Switching method and device of viewing angle, electronic equipment and readable storage medium

By displaying real-time battle information on the graphical user interface of video games and responding to perspective switching operations, it automatically switches to the target spectator perspective, solving the problems of inconvenience and inaccuracy in spectator perspective switching in existing technologies, realizing fast and accurate switching in battle events, and improving the spectator experience.

CN114404961BActive Publication Date: 2026-03-27NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-01-19
Publication Date
2026-03-27

AI Technical Summary

Technical Problem

In existing technologies, the operation of switching spectator perspectives in video games is inconvenient and inaccurate, especially when the battle is intense, it is difficult to quickly switch to the designated spectator perspective, which affects the spectator experience.

Method used

By displaying real-time combat information on a graphical user interface, monitoring combat events and responding to perspective switching operations, the system automatically switches to the virtual game scene from the target spectator's perspective, and uses character identifiers and game status in the real-time combat information to determine the switching path.

Benefits of technology

It improves the convenience and accuracy of switching spectator views, ensuring timely switching to the designated spectator view during combat events and enhancing the user's spectator experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The application provides a switching method and device for a viewing angle, an electronic device and a readable storage medium. A current virtual game scene is displayed on a graphical user interface. When a battle event occurs in the virtual game, real-time battle information is displayed on the graphical user interface. In response to a viewing angle switching operation for the real-time battle information, the current virtual game scene displayed on the graphical user interface is switched to a virtual game scene of a target viewing angle in a candidate viewing angle. In this way, during the process of watching the game, the user can switch the display content in the graphical user interface to the virtual game scene under the target viewing angle in a timely manner through the real-time battle information displayed in the graphical user interface, thereby improving the convenience and accuracy of switching the specified viewing angle.
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Description

TECHNICAL FIELD

[0001] The present application relates to the technical field of computer, in particular to a viewing angle switching method and device, electronic equipment and readable storage medium. BACKGROUND

[0002] In recent years, electronic games show a trend of vigorous development, and the types and functions of electronic games are increasingly rich. Among them, the viewing function as one of the ways to improve the participation and experience of electronic games has become an important function of electronic games. Through the viewing function, the game scene under the viewing angle can be viewed. For example, the eliminated virtual character can choose the game screen of a friend in the viewing team; in the electronic game event broadcast, the game screen of a virtual character can be viewed, especially the game battle event with strong viewing and high intensity. There are multiple different viewing angles when viewing, and sometimes switching needs to be performed among multiple viewing angles. At present, a viewing angle switching control is generally provided on a graphical user interface to switch different viewing angles by manipulating the viewing angle switching control.

[0003] One way of switching the viewing angle is to repeatedly manipulate the viewing angle switching control to switch different viewing angles in a specific switching order. For example, one viewing angle is switched in order each time the viewing angle switching control is manipulated. However, the battle event in the game is high in intensity and real-time, and the battle event may be fleeting. When the game screen under a specified viewing angle is desired to be viewed, the specified viewing angle may be in the middle or end position of the switching order by repeatedly manipulating the viewing angle switching control to switch the viewing angle in the specific switching order. At this time, the viewing angle switching control needs to be manipulated multiple times to switch to the specified viewing angle. Under the tension of the battle event, the specified viewing angle may even be missed due to too fast operation or too many operations, especially when there are many selectable viewing angles. The operation of switching to the specified viewing angle in the battle event is not only inconvenient, but also easy to switch to other viewing angles outside the specified viewing angle in the battle event, resulting in inaccurate viewing angle switching.

[0004] Another way of switching the viewing angle is to automatically view the game screen of a friend by default after the virtual character is eliminated, and then to display the friend of the eliminated virtual character by manipulating the viewing switching control, and then to switch to the viewing angle of the specified game friend by selecting the game friend. On the one hand, this viewing angle switching method can only view the game screen of the specified game friend after the virtual character is eliminated, and cannot freely switch between multiple viewing angles of the battle event; on the other hand, this viewing angle switching method needs to manipulate the viewing switching control to display the friend of the eliminated virtual character, and then needs to select the game friend to switch to the viewing angle of the specified game friend. The operation of switching to the specified viewing angle is also cumbersome and inconvenient.

[0005] Therefore, the prior art has the problem of inconvenient and low accuracy of switching the specified viewing angle in the battle event, and it is difficult to meet the viewing angle adjustment and viewing demand of different game types and different game users. SUMMARY

[0006] Therefore, the prior art has the problem of inconvenient and low accuracy of switching the specified viewing angle in the battle event, and it is difficult to meet the viewing angle adjustment and viewing demand of different game types and different game users.

[0007] The embodiment of the present application provides a switching method of a viewing angle, a virtual game scene is displayed through a graphical user interface of a terminal device, and the method comprises the following steps:

[0008] displaying a current virtual game scene on the graphical user interface; the current virtual game scene is a virtual game scene under a current virtual angle;

[0009] when a battle event in the virtual game is monitored, displaying real-time battle information on the graphical user interface; wherein the real-time battle information at least comprises role identifiers of at least two virtual roles participating in the battle event; the at least two virtual roles participating in the battle event belong to different teams;

[0010] in response to a viewing angle switching operation on the real-time battle information, switching the current virtual game scene displayed on the graphical user interface to a virtual game scene of a target viewing angle in a candidate viewing angle; the target viewing angle is a viewing angle determined according to the at least two virtual roles participating in the battle event.

[0011] In a possible implementation, the real-time battle information displayed on the graphical user interface comprises:

[0012] monitoring a start time and an end time of the battle event, and maintaining the display of the role identifiers of the at least two virtual roles participating in the battle event in the real-time battle information in the graphical user interface within a time interval from the start time to the end time of the battle event.

[0013] In a possible implementation, the real-time battle information displayed on the graphical user interface comprises:

[0014] monitoring a game state of the at least two virtual roles participating in the battle event; the game state at least comprises a battle survival state, a knocked down state and a defeated state;

[0015] displaying the role identifier of the virtual role in the battle survival state of the at least two virtual roles participating in the battle event in the real-time battle information.

[0016] In a possible implementation, the method further includes:

[0017] displaying kill information in the graphical user interface or the real-time battle information when it is monitored that a virtual character in at least two virtual characters participating in the battle event is in a knocked down state or a defeated state;

[0018] The kill information includes a character identifier of the first virtual character in the knocked down state or the defeated state, a character identifier of a second virtual character that knocks down or defeats the first virtual character, and indication information for reflecting that the second virtual character knocks down or defeats the first virtual character.

[0019] In a possible implementation, the switching, in response to the view angle switching operation for the real-time battle information, of the current virtual game scene displayed on the graphical user interface to the virtual game scene of the target spectator view angle in the candidate spectator view angles includes:

[0020] determining, in response to the view angle switching operation for the real-time battle information, the spectator view angle of the first virtual character as the target spectator view angle;

[0021] switching the current virtual game scene displayed on the graphical user interface to the virtual game scene of the target spectator view angle.

[0022] In a possible implementation, the switching, in response to the view angle switching operation for the real-time battle information, of the current virtual game scene displayed on the graphical user interface to the virtual game scene of the target spectator view angle in the candidate spectator view angles includes:

[0023] determining, in response to the view angle switching touch operation on the real-time battle information, a target virtual character from the at least two virtual characters participating in the battle event;

[0024] switching the current virtual game scene displayed on the graphical user interface to a virtual game scene of a target spectator view angle corresponding to the target virtual character.

[0025] In a possible implementation, the real-time battle information includes a candidate spectator view angle region, the candidate spectator view angle region includes a spectator view angle region determined according to each virtual character participating in the battle event, the spectator view angle region is used to indicate a corresponding spectator view angle, and the switching, in response to the view angle switching operation for the real-time battle information, of the current virtual game scene displayed on the graphical user interface to the virtual game scene of the target spectator view angle in the candidate spectator view angles includes:

[0026] determining, in response to the view angle switching operation for the candidate spectator view angle region, a target spectator view angle corresponding to the spectator view angle region according to the spectator view angle region where the view angle switching operation is located.

[0027] switching the current virtual game scene displayed on the graphical user interface to a virtual game scene of the target spectator view in the candidate spectator views.

[0028] In a possible implementation, the method further includes:

[0029] determining a target virtual character from the at least two virtual characters participating in the battle event in the real-time battle information in response to a view switching operation on the view switching control; the view switching operation is used to associate the view switching control with the target virtual character;

[0030] switching the current virtual game scene displayed on the graphical user interface to a virtual game scene of a target spectator view corresponding to the target virtual character.

[0031] In a possible implementation, after the current virtual game scene displayed on the graphical user interface is switched to a virtual game scene of a target spectator view in the candidate spectator views, the method further includes:

[0032] switching the virtual game scene of the target spectator view displayed in the graphical user interface to a virtual game scene of another spectator view in response to an operation on the view switching control; the another spectator view is a spectator view other than the target spectator view in the candidate spectator views.

[0033] displaying a picture restoring control in the graphical user interface, and switching the virtual game scene of the target spectator view displayed in the graphical user interface back to the current virtual game scene in response to a touch operation on the picture restoring control.

