Method and device for switching perspective in game, electronic equipment and storage medium
Patent Information
- Application Number
- CN202211673775.6
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-12-26
- Publication Date
- 2026-09-29
- Estimated Expiration
- 2042-12-26
AI Technical Summary
但现实情况是,凭玩家的记忆和评估不能准确快速的切换视角,并且若发现周边环境有多个想要切换的视角时,往往会因遗忘遗漏而导致游戏失利,从而影响玩家和游戏场景的交互体验
[0024]本申请实施例提供的游戏中视角切换的方法,当玩家在用观察视角观察虚拟游戏角色周边环境时,可以根据预设标记事件标记一个以上目标观察视角,并且在游戏界面上为每个目标观察视角都设置一个临时标记控件。这样,玩家可以通过临时标记控件快速将虚拟游戏角色的主视角切换成该目标观察视角,游戏界面将显示目标观察视角下的游戏画面。这样,玩家无凭记忆记住目标观察视角,也无需手动调整虚拟游戏角色的主视角,仅需要触控临时标记控件就能准确且快速的切换虚拟游戏游戏的主视角。从而便于玩家在目标观察视角对应的游戏画面中完成相关游戏操作。这样,在提高虚拟游戏角色视角切换的准确率和速率的同时,提高玩家和游戏场景的交互体验。
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Figure CN116020113B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of game technology, specifically to a method, device, electronic device, and storage medium for switching perspectives in a game. Background Technology
[0002] In some 3D game scenarios, to provide players with a better observation experience, a viewpoint control is typically provided for them to view their surroundings. The game screen displayed on the user interface is the view from the player's main perspective (first-person view), which is usually manually adjusted by the player. The viewpoint control, however, provides players with a different perspective than the player's main view, allowing them to observe the virtual game character's surroundings.
[0003] Specifically, players enter observation mode by touching the observation view control and manually change the observation view. The game screen displayed on the user interface will then change according to the change in observation view. This allows players to observe the surrounding environment without moving their virtual character's main viewpoint. When the player stops controlling the observation view control and exits observation mode, the user interface will revert to displaying the game screen from the virtual character's main viewpoint.
[0004] Typically, when players observe their surroundings and discover a desired perspective, they need to assess the angle difference between the desired viewpoint and their primary viewpoint. After exiting observation mode, players manually adjust the game screen based on their memory of the direction and the assessed angle difference to switch the virtual game character's primary viewpoint to the ideal observation view. However, in reality, players cannot accurately and quickly switch perspectives based on memory and assessment alone. Furthermore, if multiple desired perspectives are discovered, players often forget or miss some, leading to game failure and impacting the player's interactive experience with the game environment. Summary of the Invention
[0005] In view of this, this application provides a method, device, electronic device, and storage medium for switching perspectives in games. When a player observes the environment surrounding a virtual game character using a viewing perspective, the target viewing perspective can be marked in real time according to the target marked perspective, and temporary marker controls corresponding to each target viewing perspective can be generated. In this way, the player can quickly and accurately switch the virtual game character's main perspective to the target viewing perspective through the temporary marker controls, thereby facilitating the player to complete relevant game operations within the game screen corresponding to the target viewing perspective. This improves the accuracy and speed of virtual game character perspective switching while enhancing the interactive experience between the player and the game scene.
[0006] The first aspect of this application provides a method for switching perspectives in a game, the switching method comprising:
[0007] In response to movement control operations on the observation view controls in the game interface, enter the surrounding environment observation mode.
[0008] The viewing angle of the virtual game character changes according to the movement state of the movement control operation, and the surrounding environment of the virtual game character is displayed according to the changed viewing angle.
[0009] During the process of displaying the surrounding environment corresponding to the virtual game character, a preset marker event was detected.
[0010] The target observation angle is determined based on the occurrence time of the preset marked event.
[0011] A temporary marker control is displayed on the game interface; the temporary marker control points to the target's viewing angle.
[0012] A second aspect of this application provides a processing device for switching perspectives in a game, comprising:
[0013] The processing unit is used to enter the surrounding environment observation mode in response to movement control operations of the observation view control on the game interface.
[0014] The processing unit is also used to change the viewing angle of the virtual game character according to the movement state of the movement control operation.
[0015] The display unit is used to display the surrounding environment of the virtual game character according to the changed viewing angle.
