled in the art should understand that they can still modify the technical solutions described in the above embodiments, or make equivalent replacements for some of the technical features therein. However, these modifications or replacements do not deviate the essence of the corresponding technical solutions from the spirit and scope of the technical solutions of the embodiments of the present application.
Claims
1. A virtual photography method, characterized in that: include: In response to the object invitation instruction, when the first virtual object is in a non-interactive state, displaying a first adding control on a preset area, wherein the first virtual object is a virtual object controlled by the target object; In response to a touch operation on the first adding control, displaying a first object subpage, wherein the first object subpage includes K virtual objects, where K is an integer greater than 1; In response to a selection operation on a plurality of second virtual objects in the first object subpage, displaying the plurality of second virtual objects and the first virtual object, wherein the plurality of second virtual objects are included in the K virtual objects, and inviting the second virtual objects to join the game scene where the first virtual object is located through the selection operation; In response to the object invitation instruction, when the first virtual object is in an interactive state, displaying a second adding control on an interactive object, wherein the interactive object is an object that supports interaction with a virtual object; In response to a touch operation on the second added control, displaying a second object subpage; In response to a selection operation on a third virtual object in the second object subpage, displaying the third virtual object and the first virtual object, wherein the third virtual object is invited to join the game scene where the first virtual object is located through the selection operation; In response to operations on an action setting control, a hand-holding setting control, and a mood setting control of a control interface in a game scene, setting an action, a hand-holding, and a mood for the second virtual object or the third virtual object, and the first virtual object; In response to the shooting instruction, the game scene is virtually shot to obtain a first virtual shot image or a second virtual shot image, wherein the game scene includes the plurality of second virtual objects or the third virtual object, and the first virtual object.
2. The method according to claim 1, characterized in that The displaying of the first object subpage includes: T virtual objects are displayed on the first object sub-page, wherein each of the T virtual objects is a player character, and T is an integer greater than or equal to 1 and less than or equal to K.
3. The method according to claim 2, characterized in that The method of displaying the plurality of second virtual objects and the first virtual object in response to a selection operation on the plurality of second virtual objects in the first object sub-page includes: Displaying object invitation controls corresponding to the plurality of second virtual objects on the first object sub-page; In response to a touch operation on the object invitation control, sending a photo request to a target terminal device, wherein the target terminal device is a terminal device that controls the plurality of second virtual objects; If the photo request is successfully responded to, the plurality of second virtual objects and the first virtual object are displayed.
4. The method according to claim 1, wherein The displaying of the first object subpage includes: T virtual objects are displayed on the first object subpage, wherein each of the T virtual objects is a non-player character, and T is an integer greater than or equal to 1 and less than or equal to K.
5. The method according to claim 4, characterized in that The method of displaying the plurality of second virtual objects and the first virtual object in response to a selection operation on the plurality of second virtual objects in the first object sub-page includes: displaying, on the first object sub-page, object invitation controls corresponding to the plurality of second virtual objects, wherein interaction values between the plurality of second virtual objects and the first virtual object are greater than or equal to an interaction threshold; In response to a touch operation on the object invitation control, the plurality of second virtual objects and the first virtual object are displayed.
6. The method according to claim 1, characterized in that After displaying the plurality of second virtual objects and the first virtual object, the method further includes: In response to an action setting instruction for a second virtual object, displaying a first action subpage, wherein the first action subpage includes actions that can be performed by the second virtual object, the second virtual object being a non-player character; In response to a selection operation on a first action in the first action subpage, controlling the second virtual object to perform the first action; or, After displaying the plurality of second virtual objects and the first virtual object, the method further includes: In response to an action setting instruction for the first virtual object, displaying a second action sub-page, wherein the second action sub-page includes actions that can be performed by the first virtual object; In response to a selection operation on a second action in the second action sub-page, the first virtual object is controlled to perform the second action.