[0034] In a possible implementation, the current virtual game scene includes a virtual game scene of a spectator view in a view of a third virtual character, and the at least two virtual characters include a fourth virtual character. The method of switching the current virtual game scene displayed on the graphical user interface to a virtual game scene of a target spectator view in the candidate spectator views includes:

[0035] determining the view of the fourth virtual character as the target spectator view in response to the view switching operation on the real-time battle information; the third virtual character and the fourth virtual character belong to the same team, or the third virtual character and the fourth virtual character belong to different teams.

[0036] switching, in a graphical user interface, a current virtual game scene displayed in a viewing angle of a third virtual role as a viewing angle to a virtual game scene of a viewing angle of a fourth virtual role as a target viewing angle.

[0037] In a possible implementation, the method further includes:

[0038] displaying first parameter information of the third virtual role in the current virtual game scene; wherein the first parameter information is used to prompt role attribute information of the third virtual role; or,

[0039] displaying second parameter information of the fourth virtual role in the virtual game scene of the target viewing angle; wherein the second parameter information is used to prompt role attribute information of the fourth virtual role.

[0040] In a possible implementation, when it is monitored that a battle event occurs in a virtual game, real-time battle information is displayed on the graphical user interface, including:

[0041] When it is monitored that a battle event occurs in a virtual game, a viewing reference level of the battle event is determined according to real-time battle information of the battle event; the viewing reference level is used to indicate a degree of influence of the battle event on the virtual game; if the viewing reference level is not less than a preset level threshold, the real-time battle information is displayed on the graphical user interface.

[0042] In a possible implementation, the method further includes:

[0043] In response to a viewing angle switching operation for real-time battle information, the current virtual game scene and the virtual game scene under the target viewing angle are simultaneously displayed in a graphical user interface.

[0044] Embodiments of the present application further provide a viewing angle switching device for displaying a virtual game scene through a graphical user interface of a terminal device, the switching device includes:

[0045] A first scene display module is configured to display a current virtual game scene on a graphical user interface; the current virtual game scene is a virtual game scene under a current virtual viewing angle;

[0046] A first information display module is configured to display real-time battle information on the graphical user interface when it is monitored that a battle event occurs in a virtual game; wherein the real-time battle information at least contains role identities of at least two virtual roles participating in the battle event; the at least two virtual roles participating in the battle event belong to different teams.

[0047] The first scene switching module is configured to switch the current virtual game scene displayed on the graphical user interface to a virtual game scene of a target spectator view in the candidate spectator views in response to a view switching operation for the real-time battle information; the target spectator view is determined according to at least two virtual characters participating in the battle event.

[0048] In a possible implementation, when the first scene display module is configured to display the real-time battle information on the graphical user interface, the first scene display module is configured to:

[0049] monitor a start time and an end time of the battle event, and keep displaying the character identification of the at least two virtual characters participating in the battle event in the real-time battle information in the graphical user interface within a time interval from the start time to the end time of the battle event.

[0050] In a possible implementation, when the first scene display module is configured to display the real-time battle information on the graphical user interface, the first scene display module is configured to:

[0051] monitor a game state of the at least two virtual characters participating in the battle event; the game state at least includes a battle survival state, a knocked-down state and a defeated state;

[0052] display the character identification of the virtual character in the battle survival state of the at least two virtual characters participating in the battle event in the real-time battle information.

[0053] In a possible implementation, the switching device further includes a second information display module, and the second information display module is configured to:

[0054] display kill information in the graphical user interface or the real-time battle information when it is monitored that a virtual character in the at least two virtual characters participating in the battle event is in the knocked-down state or the defeated state;

[0055] The kill information includes the character identification of a first virtual character in the knocked-down state or the defeated state, the character identification of a second virtual character that knocks down or defeats the first virtual character, and indication information for reflecting that the second virtual character knocks down or defeats the first virtual character.

[0056] In a possible implementation, when the first scene switching module is configured to switch the current virtual game scene displayed on the graphical user interface to a virtual game scene of a target spectator view in the candidate spectator views in response to a view switching operation for the real-time battle information, the first scene switching module is configured to:

[0057] determine the viewing angle of the first virtual character as a target viewing angle in response to a viewing angle switching operation for the real-time battle information;

[0058] switch the current virtual game scene displayed on the graphical user interface to a virtual game scene of the target viewing angle.

[0059] In a possible implementation, the first scene switching module is configured to:

[0060] determine a target virtual character from the at least two virtual characters participating in the battle event in response to the viewing angle switching touch operation on the real-time battle information;

[0061] switch the current virtual game scene displayed on the graphical user interface to a virtual game scene of a target viewing angle corresponding to the target virtual character.

[0062] In a possible implementation, the real-time battle information includes a candidate viewing angle region, the candidate viewing angle region includes a viewing angle region determined according to each virtual character participating in the battle event, the viewing angle region is used to indicate a corresponding viewing angle, and the first scene switching module is configured to:

[0063] determine a target viewing angle corresponding to the viewing angle region in response to a viewing angle switching operation on the candidate viewing angle region, the target viewing angle being determined according to the viewing angle region where the viewing angle switching operation is located;

[0064] switch the current virtual game scene displayed on the graphical user interface to a virtual game scene of the target viewing angle.

[0065] In a possible implementation, a viewing angle switching control is provided on the graphical user interface, and the first scene switching module is configured to:

[0066] determine a target virtual character from the at least two virtual characters participating in the battle event in response to a viewing angle switching operation on the viewing angle switching control, the viewing angle switching operation being used to associate the viewing angle switching control with the target virtual character;

[0067] switch the current virtual game scene displayed on the graphical user interface to a virtual game scene corresponding to a target spectating view angle of the target virtual character.

[0068] In a possible implementation, after the switching device switches the current virtual game scene displayed on the graphical user interface to a virtual game scene of a target spectating view angle in the candidate spectating view angles, the switching device further includes a second scene switching module, configured to:

[0069] In response to the operation on the view angle switching control, switch the virtual game scene of the target spectating view angle displayed in the graphical user interface to a virtual game scene of another spectating view angle; the another spectating view angle is a spectating view angle other than the target spectating view angle in the candidate spectating view angles.

[0070] display a picture restoring control in the graphical user interface, and in response to a touch operation on the picture restoring control, switch the virtual game scene of the target spectating view angle displayed in the graphical user interface back to the current virtual game scene.

[0071] In a possible implementation, the current virtual game scene includes a virtual game scene with a third virtual character as a spectating view angle, and the at least two virtual characters include a fourth virtual character. When the first scene switching module is configured to switch the current virtual game scene displayed on the graphical user interface to a virtual game scene of a target spectating view angle in the candidate spectating view angles in response to the view angle switching operation on the real-time battle information, the first scene switching module is configured to:

[0072] In response to the view angle switching operation on the real-time battle information, determine the view angle of the fourth virtual character as the target spectating view angle; the third virtual character and the fourth virtual character belong to the same team, or the third virtual character and the fourth virtual character belong to different teams.

[0073] switch the current virtual game scene displayed in the graphical user interface with the third virtual character as a spectating view angle to the virtual game scene with the view angle of the fourth virtual character as the target spectating view angle.

[0074] In a possible implementation, the switching device further includes a parameter display module, configured to:

[0075] display first parameter information of the third virtual character in the current virtual game scene; the first parameter information is used to prompt character attribute information of the third virtual character; or,

[0076] display the second parameter information of the fourth virtual character in the virtual game scene under the target viewing angle; wherein the second parameter information is used to prompt the character attribute information of the fourth virtual character.

[0077] In a possible implementation, the first information display module is configured to, when it is monitored that a battle event occurs in the virtual game, display real-time battle information on the graphical user interface, and the first information display module is configured to:

[0078] When it is monitored that a battle event occurs in the virtual game, determine a viewing reference level of the battle event according to real-time battle information of the battle event; the viewing reference level is used to indicate a degree of influence of the battle event on the virtual game; and if the viewing reference level is not less than a preset level threshold, display the real-time battle information on the graphical user interface.

[0079] In a possible implementation, the switching device further includes a second scene display module, and the second scene display module is configured to:

[0080] In response to a viewing angle switching operation for real-time battle information, simultaneously display the current virtual game scene and a virtual game scene under the target viewing angle in the graphical user interface.

[0081] The embodiments of the present application further provide an electronic device, including a processor, a memory and a bus, the memory stores machine readable instructions executable by the processor, when the electronic device is running, the processor and the memory communicate through the bus, and the machine readable instructions are executed by the processor to perform the steps of the viewing angle switching method as described above.

[0082] The embodiments of the present application further provide a computer readable storage medium, and the computer readable storage medium stores a computer program, and the computer program is executed by the processor to perform the steps of the viewing angle switching method as described above.