[0016] The monitoring unit is used to determine the presence of preset marker events during the process of displaying the surrounding environment of the virtual game character.
[0017] The determining unit is used to determine the target observation angle based on the occurrence time of a preset marked event.
[0018] The display unit is also used to display temporary marker controls on the game interface; the temporary marker controls point to the target's viewing angle.
[0019] A third aspect of this application provides an electronic device, including: a memory and a processor, wherein the memory and the processor are coupled.
[0020] The memory is used to store one or more computer instructions.
[0021] The processor is used to execute one or more computer instructions to implement a method for switching perspectives in a game as described in the first aspect above.
[0022] A fourth aspect of this application also provides a computer-readable storage medium storing one or more computer instructions, characterized in that the instructions are executed by a processor to implement a method for switching perspectives in a game as described in any of the above technical solutions.
[0023] Compared with the prior art, the embodiments of this application have the following advantages:
[0024] The method for switching game perspectives provided in this application allows players to mark more than one target observation perspective based on a preset marker event when observing the environment surrounding a virtual game character. A temporary marker control is then set for each target observation perspective on the game interface. Players can quickly switch the virtual game character's main perspective to the target observation perspective using this temporary marker control, and the game interface will display the game screen under that target observation perspective. This eliminates the need for players to memorize target observation perspectives or manually adjust the virtual game character's main perspective; they can accurately and quickly switch the virtual game's main perspective simply by touching the temporary marker control. This facilitates players performing relevant game operations within the game screen corresponding to the target observation perspective. Thus, while improving the accuracy and speed of virtual game character perspective switching, it also enhances the interactive experience between the player and the game scene. Attached Figure Description
[0025] To more clearly illustrate the technical solutions of the embodiments of this application, the drawings used in the description of the embodiments of this application will be briefly introduced below. Obviously, the drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0026] Figure 1 A schematic diagram of the structure of a game interface provided in an embodiment of this application;
[0027] Figure 2 A flowchart illustrating a perspective switching method in a game, provided as an embodiment of this application;
[0028] Figure 3 A schematic diagram of the structure of a game interface provided in an embodiment of this application;
[0029] Figure 4 A flowchart illustrating another perspective switching method in a game provided in this application embodiment;
[0030] Figure 5 A schematic diagram showing the result of the viewing angle control moving within the movable area of the viewing angle control, as provided in the embodiments of this application;
[0031] Figure 6A schematic diagram illustrating the display of a temporary marker control provided in an embodiment of this application;
[0032] Figure 7 A schematic diagram illustrating the display of another temporary marker control provided in an embodiment of this application;
[0033] Figure 8 A schematic diagram of a perspective switching processing device in a game provided in an embodiment of this application;
[0034] Figure 9 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. Detailed Implementation
[0035] This application provides a method, device, electronic device, and storage medium for switching perspectives in games. When a player observes the environment surrounding a virtual game character using a designated viewpoint, the system can promptly mark the target viewpoint based on the target viewpoint and generate temporary marker controls corresponding to each target viewpoint. This allows the player to quickly and accurately switch the virtual game character's main viewpoint to the target viewpoint using these temporary marker controls, facilitating gameplay within the game screen corresponding to the target viewpoint. This improves the accuracy and speed of virtual game character perspective switching while enhancing the interactive experience between the player and the game scene.
[0036] To enable those skilled in the art to better understand the technical solutions of this application, the application will be clearly and completely described below with reference to the accompanying drawings of the embodiments. However, this application can be implemented in many other ways different from those described above. Therefore, based on the embodiments provided in this application, all other embodiments obtained by those skilled in the art without creative effort should fall within the scope of protection of this application.
[0037] It should be noted that the terms "first," "second," "third," etc., in the claims, specification, and drawings of this application are used to distinguish similar objects and are not used to describe a specific order or sequence. Such data are interchangeable where appropriate so that the embodiments of this application described herein can be implemented in a sequence other than that shown or described herein. Furthermore, the terms "comprising," "having," and their variations are intended to cover non-exclusive inclusion; for example, a process, method, system, product, or apparatus that includes a series of steps or units is not necessarily limited to those steps or units explicitly listed, but may include other steps or units not explicitly listed or inherent to these processes, methods, products, or apparatuses.