7. The method according to claim 1, characterized in that After displaying the plurality of second virtual objects and the first virtual object, the method further includes: In response to a hand-holding setting instruction for a second virtual object, displaying a first hand-holding sub-page, wherein the first hand-holding sub-page includes hand-holding objects that can be used by the second virtual object, the second virtual object being a non-player character; In response to a selection operation on a first handheld object in the first handheld sub-page, displaying the second virtual object holding the first handheld object; or, After displaying the plurality of second virtual objects and the first virtual object, the method further includes: In response to a hand-holding setting instruction for the first virtual object, displaying a second hand-holding sub-page, wherein the second hand-holding sub-page includes hand-holding objects that can be used by the first virtual object; In response to a selection operation on a second handheld object in the second handheld sub-page, the first virtual object holding the second handheld object is displayed.
8. The method according to claim 1, characterized in that After displaying the plurality of second virtual objects and the first virtual object, the method further includes: In response to a mood setting instruction for a second virtual object, displaying a first mood sub-page, wherein the first mood sub-page includes moods that can be expressed by the second virtual object, and the second virtual object is a non-player character; In response to a selection operation on a first mood in the first mood sub-page, displaying the second virtual object having the first mood; or, After displaying the plurality of second virtual objects and the first virtual object, the method further includes: In response to a mood setting instruction for the first virtual object, displaying a second mood sub-page, wherein the second mood sub-page includes moods that can be expressed by the first virtual object; In response to a selection operation on a second mood in the second mood sub-page, the first virtual object having the second mood is displayed.
9. The method according to claim 1, characterized in that After displaying the plurality of second virtual objects and the first virtual object, the method further includes: In response to the special effect display instruction, displaying a scene special effect sub-page, wherein the scene special effect sub-page includes playable scene special effects; In response to a selection operation on a target scene special effect in the scene special effect sub-page, the target scene special effect is played.
10. The method according to claim 1, characterized in that The method further comprises: In response to the shooting setting instruction, display M object controls, wherein each object control corresponds to a type of virtual object, and M is an integer greater than or equal to 1; If a first selection operation is performed on a first object control, the first virtual object is canceled from being displayed, wherein the first object control is included in the M object controls and corresponds to the first virtual object; If a first selection operation is performed on a second object control, the associated virtual object is canceled from being displayed, wherein the associated virtual object and the first virtual object belong to the same game team, the second object control is included in the M object controls, and the second object control corresponds to the associated virtual object; If a first selection operation is performed on a third object control, the display of a non-associated virtual object is canceled, wherein no friendship relationship is established between the non-associated virtual object and the first virtual object, the third object control is included in the M object controls, and the third object control corresponds to the non-associated virtual object; If a first selection operation is performed on a fourth object control, the non-player character is canceled from display, wherein the fourth object control is included in the M object controls and corresponds to the non-player character.
11. The method according to claim 10, characterized in that After displaying the M object controls, the method further includes: If in response to a second selection operation on the first object control, displaying the first virtual object; If in response to a second selection operation on the second object control, displaying the associated virtual object; If in response to a second selection operation on the third object control, displaying the non-associated virtual object; In response to a second selection operation on the fourth object control, the non-player character is displayed.
12. The method according to claim 1, characterized in that The method further comprises: In response to a capture setup instruction, displaying a lens follow control; In response to a selection operation on the lens following control, the sight line direction of the first virtual object is controlled to be toward a virtual camera, wherein the virtual camera is used for performing a virtual shooting process.
13. The method according to claim 1, wherein The method further comprises: If the adjustment operation for the shooting angle is responded to, the picture after the shooting angle adjustment is displayed; If the adjustment operation for the shooting distance is responded to, a picture after the shooting distance adjustment is displayed.
14. The method according to any one of claims 1 to 13, characterized in that After performing virtual shooting processing on the game scene in response to the shooting instruction to obtain the first virtual shot image, the method further includes: In response to a save instruction, saving the first virtual captured image into an electronic photo album; If a viewing instruction for the electronic photo album is received, the first virtual photographed image is displayed.
15. The method according to claim 1, wherein The step of performing virtual shooting processing on the game scene in response to the shooting instruction to obtain a first virtual shot image includes: In response to the shooting instruction, a virtual shooting process is performed on the game scene to obtain a first image; performing depth-of-field processing on the first image to obtain a second image; The far transition region of the second image is adjusted to obtain the first virtual captured image.
16. The method according to claim 1, wherein In response to the shooting instruction, the game scene is virtually shot to obtain a second virtual shot image, including: In response to the shooting instruction, a virtual shooting process is performed on the game scene to obtain a third image; performing depth of field processing on the third image to obtain a fourth image; The far transition region of the fourth image is adjusted to obtain the second virtual captured image.