[0083] The viewing angle switching method, device, electronic device and readable storage medium provided by the embodiments of the present application display a current virtual game scene on a graphical user interface; when it is monitored that a battle event occurs in the virtual game, display real-time battle information on the graphical user interface; and in response to a viewing angle switching operation for the real-time battle information, switch the current virtual game scene displayed on the graphical user interface to a virtual game scene under a target viewing angle in a candidate viewing angle. In this way, the user can timely switch the display content in the graphical user interface to a virtual game scene under the target viewing angle through the real-time battle information displayed in the graphical user interface during the process of watching the game, and the convenience and accuracy of switching the specified viewing angle are improved.

[0084] In order to make the above objectives, characteristics and advantages of the present application more apparent, the following will describe a preferred embodiment in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF DRAWINGS

[0085] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the following will briefly introduce the drawings needed to be used in the embodiments. It should be understood that the following drawings only show some embodiments of the present application, and therefore should not be regarded as a limitation on the scope. For those skilled in the art, other related drawings can also be obtained without creative labor on the basis of these drawings.

[0086] Figure 1 A flow chart of a match viewing angle switching method provided by an embodiment of the present application;

[0087] Figure 2 One of the schematic diagrams of a graphical user interface provided by an embodiment of the present application;

[0088] Figure 3 Another schematic diagram of a graphical user interface provided by an embodiment of the present application;

[0089] Figure 4 One of the structural schematic diagrams of a match viewing angle switching device provided by an embodiment of the present application;

[0090] Figure 5 Another structural schematic diagram of a match viewing angle switching device provided by an embodiment of the present application;

[0091] Figure 6 A structural schematic diagram of an electronic device provided by an embodiment of the present application. DETAILED DESCRIPTION

[0092] In order to make the objectives, technical solutions and advantages of the embodiments of the present application more apparent, the following will describe the technical solutions of the embodiments of the present application clearly and completely with reference to the drawings in the embodiments of the present application. Obviously, the described embodiments are only some of the embodiments of the present application, but not all the embodiments. The components of the embodiments of the present application described and shown in the drawings can be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of the present application provided in the drawings is not intended to limit the scope of the claimed present application, but only represents selected embodiments of the present application. Based on the embodiments of the present application, every other embodiment obtained by those skilled in the art without creative labor belongs to the scope of the present application.

[0093] The switching method of the viewing angle in one of the embodiments of the present disclosure can run on a terminal device or a server. The terminal device can be a local terminal device. When the switching method of the viewing angle runs on the server, the switching method of the viewing angle can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0094] In an optional embodiment, various cloud applications can run under the cloud interaction system, for example, cloud games. Taking the cloud games as an example, the cloud games refer to a game mode based on cloud computing. In the running mode of the cloud games, the running subject of the game program and the presentation subject of the game picture are separated, and the storage and running of the information processing method are completed on the cloud game server. The client device is used for receiving and sending data and presenting the game picture. For example, the client device can be a display device close to the user side with data transmission function, such as a mobile terminal, a television, a computer, a palm computer, etc. However, the terminal device for information processing is the cloud game server in the cloud. When playing the game, the player operates the client device to send operation instructions to the cloud game server, the cloud game server runs the game according to the operation instructions, encodes and compresses the game picture and other data, returns the data to the client device through the network, and finally decodes and outputs the game picture through the client device.

[0095] In an optional embodiment, the terminal device can be a local terminal device. Taking the game as an example, the local terminal device stores the game program and is used for presenting the game picture. The local terminal device is used for interacting with the player through the graphical user interface, that is, the conventional game program is downloaded and installed on the electronic device and is run. The way of providing the graphical user interface to the player by the local terminal device can include various ways, for example, the graphical user interface can be rendered and displayed on the display screen of the terminal, or the graphical user interface can be provided to the player through holographic projection. For example, the local terminal device can include a display screen and a processor, the display screen is used for presenting the graphical user interface, the graphical user interface includes the game picture, and the processor is used for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.

[0096] It is found through research that one perspective switching mode is to repeatedly manipulate a perspective switching control to switch different game watching perspectives according to a specific switching sequence. For example, one game watching perspective is switched according to the sequence each time the perspective switching control is manipulated. However, the fighting event in the game is high in intensity and real-time, and the fighting event may be over in a moment. When a specified game watching perspective is to be watched, the game watching perspective is switched through repeated manipulation of the perspective switching control according to the specific switching sequence. The specified game watching perspective may be in the middle or at the end of the switching sequence, and the perspective switching control may need to be manipulated multiple times to switch to the specified game watching perspective. Under the intense tension of the fighting event, the specified game watching perspective may even be missed due to too fast manipulation or too many times of manipulation, especially when there are many selectable game watching perspectives. The operation of switching to the specified game watching perspective in the fighting event is not only inconvenient, but also prone to switching to other game watching perspectives in the fighting event, resulting in inaccurate game watching perspective switching.

[0097] Another perspective switching mode is to automatically watch the game screen of a certain friend by default after a virtual character is eliminated, and then to display the friend of the eliminated virtual character by manipulating a watching switching control, and then to switch to the game watching perspective of a specified game friend by selecting the game friend. On the one hand, this game watching perspective switching mode can only watch the game screen of the specified game friend after the virtual character is eliminated, and cannot freely switch between multiple game watching perspectives in the fighting event. On the other hand, this perspective switching mode needs to manipulate the watching switching control to display the friend of the eliminated virtual character, and then needs to select the game friend to switch to the game watching perspective of the specified game friend. The operation of switching to the specified game watching perspective is also cumbersome and inconvenient.

[0098] Another switching mode is to respectively assign a fixed game scene or a fixed virtual character to be tracked to each screen switching personnel. During the game match, each screen switching personnel fixedly monitors the game scene or virtual object assigned to the screen switching personnel. When the game scene or virtual object monitored by the screen switching personnel sends a fight, the screen switching personnel can switch the screen to enable the referee of the game match to timely see the game scene involved in the fighting event. Therefore, in order to avoid the referee or the audience missing the fighting event in the game, a large amount of human resources needs to be consumed to monitor the match in a game match, and the mode of switching to the specified game watching perspective is also cumbersome and inconvenient.

[0099] Therefore, based on this, the embodiments of the present application provide a game watching perspective switching method. The game watching perspective switching method can timely switch the display content in the graphical user interface to a virtual game scene in a target game watching perspective through real-time fighting information displayed in the graphical user interface, and improves the convenience and accuracy of switching to the specified game watching perspective.

[0100] Please refer to Figure 1 , Figure 1 A flowchart of a switching method of a viewing angle provided by an embodiment of the present application. A virtual game scene is displayed on a graphical user interface of a terminal device; as shown in Figure 1 The switching method of a viewing angle provided by an embodiment of the present application includes the following steps.

[0101] S101, displaying a current virtual game scene on a graphical user interface; the current virtual game scene is a virtual game scene under a current virtual viewing angle.

[0102] S102, when a battle event is detected in a virtual game, displaying real-time battle information on the graphical user interface; wherein the real-time battle information at least contains role identifiers of at least two virtual roles participating in the battle event; the at least two virtual roles participating in the battle event belong to different teams.

[0103] S103, in response to a viewing angle switching operation on the real-time battle information, switching the current virtual game scene displayed on the graphical user interface to a virtual game scene of a target viewing angle in a candidate viewing angle; the target viewing angle is a viewing angle determined according to the at least two virtual roles participating in the battle event.

[0104] The terminal device mentioned in the present application mainly refers to a smart device for displaying a virtual game picture and capable of allowing a player to control a virtual object, and the terminal device can include any one of the following devices: a smart phone, a tablet computer, a notebook computer, a desktop computer, etc.

[0105] Here, the virtual game scene refers to a virtual scene displayed (or provided) by an application running on a terminal or a server. Alternatively, the virtual game scene can be considered as a simulated environment of the real world, or a semi-simulated and semi-fictional virtual environment, or a purely fictional virtual environment. The game scene can be any one of a two-dimensional virtual scene and a three-dimensional virtual scene, and the game environment can be sky, land, sea, etc., wherein the land includes desert, city, etc. environment elements. The game scene is the scene of the complete game logic of the virtual role controlled by the user. The user can control the virtual role to move, release skills, etc. in the virtual game scene.

[0106] It should be noted that the virtual game scene in the present application refers to a scene in which a battle event can occur at any time during the game process, and the virtual role controlled by the player will not be forcibly moved to another game scene that is out of the current game scene when the battle event occurs. For example, virtual role 1 and virtual role 2 meet near tower 3, and virtual role 1 and virtual role 2 can immediately fight near tower 3 without providing a designated battle place, such as a battle field, for virtual role 1 and virtual role 2.

[0107] Here, the battle event refers to a battle between virtual characters controlled by different players, or a battle between a virtual character controlled by a player and a specific or non-specific non-player character (another virtual character) in the game, etc. Among them, at least two virtual characters participating in the battle event belong to different teams.

[0108] The virtual game scene involved in the battle event can be the virtual game scene under the current virtual perspective; it can also be another virtual game scene in the virtual game scene that is different from the current virtual game scene; it can also be a virtual game scene in the virtual game scene that has a partial intersection with the current virtual game scene, which is not limited here.