[0038] Nowadays, gaming has become an indispensable form of leisure and entertainment in our daily lives. In some existing 3D game scenes, to provide players with a better observation experience, certain games offer a viewpoint control for viewing the surrounding environment. Players can continuously change the viewpoint by touching this control, and the user interface displays the game scene from different viewpoints accordingly. This allows players to observe their surroundings and perform subsequent game actions without moving their virtual game character.
[0039] Understandably, upon entering the game, the game screen displayed on the user interface is the view from the player's virtual game character's first-person perspective, which is usually manually adjusted by the player. For example, the player slides the screen to adjust the virtual game character's first-person perspective. However, the viewing angle control provides a different viewing angle than the virtual game character's first-person perspective. When the player uses the viewing angle control to enter the surrounding environment observation state, the user interface no longer displays the game screen from the virtual game character's first-person perspective. Instead, it displays different viewing angles depending on the player's switching of the viewing angle. When the player cancels the control and exits the surrounding environment observation state, the user interface will re-display the game screen from the virtual game character's first-person perspective. Figure 1 This is a schematic diagram of a game interface provided in an embodiment of this application. Figure 1 As shown, the game interface displays the game screen from the first-person perspective of the virtual game character 101. To adjust the virtual game character's perspective, the player simply needs to manually slide the game screen. The "eye button" on the game screen is the observation view control 102. When the player presses and holds this eye button, they enter the surrounding environment observation state. In this state, the virtual game character's first-person perspective remains unchanged, but the game interface no longer displays the game screen from the virtual game character's first-person perspective. Instead, the observation view is determined by the player's dragging of the eye button, and the game screen displayed under that observation view is shown. For example, when the player presses and drags the eye button to the right, the game interface displays the view to the right of the virtual game character; when the player presses and drags the eye button to the left, the game interface displays the view to the left of the virtual game character. When the player removes their finger from the eye button, they exit the surrounding environment observation state, and the game interface re-displays the game screen from the virtual game character's first-person perspective.
[0040] In this game, a virtual camera can be placed above or behind the player-controlled virtual character. The game screen changes with the virtual character's movement and perspective. In shooting or combat games, this offers the advantage of precise aiming and an immersive experience. However, its drawback is also obvious: the game screen is limited to a certain angle in front of the virtual character, preventing a comprehensive view of the entire game environment. Therefore, providing the virtual character with a viewing angle to observe its surroundings is crucial. This viewing angle allows the player to observe all activity in the environment without changing the virtual character's own perspective. For example, when the virtual character is prone to avoid exposure but wants to observe its surroundings, when running from the poison gas and wanting to check for enemies behind or lying in ambush, or when crouching outside a building to ambush enemies and wanting to see if anyone is approaching from behind, the player can observe through the viewing angle without moving the virtual character or changing its primary perspective. Virtual game characters don't need to move, reducing the chances of being exposed or hindering gameplay. Furthermore, if players notice anything in their surroundings through their observational viewpoint, they can take action in advance.
[0041] Currently, when a player observes an event in their surroundings (usually a dangerous situation), they stop controlling the observation view, such as by releasing the eye button. The game interface then reverts to the player character's main perspective. However, when the player decides to take action and needs to switch the main perspective to the observation view where the event occurred, they must manually adjust the view based on memory. For example, if a player observes an enemy behind their character, they must first release the eye button, then manually drag the screen to adjust the main perspective until they see the enemy behind them, before engaging in combat.
[0042] In the aforementioned scenarios, because the virtual game character's first-person perspective requires manual adjustment, even if the player observes a dangerous situation using the observation view, they cannot promptly and accurately switch their first-person perspective to the perspective of the danger. They may be killed by the enemy before they even have a chance to switch and aim at them. Furthermore, if the player discovers multiple dangerous situations, remembering the corresponding perspective for each is extremely difficult, potentially leading to missed opportunities or delays that result in game failure. Therefore, the interactive experience of using existing observation view controls to observe the surrounding environment is poor. How to enable players to quickly and accurately switch their first-person perspective to the desired view within the game has become a pressing issue that needs to be addressed.