17. The method according to claim 1, wherein The step of performing virtual shooting processing on the game scene in response to the shooting instruction to obtain a first virtual shot image includes: In response to the shooting instruction, a virtual shooting process is performed on the game scene to obtain a first image to be processed; Scaling the first image to be processed to a target size to obtain a first sampled image; The first sampled image is cropped to obtain the first image to be processed.
18. The method according to claim 17, characterized in that Scaling the first to-be-processed image to a target size to obtain a first sampled image includes: An interpolation algorithm is used to reduce the first image to be processed to obtain the first sampled image with the target size.
19. The method according to claim 1, wherein In response to the shooting instruction, the game scene is virtually shot to obtain a second virtual shot image, including: In response to the shooting instruction, a virtual shooting process is performed on the game scene to obtain a second image to be processed; Scaling the second to-be-processed image to a target size to obtain a second sampled image; The second sampling image is cropped to obtain the second virtual captured image.
20. The method according to claim 19, characterized in that Scaling the second to-be-processed image to a target size to obtain a second sampled image includes: An interpolation algorithm is used to reduce the second image to be processed to obtain the second sampled image with the target size.
21. A virtual photographing device, characterized in that: include: A display module, configured to display a first adding control on a preset area in response to an object invitation instruction when a first virtual object is in a non-interactive state, wherein the first virtual object is a virtual object controlled by a target object; The display module is further configured to display a first object subpage in response to a touch operation on the first added control, wherein the first object subpage includes K virtual objects, where K is an integer greater than 1; The display module is further configured to display the plurality of second virtual objects and the first virtual object in response to a selection operation on the plurality of second virtual objects in the first object subpage, wherein the plurality of second virtual objects are included in the K virtual objects, and the second virtual objects are invited to join the game scene where the first virtual object is located through the selection operation; The display module is further configured to, in response to an object invitation instruction, display a second adding control on the interactive object when the first virtual object is in an interactive state, wherein the interactive object is an object that supports interaction with a virtual object; in response to a touch operation on the second adding control, display a second object subpage; in response to a selection operation on a third virtual object in the second object subpage, display the third virtual object and the first virtual object, wherein the third virtual object is invited to join the game scene where the first virtual object is located through the selection operation; and in response to operations on an action setting control, a handhold setting control, and a mood setting control of a control interface in the game scene, set an action, handhold, and mood for the second virtual object or the third virtual object, and the first virtual object; The shooting module is used to perform virtual shooting processing on the game scene in response to the shooting instruction to obtain a first virtual shooting image or a second virtual shooting image, wherein the game scene includes the multiple second virtual objects or the third virtual object, and the first virtual object.
22. The device according to claim 21, characterized in that The display module is specifically used for: T virtual objects are displayed on the first object sub-page, wherein each of the T virtual objects is a player character, and T is an integer greater than or equal to 1 and less than or equal to K.
23. The device according to claim 22, characterized in that The display module is specifically used for: Displaying object invitation controls corresponding to the plurality of second virtual objects on the first object sub-page; In response to a touch operation on the object invitation control, sending a photo request to a target terminal device, wherein the target terminal device is a terminal device that controls the plurality of second virtual objects; If the photo request is successfully responded to, the plurality of second virtual objects and the first virtual object are displayed.
24. The device according to claim 21, characterized in that The display module is specifically used for: T virtual objects are displayed on the first object subpage, wherein each of the T virtual objects is a non-player character, and T is an integer greater than or equal to 1 and less than or equal to K.
25. A terminal device, characterized in that: include: Memory, processor, and bus system; Wherein, the memory is used to store programs; The processor is configured to execute the program in the memory, and the processor is configured to execute the method according to any one of claims 1 to 20 according to instructions in the program code; The bus system is used to connect the memory and the processor so that the memory and the processor can communicate with each other.
26. A computer-readable storage medium comprising instructions, which, when executed on a computer, causes the computer to perform the method according to any one of claims 1 to 20.
27. A computer program product comprising a computer program and instructions, characterized in that When the computer program / instructions are executed by a processor, the method according to any one of claims 1 to 20 is implemented.
Citation Information
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