[0109] In various games, virtual characters belonging to different teams will fight at any time and anywhere, but due to the large scale of the game scene involved in the game, it may not be possible to display all the game scenes in the graphical user interface of the terminal device used by the user at the same time. Therefore, the user watching the game cannot timely know the message of the battle during the process of watching the game, and there is no way to timely switch the current virtual game scene displayed in the graphical user interface to the virtual game scene involved in the battle event at the first time of the battle event.

[0110] Although in some games, the user watching the game can realize the switching of the viewing perspective by repeatedly manipulating the perspective switching control, in the case where the number of virtual characters participating in the battle event is large, it is difficult to quickly adjust the viewing perspective to the specified target viewing perspective by using the above switching method. When the target viewing perspective is switched by the above method, the key process of the battle event has ended; or in the case where the battle event is intense, the specified target viewing perspective may also be missed due to too fast operation speed or too many operation times; making the switching operation of the battle event viewing perspective too complex, resulting in inaccurate viewing perspective switching.

[0111] In step S101, the current virtual game scene displayed in the graphical user interface of the user is the virtual game scene under the current virtual perspective. Among them, the current virtual perspective can be the perspective of the virtual character controlled by the user; it can also be the viewing perspective selected by the user, such as the god's perspective, the first person perspective, the third person perspective, etc.; or it can also be the perspective of a certain virtual character bound by the user, for example, the user selects to watch the game in the perspective of any virtual character participating in the game during the watching process.

[0112] In step S102, when a battle event in the virtual game is monitored, real-time battle information related to the battle event is displayed in the graphical user interface; here, the real-time battle information at least includes role identification of at least two virtual roles participating in the battle event.

[0113] When the at least two virtual roles participating in the battle event are virtual roles controlled by different players, the role identification can be a role avatar of the virtual role, a player avatar of a player to which the virtual role belongs, a player nickname or number of the player to which the virtual role belongs, etc.

[0114] When there is a non-player role in the at least two virtual roles participating in the battle event, the role identification can be a role image of the non-player role, a role name or number of the non-player role, etc. In addition, the at least two virtual roles participating in the battle event belong to different teams.

[0115] The real-time battle information can further include one or more of occurrence time of the battle event, location of the occurrence in the virtual game scene, and number of virtual roles participating in the battle event.

[0116] In an embodiment, step S102 includes: when a battle event in the virtual game is monitored, a viewing reference level of the battle event is determined according to real-time battle information of the battle event; the viewing reference level is used to indicate a degree of influence of the battle event on the virtual game; and if the viewing reference level is not less than a preset level threshold, the real-time battle information is displayed on the graphical user interface.

[0117] When a battle event in the game scene is monitored, a viewing reference level of the battle event can be determined according to real-time battle information of the battle event, and then, when the viewing reference level of the battle event is not less than a preset level threshold, it can be considered that the degree of influence of the battle event on the virtual game is large, and at this time, real-time battle information involved in the battle event can be displayed on the graphical user interface so as to enable the user to switch scenes; and when the viewing reference level of the battle event is less than the preset level threshold, it can be considered that the degree of influence of the battle event on the virtual game is small, and at this time, the real-time battle information involved in the battle event does not need to be displayed in the graphical user interface, so as to avoid unnecessary scene switching of the user due to a misoperation.

[0118] Here, the real-time battle information can include any one or more of a change range of an attribute parameter of each of the at least two virtual roles, a controlled source of each of the virtual roles, and a number of casualties of the virtual roles in the battle event.

[0119] The controlled source of the virtual role refers to a control subject that controls the virtual role to move and release skills in the game scene. In general, the controlled source of each virtual role in the game is different players, that is, different virtual roles are controlled by different players. In some special cases, the controlled source of some virtual roles can also be a terminal device or a server, that is, the virtual role can be controlled by a computer or a server.

[0120] The attribute parameter variation range of the virtual role can be determined according to the role attribute parameters of each virtual role participating in the battle event. The role attribute parameters can include the vitality values of each virtual role participating in the battle event before and after the battle event occurs; and / or the number of virtual props equipped by each virtual role before and after the battle event occurs, such as the number of bullets of the virtual role, the use of skills, and the like.

[0121] As an example, for each virtual role, the vitality variation range of the virtual role can be determined according to the vitality values of the virtual role before and after participating in the battle event; or the bullet number variation range of the virtual role can be determined according to the number of bullets equipped by the virtual role before and after participating in the battle event.

[0122] In an embodiment, the viewing reference level of the battle event can be determined according to the controlled source of each virtual role of the at least two virtual roles. When the real-time battle information indicates that the at least two virtual roles participating in the battle event are controlled by different players, it can be considered that the battle event has a greater impact on the virtual game, and therefore, the battle event has a higher viewing reference level. When the real-time battle information indicates that the at least two virtual roles participating in the battle event are controlled by the server, it can be considered that the battle event has a smaller impact on the virtual game, and therefore, the battle event has a lower viewing reference level. Therefore, when the real-time battle information indicates that the at least two virtual roles participating in the battle event are non-player roles in different teams (for example, the at least two virtual roles are foot soldiers from different teams), it can be considered that the battle event has a smaller impact on the virtual game, and therefore, the battle event has a lower viewing reference level.

[0123] For example, if the two virtual characters involved in the battle event are controlled by players, and the other virtual character is also controlled by a player, the viewing reference level of the battle event is determined to be level 4. If the other virtual character is controlled by a non-player, the other virtual character is determined to be a specific non-player character. If the other virtual character is a specific non-player character, the viewing reference level of the battle event is determined to be level 3. If the other virtual character is not a specific non-player character, the viewing reference level of the battle event is determined to be level 2. If the two virtual characters involved in the battle event are controlled by non-players, the viewing reference level of the battle event is determined to be level 1.

[0124] In another embodiment, the viewing reference level of the battle event can also be determined according to the variation range of the attribute parameter of each virtual character in the at least two virtual characters. The greater the variation range of the attribute parameter of the virtual character, the greater the influence of the battle event on the virtual game, and the higher the viewing reference level of the battle event. Conversely, the smaller the variation range of the attribute parameter of the virtual character, the smaller the influence of the battle event on the virtual game, and the lower the viewing reference level of the battle event.

[0125] For example, the viewing reference level of the battle event can be determined by the variation threshold of the virtual character's life force within a fixed time. Specifically, a plurality of virtual character life force variation thresholds can be set, each corresponding to a viewing reference level. Assuming that the life force of a virtual character involved in the battle event decreases by 5 points within 1 second, the viewing reference level corresponding to the "decrease by 5 points" life force variation threshold is determined as the viewing reference level of the battle event.

[0126] For example, the viewing reference level of the battle event can also be determined by the variation threshold of the number of bullets of the virtual character within a fixed time. Specifically, a plurality of bullet quantity variation thresholds can be set, each corresponding to a viewing reference level. Assuming that the virtual character consumes 5 bullets within 1 second, the viewing reference level corresponding to the "consume 5 bullets" bullet quantity variation threshold is determined as the viewing reference level of the battle event.

[0127] In another embodiment, the viewing reference level of the battle event can also be determined according to the number of casualties of the virtual character in the battle event. When the number of casualties of the virtual character in the battle event is large, it can be considered that the battle event has a greater influence on the virtual game, and therefore the viewing reference level of the battle event is higher. Conversely, when the number of casualties of the virtual character in the battle event is small, it can be considered that the battle event has a smaller influence on the virtual game, and therefore the viewing reference level of the battle event is lower.

[0128] In the embodiment of the present application, in response to the view switching operation for the real-time battle information, the current virtual game scene displayed on the graphical user interface is switched to the virtual game scene of the target viewing angle in the candidate viewing angle. Specifically, an operation control corresponding to the real-time battle information can be provided on the graphical user interface, and when the user presses the operation control corresponding to the real-time battle information, the virtual game scene in the graphical user interface is switched. The user can select the operation control corresponding to the real-time battle information by touching the operation control corresponding to the real-time battle information and / or by pressing a preset combination of keys. Specifically, the user can touch the battle control by a finger, a mouse, etc., or select the real-time battle information by a preset combination of keys, such as a Ctrl key, an Alt key, an A key, etc., in the keyboard. Here, the preset keys can be set by the user as needed.

[0129] To enable the viewing user to view the virtual game scene involved in the battle event from different viewing angles, the viewing user can be provided with multiple candidate viewing angles for viewing the battle event, so that the user can view the battle event from all angles.

[0130] In step S103, in response to the view switching operation applied by the user to the displayed real-time battle information, a target viewing angle is determined from the candidate viewing angles for viewing the battle event, and the display content in the graphical user interface is switched from the current virtual game scene to the virtual game scene under the target viewing angle.

[0131] Here, the target viewing angle is determined according to the viewing angle of at least two virtual characters participating in the battle event. Specifically, the target viewing angle can be the viewing angle of the virtual character controlled by the user.

[0132] The viewing angle selected by the user from the candidate viewing angles can also be selected, for example, the candidate viewing angles include a god's eye view, a first-person view, and a third-person view, etc. The user selects the god's eye view as the target viewing angle through the view switching operation, and then the virtual game scene involved in the battle event is displayed to the user in the god's eye view, so that the user can view the battle event.