[0043] To address the aforementioned problems, this application provides a method, apparatus, electronic device, and storage medium for switching perspectives in games. When a player observes the environment surrounding a virtual game character using a designated viewpoint, they can mark one or more target viewpoints based on preset marker events, and display temporary marker controls indicating these target viewpoints on the game interface. In this way, the player can switch the virtual game character's main perspective to the target viewpoint using the temporary marker controls, facilitating gameplay within the game screen corresponding to the target viewpoint. This improves the accuracy and speed of virtual game character perspective switching while enhancing the interactive experience between the player and the game scene. The methods, apparatus, terminals, and computer-readable storage media described in this application will be further described in detail below with reference to specific embodiments and accompanying drawings.
[0044] Figure 2 This is a flowchart illustrating a perspective switching method in a game, as provided in an embodiment of this application. It should be noted that the steps shown in this flowchart can be executed in a computer system such as a set of computer-executable instructions. Furthermore, in some cases, the released steps can be executed in a logical order different from that shown in the flowchart.
[0045] like Figure 2 As shown, the perspective switching in this game includes the following steps:
[0046] 201. In response to movement control operations of the observation view control on the game interface, enter the surrounding environment observation mode.
[0047] The game interface refers to the user interface of game software. When entering a game scene, the game interface displays the game screen, which includes multiple controls for the player to manipulate, such as controls to trigger attack skills, controls to move the virtual character, and controls to view various information. The game screen displayed on the game interface is usually the game screen from the virtual game character's main perspective, and this screen changes as the virtual game character moves and its main perspective changes. In this embodiment, the game interface also includes an observation perspective control, which provides an observation perspective different from the virtual game character's main perspective. When the player wants to observe the virtual game character's surrounding environment without changing the virtual game character's main perspective, they can touch the observation perspective control to enter the surrounding environment observation mode. At this time, the game screen stops displaying the game screen from the virtual game character's main perspective (or only displays the game screen from the virtual game character's main perspective in a certain area of the game interface), and instead displays the game screen from the observation perspective. Simultaneously, the observation perspective changes according to the player's movement control operations on the observation perspective control. Players can move and control the viewing angle on the game interface to enter the surrounding environment observation mode, and change the viewing angle by moving and controlling the view to observe the surrounding environment of the virtual game character.
[0048] 202. Change the viewing angle of the virtual game character according to the movement state of the movement control operation, and display the surrounding environment of the virtual game character according to the changed viewing angle.
[0049] Players use the viewpoint controls on the game interface to move the viewpoint, and the movement state of the control changes the viewpoint. The game interface then displays different game scenes based on the changing viewpoint.
[0050] For example, a certain area can be set outside the observation view control as the movable area of the observation view control. The player can slide the observation view control to move in any direction within this area. The observation view is controlled according to the direction and distance the observation view control moves within the movable area. The greater the distance the observation view control moves within the movable area, the larger the angle between the main view and the observation view corresponding to the virtual game character.
[0051] For example, the movable area of the viewpoint control can be set to a circular area centered on the viewpoint control, and the movement control operation can be defined as a swipe operation. In this case, the player can control the viewpoint control to slide between the center of the circular area and the outer boundary of the circular area. When sliding from the inside out, the game interface displays the game screen extending from near to far, with the virtual game character as the reference. The player can also control the viewpoint control to slide from the center of the circular area in any direction towards the outer boundary of the circular area, displaying a view extending from near to far in any direction on the game interface. The direction in which the player slides the viewpoint control determines the direction of the viewpoint displayed on the game interface relative to the virtual game character's main perspective. For example, if the player slides the viewpoint control directly forward, the game interface displays the surrounding environment directly in front of the virtual game character, showing the game screen extending from near to far in front of them. If the player slides the viewpoint control to the right of the central axis, the game interface displays the surrounding environment on the right side.
[0052] For example, Figure 3 This is a schematic diagram of a game interface provided in an embodiment of this application. Figure 3 As shown, the game interface displays a virtual game character 301 and an observation view control 302. The player controls the observation view control 302 by sliding it within its designated area 303 to enter an environment observation mode. The game interface will then display a different view than the virtual game character's main perspective. For example, as shown in 3A, when the player slides the observation view control 302 to position A, the game screen displayed is as shown in 3B. As shown in 3C, when the player slides the observation view control 302 to position C, the game screen displayed is as shown in 3D. As shown in 3E, when the player slides the observation view control 302 to position E, the game screen displayed is as shown in 3F.
[0053] 203. During the process of displaying the surrounding environment corresponding to the virtual game character, a preset marker event is detected.