[0133] Or it can also be the viewing angle of a virtual character bound by the user, for example, when the virtual character controlled by the user is in a dead state in the game, the user can select the viewing angle of any virtual character in a survival state as the target viewing angle during viewing, and then the virtual game scene involved in the battle event is displayed to the user in the target viewing angle selected by the user, so that the user can view the battle event.

[0134] Here, the real-time battle information at least contains role identities of at least two virtual roles participating in the battle event, when the scene switching is performed, the user can directly select the target viewing angle by applying a view angle switching operation to the role identity; for example, the at least two virtual roles participating in the battle event include a virtual role A and a virtual role B, the real-time battle information displays the role identity of the virtual role A and the role identity of the virtual role B, when the user applies the view angle switching operation to the real-time battle information, the user can directly select the target viewing angle by touching the role identity; when the user touches the role identity of the virtual role A, the viewing angle of the virtual role A is determined as the target viewing angle; when the user touches the role identity of the virtual role B, the viewing angle of the virtual role B is determined as the target viewing angle.

[0135] In an embodiment, in order to facilitate the user to know the duration of the battle event, so that the user has the opportunity to switch the virtual game scene during the duration of the battle event, the displaying of the real-time battle information on the graphical user interface comprises: monitoring a start time and an end time of the battle event, and maintaining the display of the role identities of the at least two virtual roles participating in the battle event in the real-time battle information in the graphical user interface within the time interval from the start time to the end time of the battle event.

[0136] In this step, the occurrence state of the battle event is monitored in real time, the start time when the battle event occurs and the end time when the battle event ends are determined, within the time interval from the start time to the end time, the battle event is considered to be in a state of continuous occurrence, within the time interval, the real-time battle information of the battle event is continuously displayed in the graphical user interface, so that the user can switch the virtual game scene in the graphical user interface at any time.

[0137] When the user switches the virtual game scene, the viewing angle of any one of the virtual roles participating in the battle event can be selected as the target viewing angle; during the duration of the battle event, the game state of the any one of the virtual roles changes from the surviving state to the defeated state; when the game state of the any one of the virtual roles changes to the defeated state, the viewing angle of the any one of the virtual roles cannot actually be the target viewing angle; therefore, in order to facilitate the user to switch to the correct viewing angle and avoid the user to perform multiple switching operations for switching the virtual game scene, the role identity of the virtual role in the surviving state is displayed in the graphical user interface in the form of the real-time battle information.

[0138] In one embodiment, the displaying of the real-time battle information on the graphical user interface comprises: monitoring game states of the at least two virtual characters participating in the battle event; the game states at least include a battle survival state, a knocked down state and a defeated state; and displaying, in the real-time battle information, a character identification of a virtual character whose game state is in the battle survival state among the at least two virtual characters participating in the battle event.

[0139] In this step, during the duration of the battle event, the game state of each virtual character among the at least two virtual characters participating in the battle event is monitored in real time; a virtual character whose game state is in the battle survival state is determined from the at least two virtual characters, and the character identification of the virtual character whose game state is in the battle survival state is displayed in the real-time battle information, i.e., the character identification of the virtual character whose game state is in the battle survival state is displayed on the graphical user interface in the form of the real-time battle information, so as to avoid invalid switching of the virtual game scene by the user when switching, i.e., the virtual game scene under the perspective of the virtual character whose game state is in the knocked down state or the defeated state.

[0140] If there is a virtual character whose game state is in the knocked down state or the defeated state among the at least two virtual characters participating in the battle event, the character identification and other related information of the virtual character whose game state is in the knocked down state or the defeated state are not displayed in the real-time battle information, so as to avoid confusion of the user.

[0141] Further, in order to facilitate real-time understanding of the intermediate process of the battle event, when the game state of a certain virtual character among the at least two virtual characters is changed from the battle survival state to the knocked down state or the defeated state, the kill information of the certain virtual character is displayed on the graphical user interface, so as to facilitate the user to understand the battle situation of the battle event.

[0142] In one embodiment, the method further comprises: when it is monitored that there is a virtual character whose game state is in the knocked down state or the defeated state among the at least two virtual characters participating in the battle event, displaying kill information in the graphical user interface or the real-time battle information.

[0143] In this step, the at least two virtual characters involved in the battle event include a first virtual character and a second virtual character; when the game state of the first virtual character is changed from the battle survival state to the knocked down state or the defeated state after the first virtual character is attacked by the second virtual character, kill information of the attack is generated, and the kill information is displayed on the graphical user interface or the real-time battle information, so as to prompt the user.

[0144] The kill information includes the character identifier of the first virtual character who is in a knocked-down or defeated state in the game, the character identifier of the second virtual character who knocked down or defeated the first virtual character, and indication information reflecting that the second virtual character knocked down or defeated the first virtual character.

[0145] In one implementation, step S103 includes: in response to a perspective switching operation for real-time combat information, determining the spectator perspective of the first virtual character as the target spectator perspective; and switching the current virtual game scene displayed on the graphical user interface to the virtual game scene of the target spectator perspective.

[0146] In this step, the target spectator view can be set by default to the side being attacked in the battle event. That is, when the user performs a perspective switching operation on real-time battle information, the spectator view of the first virtual character is set as the target spectator view by default; and the current virtual game scene displayed in the graphical user interface is switched to the virtual game scene involved in the battle event under the target spectator view.

[0147] In one implementation, step S103 includes: in response to a touch operation that switches the perspective of real-time battle information, determining a target virtual character from at least two virtual characters participating in the battle event; and switching the current virtual game scene displayed on the graphical user interface to the virtual game scene of the target virtual character's target spectator perspective.

[0148] In this step, since the real-time battle information includes the character icons of at least two virtual characters participating in the battle event, the user can select a target virtual character from the at least two virtual characters by touching the character icons in the real-time battle information; and set the perspective of the target virtual character as the target spectator perspective, and switch the current virtual game scene displayed in the graphical user interface to the virtual game scene involved in the battle event under the target spectator perspective, thereby improving the convenience of switching to the specified spectator perspective.

[0149] For example, please refer to Figure 2 , Figure 2 This is one of the schematic diagrams of a graphical user interface provided as an embodiment of this application. For example... Figure 2As shown in FIG. 2, a battle event occurs between virtual character A and virtual character B in the virtual game scene (here, it is assumed that the character model of character A and the character model of character B are not displayed in the current virtual game scene displayed by the current graphical user interface 2a), the avatar 2b of virtual character A and the avatar 2c of virtual character B are displayed in the graphical user interface 2a as part of real-time battle information 2d, and the real-time battle information 2d further includes the location coordinates of the battle event, the occurrence time of the battle event, etc.; the user can touch the avatar 2b of virtual character A to determine virtual character A as a target virtual character, and then determine the visual angle of virtual character A as a target viewing angle; similarly, the user can touch the avatar 2c of virtual character B to determine virtual character B as a target virtual character, and then determine the visual angle of virtual character B as a target viewing angle; thus, the current virtual game scene displayed on the graphical user interface is switched to the virtual game scene under the target viewing angle according to the selection of the user.

[0150] In an embodiment, the real-time battle information includes a candidate viewing angle area, the candidate viewing angle area includes a viewing area determined according to each virtual character participating in the battle event, and the viewing area is used to indicate a corresponding viewing angle; step S103 includes: in response to a visual angle switching operation on the candidate viewing angle area, determining a target viewing angle corresponding to the viewing area according to the viewing area where the visual angle switching operation is located; and switching the current virtual game scene displayed on the graphical user interface to a virtual game scene under the target viewing angle.

[0151] In this step, a plurality of candidate viewing angle areas can be displayed in the graphical user interface, each candidate viewing angle area is associated with a viewing angle, the viewing angle associated with the candidate viewing angle area is determined according to the viewing area included in the candidate viewing angle area, each viewing area corresponds to a viewing angle, and the viewing area is determined according to each virtual character participating in the battle event; when the user touches the candidate viewing angle area, the viewing angle associated with the candidate viewing angle area can be determined as a target viewing angle; in response to a visual angle switching operation applied by the user on a displayed candidate viewing angle area, a viewing angle corresponding to the viewing area at the touch position is determined as a target viewing angle according to the touch position of the visual angle switching operation; and the current virtual game scene displayed in the graphical user interface is switched to a virtual game scene involved in the battle event under the target viewing angle.

[0152] In this way, the user can directly select the target viewing angle to be switched by touching the candidate viewing angle region, which can further improve the convenience of switching the specified viewing angle, and can avoid the selection of the target viewing angle by repeatedly touching the viewing angle switching control, so as to further improve the accuracy of switching the specified viewing angle.

[0153] Due to the limitation of the size of the graphical user interface, the character identifier displayed as the real-time battle information can be small, and the user can easily make an error selection when selecting the target viewing angle through the character identifier. In addition, the graphical user interface cannot present all the selection possibilities to the user due to the limitation of the size of the graphical user interface.