[0054] During the process of entering observation mode and displaying the surrounding environment of the virtual game character, the game system (which can be a server, a client, or both) needs to monitor whether a preset marker event occurs in the game. Preset marker events are used to determine the target observation perspective that the player might want to mark. That is, when the player observes the surrounding environment and discovers something related to the game task, they intend to switch the virtual game character's main perspective to that observation perspective, thus requiring marking to assist the player in determining game strategy. The preset marker event can be customized according to the specific game scenario. For example, when the game system receives a specific user action, it determines that a preset marker event has been detected. Or, for instance, when the game system detects a target event in the virtual game environment, it determines that a preset marker event has been detected, and so on, without specific limitations.
[0055] 204. Determine the target observation angle based on the occurrence time of the preset marked event.
[0056] Once the game system detects a preset marker event, it determines the target viewing angle based on the time the event occurred and then marks it. For example, when the game system receives a specific user action and determines that a preset marker event has been detected, it determines the viewing angle at the time the user action occurred as the target viewing angle. Similarly, when the game system detects that a target event has appeared or exists in the game's virtual environment within the viewing angle of a virtual game character, it determines that a preset marker event has been detected and determines the viewing angle of the virtual game character corresponding to the target event as the target viewing angle, and so on.
[0057] 205. Display a temporary marker control on the game interface.
[0058] Once the target's viewing angle is determined, a temporary marker control is displayed on the game interface, pointing to the target's viewing angle. This way, players don't need to memorize the target's viewing angle; the temporary marker control on the game interface can accurately and clearly mark the target's viewing angle.
[0059] The method for switching game perspectives provided in this application allows players to mark more than one target observation perspective based on a preset marker event when observing the environment surrounding a virtual game character. A temporary marker control is then set for each target observation perspective on the game interface. Players can quickly switch the virtual game character's main perspective to the target observation perspective using this temporary marker control, and the game interface will display the game screen under that target observation perspective. This eliminates the need for players to memorize target observation perspectives or manually adjust the virtual game character's main perspective; they can accurately and quickly switch the virtual game's main perspective simply by touching the temporary marker control. This facilitates players performing relevant game operations within the game screen corresponding to the target observation perspective. Thus, while improving the accuracy and speed of virtual game character perspective switching, it also enhances the interactive experience between the player and the game scene.
[0060] Based on the above description, Figure 4 This is a flowchart illustrating another perspective switching method in a game provided by an embodiment of this application. This embodiment will provide a detailed explanation of the preset marker event and how to switch perspectives after determining the target observation perspective based on the preset marker event.
[0061] 401. Determine the target observation angle based on the time of occurrence of the preset marker event.
[0062] Understandably, during gameplay, players need to use the viewing angle controls on the game interface to observe the surrounding environment of their virtual game character. However, not all viewing angles need to be marked; only specific viewing angles that affect game objectives need to be marked. The determination of when something affects game objectives can be made by the game system according to preset rules, or by the player. Specifically, the game system needs to determine the target viewing angle to be marked based on the occurrence of preset marking events. Once a preset marking event is detected, the viewing angle at the time of the event is identified as the target viewing angle to be marked.
[0063] The following three examples illustrate the process of setting preset marker events and determining the target observation perspective based on preset marker events:
[0064] 1. First type of preset marker event:
[0065] When a player uses the movement controls to slide the viewpoint control to display the surrounding environment of their virtual game character, if the player stops sliding the viewpoint control, the game system detects a pre-defined marker event. The viewpoint at the moment the movement control was stopped is then determined as the target viewpoint. For example, if the player holds down and slides the viewpoint control, the game interface displays the game scene from different viewpoints. When the player releases the viewpoint control from a certain viewpoint, the game system assumes the player may have encountered a situation requiring action—for example, the player spotted an enemy from a certain viewpoint and stopped observing to attack. Therefore, the game system needs to mark the viewpoint at the time the viewpoint control was released. This allows the player to quickly and efficiently switch their virtual game character's main view to this new viewpoint for subsequent attacks on the enemy.
[0066] 2. The second type of preset marker event:
[0067] When a player uses the movement controls to swipe the viewpoint controls to display the surrounding environment of their virtual game character, if the player pauses movement control, the game system first needs to check the pause duration. If the pause duration is very short, it can be ignored. However, if the pause duration exceeds a preset duration, a preset marker event is detected. This is because the player may pause movement of the viewpoint controls because they have encountered a situation that requires attention, and therefore, it needs to be marked.