[0154] Therefore, in order to avoid the user from making a mistake when switching the virtual game scene, in an embodiment of the present application, a viewing angle switching control is provided on the graphical user interface, and step S103 includes: determining a target virtual character from at least two virtual characters participating in the battle event in the real-time battle information in response to a viewing angle switching operation of the viewing angle switching control; the viewing angle switching operation is used to associate the viewing angle switching control with the target virtual character; and switching the current virtual game scene displayed on the graphical user interface to the virtual game scene corresponding to the target viewing angle of the target virtual character.

[0155] In this step, a target virtual character is determined from at least two virtual characters participating in the battle event in response to the viewing angle switching operation applied by the user to the viewing angle switching control; the viewing angle of the target virtual character is determined as the target viewing angle; and the current virtual game scene displayed in the graphical user interface is switched to the virtual game scene involved in the battle event under the target viewing angle.

[0156] Here, the user can associate the viewing angle switching control with the target virtual character through the viewing angle switching operation. For example, when the viewing angle switching operation is a click operation, the target virtual character selected by the viewing angle switching control is different from the target virtual character selected by the viewing angle switching control when the viewing angle switching operation is a double-click operation.

[0157] The viewing angle switching operation can include one or more of click, double-click, long press, and sliding operations.

[0158] For example, the at least two virtual characters participating in the battle include a virtual character A and a virtual character B. When the user applies a "click" operation to the view angle switching control, the view angle of the virtual character A is determined as the target viewing angle. When the user applies a "double-click" operation to the view angle switching control, the view angle of the virtual character B is determined as the target viewing angle.

[0159] In the process of watching the game, the user cannot know the actual situation of the virtual game scene involved in the battle event when performing the first scene switching, and thus cannot accurately know which view angle of the virtual character is most suitable for watching the battle event. Therefore, in order to enable the user to watch the battle event in the best viewing angle, after the user switches the current virtual game scene displayed on the graphical user interface to the virtual game scene of the target viewing angle in the candidate viewing angle, the view angle switching control can be used to perform secondary switching of the virtual game scene. The user can be provided with a picture restoring control for restoring the display content in the graphical user interface to the current virtual game scene, so as to restore the display content in the graphical user interface.

[0160] In an embodiment, the switching method further includes: in response to an operation on the view angle switching control, switching the virtual game scene of the target viewing angle displayed in the graphical user interface to a virtual game scene of another viewing angle; wherein the other viewing angle is a viewing angle in the candidate viewing angle except the target viewing angle.

[0161] In this step, after the user switches the current virtual game scene displayed in the graphical user interface to the virtual game scene of the target viewing angle by touching the view angle switching control, the view angle switching control is continuously displayed in the graphical user interface displaying the virtual game scene of the target viewing angle, and another viewing angle can be determined from the candidate viewing angle according to a re-operation of the user on the view angle switching control. Here, the other viewing angle is a viewing angle in the candidate viewing angle except the target viewing angle, and the virtual game scene of the target viewing angle displayed in the graphical user interface is switched to a virtual game scene of the other viewing angle.

[0162] The other viewing angle can be a view angle of any virtual character participating in the battle event, or a global view angle, i.e., a third-person view angle for observing the virtual game scene involved in the battle event.

[0163] The picture restoring control is displayed in the graphical user interface, and in response to a touch operation on the picture restoring control, the virtual game scene of the target viewing angle displayed in the graphical user interface is switched back to the current virtual game scene.

[0164] In this step, to facilitate the user in restoring the content displayed in the graphical user interface, a screen restoration control can also be provided in the graphical user interface. In response to the user's touch operation on the screen restoration control, the virtual game scene of the target spectator view displayed in the graphical user interface is switched back to the current virtual game scene.

[0165] For example, please refer to Figure 3 , Figure 3 This is a second schematic diagram of a graphical user interface provided as an embodiment of this application. For example... Figure 3 As shown, the graphical user interface 3a displays a virtual game scene with a target spectator view, real-time battle information 3b, a view switching control 3c, and a screen restoration control 3d. The real-time battle information 3b includes the avatar 3e of virtual character A and the avatar 3f of virtual character B (here, it is assumed that at least two virtual characters participating in the battle event are virtual character A and virtual character B, and the current graphical user interface displays a virtual game scene with virtual character A's view as the target spectator view). The user can use the touch view switching control 3c to set the spectator view of virtual character B to another spectator view, and the virtual game scene under virtual character B's spectator view will be displayed in the graphical user interface. When the user applies a touch operation to the screen restoration control 3d, the virtual game scene with the target spectator view displayed in the graphical user interface 3a will be restored to the current virtual game scene.

[0166] Here, since the current graphical user interface displays a virtual game scene with the perspective of virtual character A as the target spectator, the avatar of virtual character A in the real-time battle information can also be set to an untouchable state in the graphical user interface to prevent users from accidentally switching interfaces and wasting server-side data transmission resources.

[0167] During game spectating, the spectator's perspective is limited as their role changes. For example, when the spectator is a player, they can only watch the game from the perspective of their own virtual character and / or the virtual characters controlled by their teammates. When the spectator is a referee or a spectator, they can choose to watch the game from the perspective of virtual characters from different teams.

[0168] In an embodiment, the current virtual game scene includes a virtual game scene with a third virtual character's perspective as a spectating perspective, the at least two virtual characters include a fourth virtual character, and step S103 includes: in response to a perspective switching operation for the real-time battle information, determining the fourth virtual character's perspective as a target spectating perspective; wherein the third virtual character and the fourth virtual character belong to the same team, or the third virtual character and the fourth virtual character belong to different teams; and switching the current virtual game scene displayed in the graphical user interface with the third virtual character's perspective as the spectating perspective to the virtual game scene with the fourth virtual character's perspective as the target spectating perspective.

[0169] In this step, when the identity of the user watching the game is a player, if the current virtual game scene currently displayed in the graphical user interface is a virtual game scene with a third virtual character's perspective as a spectating perspective, when the player wants to switch the scene by touching the real-time battle information, the current virtual game scene can only be switched to a virtual character in the at least two virtual characters that belongs to the same team as the third virtual character. When it is determined that a fourth virtual character included in the at least two virtual characters belongs to the same team as the third virtual character, the current virtual game scene displayed in the graphical user interface with the third virtual character's perspective as the spectating perspective can be switched to a virtual game scene with the fourth virtual character's perspective as the target spectating perspective.

[0170] When the identity of the user watching the game is a game referee or a spectator, the scene can be switched regardless of whether the third virtual character and the fourth virtual character belong to the same team. If the current virtual game scene currently displayed in the graphical user interface is a virtual game scene with a third virtual character's perspective as a spectating perspective, when the user wants to switch the scene by touching the real-time battle information, a fourth virtual character with the best spectating perspective is determined from the at least two virtual characters; the current virtual game scene displayed in the graphical user interface with the third virtual character's perspective as the spectating perspective is switched to a virtual game scene with the fourth virtual character's perspective as the target spectating perspective.

[0171] In the process of the user watching the game, in order to enable the user to more clearly understand the game status of each virtual character, the character parameter information of the virtual character to which the virtual game scene displayed in the graphical user interface belongs can be displayed in the graphical user interface.

[0172] In an embodiment, the method further includes: displaying first parameter information of the third virtual character in the current virtual game scene; and the first parameter information is used to prompt character attribute information of the third virtual character.

[0173] Here, since the current virtual game scene is a virtual game scene with the third virtual role as the spectating view angle, i.e., the virtual role to which the current virtual game scene belongs is the third virtual role, at this time, the first parameter information of the third virtual role can be displayed in the graphical user interface. The first parameter information includes life information, attack information, defense information, and other character attribute information of the third virtual role.

[0174] Or, the second parameter information of the fourth virtual role is displayed in the virtual game scene of the target spectating view angle; wherein the second parameter information is used to prompt the character attribute information of the fourth virtual role.

[0175] Here, since the virtual role to which the virtual game scene of the target spectating view angle belongs is the fourth virtual role, at this time, the second parameter information of the fourth virtual role can be displayed in the graphical user interface. The second parameter information is used to represent the battle state of the fourth virtual role; the second parameter information includes life information, attack information, defense information, and other character attribute information of the fourth virtual role.

[0176] In an implementation, in order to enable the user to simultaneously monitor the current virtual game scene and the virtual game scene under the target spectating view angle, the method further includes: in response to a view angle switching operation on the real-time battle information, simultaneously displaying the current virtual game scene and the virtual game scene under the target spectating view angle in the graphical user interface.

[0177] In this step, after the user selects to display the virtual game scene under the target spectating view angle in the graphical user interface by applying a view angle switching operation on the real-time battle information, the current virtual game scene and the virtual game scene under the target spectating view angle can be simultaneously displayed in the graphical user interface, so that the user can simultaneously monitor the game pictures in the two game scenes.

[0178] The switching method of the spectating view angle provided by the embodiments of the present application displays the current virtual game scene on the graphical user interface; when a battle event occurs in the virtual game, displays real-time battle information on the graphical user interface; and in response to a view angle switching operation on the real-time battle information, switches the current virtual game scene displayed on the graphical user interface to the virtual game scene of the target spectating view angle in the candidate spectating view angle. In this way, the user can timely switch the display content in the graphical user interface to the virtual game scene under the target spectating view angle through the real-time battle information displayed in the graphical user interface during the process of watching the game, thereby improving the convenience and accuracy of switching the specified spectating view angle.

[0179] Please refer to Figure 4 , Figure 5 , Figure 4Fig. 1 is a structural schematic diagram of a switching device for a viewing angle according to an embodiment of the present application, Figure 5 Fig. 2 is a structural schematic diagram of a switching device for a viewing angle according to another embodiment of the present application. As shown in Figure 4 The switching device 400 includes the following modules:

[0180] A first scene display module 410, configured to display a current virtual game scene on a graphical user interface; the current virtual game scene is a virtual game scene under a current virtual viewing angle;

[0181] A first information display module 420, configured to display real-time battle information on the graphical user interface when a battle event in the virtual game is monitored; wherein the real-time battle information at least includes role identifiers of at least two virtual roles participating in the battle event; the at least two virtual roles participating in the battle event belong to different teams;

[0182] A first scene switching module 430, configured to switch the current virtual game scene displayed on the graphical user interface to a virtual game scene of a target viewing angle in candidate viewing angles in response to a viewing angle switching operation on the real-time battle information; the target viewing angle is a viewing angle determined according to the at least two virtual roles participating in the battle event.

[0183] Further, as shown in Figure 5 The switching device 400 further includes a second information display module 440, which is configured to:

[0184] When a virtual role in the at least two virtual roles participating in the battle event is in a knocked down state or a defeated state, display kill information in the graphical user interface or the real-time battle information;

[0185] Wherein the kill information includes a role identifier of a first virtual role in a knocked down state or a defeated state, a role identifier of a second virtual role knocking down or defeating the first virtual role, and indication information reflecting that the second virtual role knocks down or defeats the first virtual role.

[0186] Further, as shown in Figure 5 The switching device 400 further includes a parameter display module 450, which is configured to:

[0187] Display first parameter information of the third virtual role in the current virtual game scene; wherein the first parameter information is used to prompt role attribute information of the third virtual role; or,

[0188] display second parameter information of the fourth virtual character in the virtual game scene of the target viewing angle; wherein the second parameter information is used to prompt character attribute information of the fourth virtual character.

[0189] Further, as shown in Figure 5 The switching device 400 further comprises a second scene display module 460, which is configured to:

[0190] In response to the viewing angle switching operation for the real-time battle information, simultaneously display the current virtual game scene and the virtual game scene under the target viewing angle in the graphical user interface.

[0191] Further, as shown in Figure 5 After switching the current virtual game scene displayed on the graphical user interface to the virtual game scene of the target viewing angle in the candidate viewing angle, the switching device 400 further comprises a second scene switching module 470, which is configured to:

[0192] In response to the operation of the viewing angle switching control, switch the virtual game scene of the target viewing angle displayed in the graphical user interface to the virtual game scene of another viewing angle; wherein the another viewing angle is a viewing angle in the candidate viewing angle except the target viewing angle;

[0193] Display a picture restoring control in the graphical user interface, and in response to the touch operation of the picture restoring control, switch the virtual game scene of the target viewing angle displayed in the graphical user interface back to the current virtual game scene.

[0194] Further, when used to display the real-time battle information on the graphical user interface, the first scene display module 410 is configured to:

[0195] Monitor the start time and the end time of the battle event, and maintain the display of the character identification of at least two virtual characters participating in the battle event in the real-time battle information in the graphical user interface within the time interval from the start time to the end time of the battle event.

[0196] Further, when used to display the real-time battle information on the graphical user interface, the first scene display module 410 is configured to:

[0197] Monitor the game state of at least two virtual characters participating in the battle event; the game state at least includes a battle survival state, a knocked down state and a defeated state;

[0198] The role identifier of the virtual role in the battle survival state is displayed in the real-time battle information.

[0199] Further, the first scene switching module 430 is configured to:

[0200] determine the observation view of the first virtual role as the target observation view in response to the view switching operation on the real-time battle information;

[0201] switch the current virtual game scene displayed on the graphical user interface to the virtual game scene of the target observation view.

[0202] Further, the first scene switching module 430 is configured to:

[0203] determine the target virtual role from the at least two virtual roles participating in the battle event in response to the view switching touch operation on the real-time battle information;

[0204] switch the current virtual game scene displayed on the graphical user interface to the virtual game scene of the target observation view corresponding to the target virtual role.

[0205] Further, the real-time battle information includes a candidate observation view area, the candidate observation view area includes an observation area determined according to each virtual role participating in the battle event, the observation area is used to indicate a corresponding observation view, and the first scene switching module 430 is configured to:

[0206] determine the target observation view corresponding to the observation area in response to the view switching operation on the candidate observation view area according to the observation area where the view switching operation is located;

[0207] switch the current virtual game scene displayed on the graphical user interface to the virtual game scene of the target observation view.

[0208] Further, a view switching control is provided on the graphical user interface, and the first scene switching module 430 is configured to:

[0209] determine a target virtual character from the at least two virtual characters participating in the combat event in the real-time combat information in response to a view switching operation on the view switching control; the view switching operation is used to associate the view switching control with the target virtual character;

[0210] switch the current virtual game scene displayed on the graphical user interface to a virtual game scene corresponding to a target spectator view of the target virtual character.

[0211] Further, the current virtual game scene includes a virtual game scene with a third virtual character's view as a spectator view, and the at least two virtual characters include a fourth virtual character. The first scene switching module 430 is configured to:

[0212] determine the fourth virtual character's view as the target spectator view in response to a view switching operation on the real-time combat information; wherein the third virtual character and the fourth virtual character belong to the same team; or the third virtual character and the fourth virtual character belong to different teams;

[0213] switch the current virtual game scene displayed on the graphical user interface with the third virtual character's view as a spectator view to the virtual game scene with the fourth virtual character's view as the target spectator view.

[0214] Further, the first information display module 420 is configured to:

[0215] when it is monitored that a combat event occurs in the virtual game, determine a viewing reference level of the combat event according to real-time combat information of the combat event; the viewing reference level is used to indicate the degree of influence of the combat event on the virtual game; if the viewing reference level is not less than a preset level threshold, display the real-time combat information on the graphical user interface.

[0216] The switching device for a watching perspective provided by the embodiment of the application displays a current virtual game scene on a graphical user interface; when a battle event in the virtual game is monitored, real-time battle information is displayed on the graphical user interface; and in response to a perspective switching operation for the real-time battle information, the current virtual game scene displayed on the graphical user interface is switched to a virtual game scene of a target watching perspective in candidate watching perspectives. In this way, during the process of watching the game, the user can switch the display content in the graphical user interface to the virtual game scene under the target watching perspective in time through the real-time battle information displayed in the graphical user interface, thereby improving the convenience and accuracy of switching the specified watching perspective.

[0217] Please refer to Figure 6 , Figure 6 A structural schematic diagram of an electronic device provided by the embodiment of the application is shown in FIG. 6. Figure 6 As shown in FIG. 6, the electronic device 600 includes a processor 610, a memory 620 and a bus 630.

[0218] The memory 620 stores machine readable instructions executable by the processor 610. When the electronic device 600 is running, the processor 610 communicates with the memory 620 through the bus 630. When the machine readable instructions are executed by the processor 610, the steps of the switching method for a watching perspective in the method embodiment shown in FIG. 6 can be performed. For the specific implementation, please refer to the method embodiment, which will not be described here. Figure 1

[0219] The embodiment of the application further provides a computer readable storage medium, which stores a computer program. When the computer program is run by a processor, the steps of the switching method for a watching perspective in the method embodiment shown in FIG. 6 can be performed. For the specific implementation, please refer to the method embodiment, which will not be described here. Figure 1

[0220] Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working process of the system, device and unit described above can refer to the corresponding process in the foregoing method embodiment, which will not be described here.

[0221] ​​In several embodiments provided in the present application, it should be understood that the disclosed system, device and method can be implemented in other manners. The described device embodiments are merely schematic, for example, the division of the units is only a logical function division, and there can be another division manner in actual implementation, for example, a plurality of units or components can be combined or integrated into another system, or some features can be ignored or not executed. In addition, the displayed or discussed mutual couplings or direct couplings or communication connections between different units, or the among different units, can be indirect couplings or communication connections through some interfaces, devices or units, and can be in electrical, mechanical or other forms.

[0222] The units described as separated components can or can not be physically separated, and the components displayed as units can or can not be physical units, i.e., can be located in one place, or can be distributed on a plurality of network units. Some or all of the units can be selected according to actual needs to achieve the purposes of the embodiments of the present application.

[0223] In addition, each functional unit in the embodiments of the present application can be integrated in one processing unit, or each unit can exist physically as a separate unit, or two or more units can be integrated in one unit.