[0068] For example, when a player observes their surroundings and discovers a situation requiring the virtual game character's intervention, the player can hold down the observation view control and pause it at the desired location for a short period. Once the press duration exceeds a preset time (i.e., the game system recognizes the long press operation), the observation view corresponding to the moment the player long-pressed the control is designated as the target observation view. For example, while moving the observation view control, if the player discovers content requiring marking within a specific observation view, they can further define that specific observation view as the target observation view by pressing the observation view control again or touching a preset marking control (i.e., confirming the detection of a preset marking event).
[0069] 3. The third type of preset marker event:
[0070] As players use movement controls to slide the viewing angle controls to display the surrounding environment of the virtual game character, the game system can also determine whether a preset marker event has been detected based on the existence or occurrence of a pre-defined target event. When a target event exists or occurs in the surrounding environment corresponding to the virtual game character's viewing angle, it is determined that a preset marker event has been detected. Then, the target viewing angle is determined based on the preset marker event; for example, the viewing angle of the game interface where the target event occurs may be chosen as the target viewing angle.
[0071] The target event can be a game event, referring to a special event occurring in the game's virtual environment, such as a team fight event, the discovery of a special item, an enemy virtual character's airdrop, a tower push event, a jungle clearing event, a dragon kill event, etc., without specific limitations. For example, when displaying the surrounding environment corresponding to a virtual game character, if the game system detects a team fight event in the virtual environment, the system assumes the player needs to switch their virtual game character's main perspective to this observation perspective for combat. Therefore, the game system automatically identifies the perspective corresponding to the team fight event as the target observation perspective. Understandably, preset marker events can be specifically set according to game requirements and are not limited here.
[0072] 402. Display a temporary marker control on the game interface.
[0073] Once the preset marker event is detected and the target viewing angle corresponding to the preset marker event is determined, the target viewing angle needs to be marked. For example, a temporary marker control can be displayed on the game interface and pointed to the target viewing angle.
[0074] Understandably, temporary marker controls can have various display formats, as long as they can point to the viewpoint of the target to be marked. There are no restrictions on the position, color, or shape of the temporary marker control on the game interface. For example, a red dot-shaped control can be displayed outside the viewpoint control's movement area but close to it.
[0075] For example, when displaying a temporary marker control for the first type of preset marker event, it is also necessary to display the temporary marker control based on the termination position of the viewing angle control at the time the movement control operation ends. Specifically, the termination position determines the angle difference between the target viewing angle and the main viewing angle corresponding to the virtual game character. That is, the greater the distance the viewing angle control moves relative to the positive direction of the central axis, the greater the angle difference between the main viewing angle corresponding to the virtual game character and the target viewing angle.
[0076] If the difference between the target viewing angle at the moment the movement control operation ends and the virtual game character's main viewpoint is significant, exceeding a preset angle difference (the distance the viewing angle control moves within its movable area exceeds a threshold distance), then the target viewing angle at the moment of termination needs to be marked, and a temporary marker control for that target viewing angle should be displayed on the game interface. Conversely, if the angle difference between the target viewing angle at the moment of termination and the virtual game character's main viewpoint is less than a preset angle difference, then there is no need to display the temporary marker control for that target viewing angle. This is because if the difference between the target viewing angle and the main viewpoint is small, the player can easily switch the virtual game character's main viewpoint to the target viewing angle, thus avoiding wasted display resources and simplifying the temporary marker controls displayed on the game interface, resulting in a cleaner game screen.
[0077] For example, Figure 5 This is a schematic diagram showing the result of the viewing angle control, provided in an embodiment of this application, moving within the movable area of the viewing angle control. For example... Figure 5 As shown, the game interface displays a virtual game character 501 and an observation view control 502. The player moves the observation view control 502 within its movable area 503. If the distance between the observation view control's initial position and its current position is X, and assuming a distance threshold of 20px, when X is greater than or equal to 20px, it is determined that the observation view differs significantly from the virtual game character's main view. In this case, the observation view needs to be marked, and a temporary marker control 504 for that target observation view is displayed on the game interface. Conversely, when X is less than or equal to 20px, meaning the difference between the observation view and the virtual game character's main view is small, the observation view does not need to be marked, and the temporary marker control pointing to that target observation view is not displayed on the game interface.
[0078] For the second type of preset marking event, the game interface can display temporary marking controls in different ways. This is because, when determining the target's viewing line of sight by monitoring the pause of movement control operations, players typically mark more than one target viewing angle during a single observation of the surrounding environment. Therefore, when displaying the temporary marking controls corresponding to each target viewing angle, the game interface can not only display multiple temporary marking buttons on the game screen but also display a dialog menu, sequentially displaying the temporary marking controls corresponding to each target viewing angle within the dialog menu. Furthermore, the temporary marking controls can be differentiated according to different display formats, making it easier for players to distinguish between multiple target viewing angles. For example, they can be differentiated by color, shape, or text, etc., without specific limitations.
[0079] Figure 6This is a schematic diagram illustrating the display of a temporary marker control provided in an embodiment of this application. Figure 6 As shown, the game interface displays a virtual game character 601 and an observation view control 602. When the player slides the observation view control 602 within its movable area 603 to observe the environment around the virtual game character 601 and discovers an enemy virtual game character, they need to mark that observation view. The player can long-press the observation view control, at which point the game system displays a temporary marker button corresponding to that observation view. For example, a red dot 604 can be used as the temporary marker control for that observation view. Then, if the player continues to move the observation view control and discovers an item useful to the virtual game character, they can still long-press the observation view control while the item's game screen is displayed. The game system then uses a red star 605 as a temporary marker control. When the player finishes operating the observation view control in this round, two target observation views are marked. Because the temporary marking controls 604 and 605 are displayed in different ways, the player can clearly know the events corresponding to the two target observation views. If the player wants to pick up the item first and then fight the enemy, he can make the precise selection according to the different display forms of the temporary marking controls.
[0080] For example, regarding the third type of preset marker event, when a player observes their surroundings, if the game system detects a target event, it can automatically determine the event type of the target event and determine the corresponding display format of the temporary marker control based on the event type. For instance, if a target event beneficial to the player is detected in the game's virtual environment, a green dot is automatically selected as the temporary marker control; if a dangerous target event is detected, a red dot is automatically selected. For example, different forms of temporary marker controls can also be displayed based on the event level of the target event, such as the level of a dangerous event. Furthermore, important events can be accompanied by text or illustrations for added prompts, etc., without further limitation.
[0081] Figure 7 This is a schematic diagram illustrating another temporary marker control provided in an embodiment of this application. For example... Figure 7As shown, the game interface displays a virtual game character 701 and an observation view control 702. When the player presses and slides the observation view control 702 within its movable area 703, the game system detects three target events in the virtual game environment: a team battle event, a special item discovery event, and an enemy virtual character's airdrop event. Therefore, a red dot 704 is displayed as a temporary marker for the team battle event, along with the text message "Team Battle". A green dot 705 is displayed as a temporary marker for the special item discovery event, along with the text message "XX Item". A red star 706 is displayed as a temporary marker for the enemy virtual character's airdrop event, along with the text message "Enemy Airdrop".
[0082] To maintain a simple game interface and avoid displaying too many temporary marker controls that could obstruct the player's view and judgment, it's necessary to limit the number of historical temporary marker controls displayed on the game interface. When displaying temporary marker controls, the system first obtains the number of historical temporary marker controls on the game interface. When the number reaches a preset threshold, the display duration for each historical temporary marker control is determined. Then, based on the display duration of each historical temporary marker control, a historical temporary marker control to be deleted is identified and removed from the game interface to make room for a newly generated temporary marker control. Finally, the newly generated temporary marker control is displayed on the game interface. For example, if the number of historical temporary marker controls is set to a threshold of 10, and the player wants to continue marking temporary marker controls when there are 10 historical temporary marker controls on the game interface, the display duration of each of the 10 historical temporary marker controls on the game interface is obtained, the historical temporary marker control with the longest display duration is deleted, and then a new temporary marker control is displayed on the game interface. In this way, the number of temporary marker controls displayed on the game interface will not exceed 10, thus avoiding the disruption to the player due to too many temporary marker controls.
[0083] 403. In response to a touch operation on a temporary marker control, switch the main view of the virtual game character to the target observation view.
[0084] The temporary marker control points to the target's viewing angle. Once the temporary marker control is displayed on the game interface, the player can touch it, and the system will directly switch the virtual game character's main view to the target's viewing angle based on the touch operation.