[0224] If the functions are implemented in the form of software function units and sold or used as independent products, they can be stored in a non-volatile computer readable storage medium executable by a processor. Based on this understanding, the technical solutions of the present application or the part of the technical solutions that make essential contributions to the prior art can be embodied in the form of a software product, and the computer software product is stored in a storage medium, including a plurality of instructions for causing 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 methods described in the embodiments of the present application. The foregoing storage medium includes: a U disk, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk, and various media that can store program codes.

[0225] Finally, it should be noted that the above-described embodiments are merely specific embodiments of the present application, which are used to illustrate the technical solutions of the present application, but not to limit the same. The protection scope of the present application is not limited thereto. Although the present application has been described in detail with reference to the foregoing embodiments, it should be understood by those skilled in the art that any skilled person in the art can still modify or easily think of changes to the technical solutions recorded in the foregoing embodiments, or make equivalent replacements to some of the technical features, within the technical scope disclosed by the present application. The modifications, changes or replacements do not make the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present application, and should be covered within the protection scope of the present application. Therefore, the protection scope of the present application should be subject to the protection scope of the claims.

Claims

1. A method for switching spectator perspectives, characterized in that, The method of displaying a virtual game scene through a graphical user interface of a terminal device includes: The current virtual game scene is displayed on the graphical user interface; the current virtual game scene is the virtual game scene from the current virtual perspective. When a combat event is detected in the virtual game, real-time combat information is displayed on the graphical user interface. This real-time combat information includes the character identifiers of at least two virtual characters participating in the combat event. These two virtual characters belong to different teams. The real-time combat information includes candidate spectator view areas, each defined based on a spectator area for each virtual character participating in the combat event. The spectator area indicates the corresponding spectator view. Displaying the real-time combat information on the graphical user interface includes: real-time monitoring of the combat event's occurrence status; and maintaining the display of the character identifiers of at least two virtual characters participating in the combat event in the graphical user interface throughout the combat event's duration. In response to a perspective switching operation for real-time combat information, the current virtual game scene displayed on the graphical user interface will be switched to the virtual game scene of the target spectator view among the candidate spectator views; the target spectator view is a spectator view determined based on at least two virtual characters participating in the combat event.

2. The method for switching spectator views according to claim 1, characterized in that, Real-time combat information is displayed on the graphical user interface, including: Monitor the game states of at least two virtual characters involved in a combat event; the game states include at least the combat survival state, the knocked-down state, and the defeated state; The character icons of at least two virtual characters participating in the battle event who are in a combat-alive state will be displayed in the real-time battle information.

3. The method for switching spectator views according to claim 2, characterized in that, The method further includes: When at least two virtual characters involved in a combat event are detected to be in a knocked-down or defeated state, kill information is displayed in the graphical user interface or real-time combat information. The kill information includes the character identifier of the first virtual character who is in a knocked-down or defeated state in the game, the character identifier of the second virtual character who knocked down or defeated the first virtual character, and indication information reflecting that the second virtual character knocked down or defeated the first virtual character.

4. The method for switching spectator views according to claim 3, characterized in that, The operation of switching perspectives in response to real-time combat information, which switches the current virtual game scene displayed on the graphical user interface to the virtual game scene of the target spectator perspective among the candidate spectator perspectives, includes: In response to the perspective switching operation for real-time combat information, the spectator perspective of the first virtual character is determined as the target spectator perspective; The current virtual game scene displayed on the graphical user interface will be switched to the virtual game scene from the target spectator's perspective.

5. The method for switching spectator views according to claim 1, characterized in that, The operation of switching perspectives in response to real-time combat information, which switches the current virtual game scene displayed on the graphical user interface to the virtual game scene of the target spectator perspective among the candidate spectator perspectives, includes: In response to touch controls that switch perspectives to provide real-time combat information, the target virtual character is identified from at least two virtual characters involved in the combat event. The current virtual game scene displayed on the graphical user interface will be switched to the virtual game scene of the target virtual character's spectator perspective.

6. The method for switching spectator views according to claim 1, characterized in that, In response to perspective switching operations for real-time combat information, the current virtual game scene displayed on the graphical user interface will be switched to the virtual game scene of the target spectator view among the candidate spectator views, including: In response to a view switching operation for a candidate spectator view area, the target spectator view corresponding to the spectator area is determined based on the spectator area where the view switching operation is located. Switches the current virtual game scene displayed on the graphical user interface to the virtual game scene from the target spectator's perspective.

7. The method for switching spectator views according to claim 1, characterized in that, A perspective switching control is provided on the graphical user interface. In response to a perspective switching operation for real-time combat information, the control switches the current virtual game scene displayed on the graphical user interface to the virtual game scene of the target spectator view among the candidate spectator views, including: In response to a view switching operation on the view switching control, a target virtual character is determined from at least two virtual characters participating in the combat event in the real-time combat information; the view switching operation is used to associate the view switching control with the target virtual character. The current virtual game scene displayed on the graphical user interface will be switched to the virtual game scene of the target virtual character's spectator perspective.

8. The method for switching spectator views according to claim 7, characterized in that, After switching the current virtual game scene displayed on the graphical user interface to the virtual game scene of the target spectator view among the candidate spectator views, the method further includes: In response to an operation on the view switching control, the virtual game scene of the target spectator view displayed in the graphical user interface is switched to a virtual game scene of another spectator view; wherein, the other spectator view is a spectator view other than the target spectator view among the candidate spectator views. A screen restore control is displayed in the graphical user interface. In response to a touch operation on the screen restore control, the virtual game scene of the target spectator view displayed in the graphical user interface is switched back to the current virtual game scene.

9. The method for switching spectator views according to claim 1, characterized in that, The current virtual game scene includes a virtual game scene with a third virtual character's perspective as the spectator view, the at least two virtual characters include a fourth virtual character, and the switching of the current virtual game scene displayed on the graphical user interface to the virtual game scene of the target spectator view among the candidate spectator views in response to the perspective switching operation for real-time combat information includes: In response to a perspective switching operation for real-time combat information, the perspective of the fourth virtual character is determined as the target spectator perspective; wherein, the third virtual character and the fourth virtual character belong to the same team; or the third virtual character and the fourth virtual character belong to different teams; The current virtual game scene displayed in the graphical user interface, which is viewed from the perspective of the third virtual character, will be switched to the virtual game scene that is viewed from the perspective of the fourth virtual character.

10. The method for switching spectator views according to claim 9, characterized in that, The method further includes: The first parameter information of the third virtual character is displayed in the current virtual game scene; wherein, the first parameter information is used to indicate the character attribute information of the third virtual character; or, The second parameter information of the fourth virtual character is displayed in the virtual game scene from the target spectator's perspective; wherein, the second parameter information is used to prompt the character attribute information of the fourth virtual character.

11. The method for switching spectator views according to claim 1, characterized in that, When a combat event is detected in the virtual game, displaying real-time combat information on the graphical user interface includes: When a combat event is detected in the virtual game, a viewing reference level for the combat event is determined based on the real-time combat information of the combat event. The viewing reference level is used to indicate the degree to which the combat event affects the virtual game. If the viewing reference level is not less than a preset level threshold, the real-time combat information is displayed on the graphical user interface.

12. The method for switching spectator views according to claim 1, characterized in that, The method further includes: In response to a perspective switching operation for real-time combat information, the current virtual game scene and the virtual game scene from the target spectator's perspective are simultaneously displayed in the graphical user interface.

13. A device for switching spectator perspectives, characterized in that, The device displays a virtual game scene through a graphical user interface on a terminal device, and includes: The first scene display module is used to display the current virtual game scene on the graphical user interface; the current virtual game scene is the virtual game scene from the current virtual perspective. The first information display module is used to display real-time battle information on the graphical user interface when a battle event is detected in the virtual game; wherein the real-time battle information includes the character identifiers of at least two virtual characters participating in the battle event; the at least two virtual characters participating in the battle event belong to different teams; the real-time battle information includes candidate spectator view areas, which include spectator areas determined according to each virtual character participating in the battle event, and the spectator areas are used to indicate the corresponding spectator view; displaying real-time battle information on the graphical user interface includes: monitoring the occurrence status of the battle event in real time, and maintaining the display of the character identifiers of at least two virtual characters participating in the battle event in the graphical user interface during the continuation of the battle event; The first scene switching module is used to respond to the perspective switching operation for real-time combat information and switch the current virtual game scene displayed on the graphical user interface to the virtual game scene of the target spectator perspective among the candidate spectator perspectives; the target spectator perspective is the spectator perspective determined based on at least two virtual characters participating in the combat event.

14. An electronic device, characterized in that, include: The device includes a processor, a memory, and a bus. The memory stores machine-readable instructions executable by the processor. When the electronic device is running, the processor communicates with the memory via the bus. The machine-readable instructions are executed by the processor to perform the steps of the spectator view switching method as described in any one of claims 1 to 12.

15. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program that, when executed by a processor, performs the steps of the spectator view switching method as described in any one of claims 1 to 12.

Citation Information

Patent Citations

  • Game control method and device, terminal and storage medium

    CN113398565A