[0085] Touch controls refer to the actions players perform on temporary marker controls. These actions can include swiping, clicking, double-clicking, long-pressing, and hard-pressing, and can be adjusted according to different games or player preferences. There are no restrictions here. For example, a player can click on a temporary marker control, and the game system will then switch the main view of the virtual game character to the view of the target marked by the temporary marker control. This allows players to accurately and quickly switch perspectives.
[0086] 404. Cancel the display of temporary marker controls.
[0087] Understandably, after displaying temporary marker controls on the game interface, it's necessary to cancel their display as needed to maintain the simplicity of the interface. For example, when a player touches a temporary marker control, it signifies a switch from the virtual game character's main perspective to the target's observation perspective; at this point, the touched temporary marker control can be canceled. For example, the temporary marker controls on the game interface may have a limited display time; if the display time reaches the preset duration, the temporary marker control will be canceled. For example, when the player moves the observation perspective control again, i.e., when the player restarts observing the virtual game character's surroundings, all previously displayed temporary marker controls on the game interface need to be canceled.
[0088] In the technical solution provided in the above-described embodiments of this application, when a player observes the surrounding environment of a virtual game character from a designated viewing angle, they can mark one or more target viewing angles that require the virtual game character's main view to switch based on a preset marker event. The game system then generates temporary marker controls on the game interface pointing to these target viewing angles. The player can then accurately switch their main view to the target viewing angle using these temporary marker controls. This eliminates the need for the player to memorize these target viewing angles. Therefore, it improves the accuracy and efficiency of view switching, enhancing the interactive experience between the player and the game scene.
[0089] Figure 8 This is a schematic diagram of a perspective switching processing device in a game provided in an embodiment of this application. The following is in conjunction with... Figure 8 The embodiments described below are described in detail. The embodiments described below are used to explain the technical solutions of this application and are not intended to limit actual use.
[0090] The processing device includes:
[0091] The processing unit 801 is used to enter the surrounding environment observation mode in response to the movement control operation of the observation view control on the game interface.
[0092] The processing unit 801 is also used to change the viewing angle of the virtual game character according to the movement state of the movement control operation.
[0093] Display unit 802 is used to display the surrounding environment corresponding to the virtual game character according to the changed viewing angle.
[0094] The monitoring unit 803 is used to determine the detection of a preset marker event during the process of displaying the surrounding environment corresponding to the virtual game character.
[0095] The determining unit 804 is used to determine the target observation angle based on the occurrence time of the preset marker event.
[0096] The display unit 802 is also used to display a temporary marker control on the game interface; the temporary marker control is used to indicate the target viewing angle.
[0097] In one optional implementation,
[0098] The processing unit 801 is also configured to switch the main view of the virtual game character to the target observation view in response to a touch operation on the temporary marker control.
[0099] In an optional implementation, the monitoring unit 803 is further configured to determine that a preset marker event has been detected when the operation state of the monitored motion control operation is in a terminated state.
[0100] Unit 804 is specifically used to determine the termination time of the movement control operation. The observation angle corresponding to the termination time is determined as the target observation angle.
[0101] In an optional implementation, the determining unit 804 is further configured to determine the angle difference between the main viewpoint and the target observation viewpoint corresponding to the virtual game character.
[0102] Display unit 802 is specifically used to display a temporary marker control on the game interface when the angle difference is greater than a preset angle difference.
[0103] In an optional implementation, the monitoring unit 803 is further configured to monitor that the operation status of the motion control operation is a paused state.
[0104] The determination unit 804 is specifically used to determine the pause duration corresponding to the pause state.
[0105] The monitoring unit 803 is specifically used to determine that a preset marker event has been detected when the pause duration exceeds the first preset duration.
[0106] Unit 804 is specifically used to determine the pause time of the motion control operation. The observation angle corresponding to the pause time is determined as the target observation angle.
[0107] In an optional implementation, the monitoring unit 803 is further configured to determine that a preset marker event has been detected when a target event is detected in the surrounding environment corresponding to the viewing angle of the virtual game character.
[0108] Unit 804 is specifically used to determine the viewing angle of the virtual game character corresponding to the target event. The viewing angle of the virtual game character corresponding to the target event is determined as the target viewing angle.
[0109] In an optional implementation, the determining unit 804 is further configured to determine the event type of the target event. The display format corresponding to the temporary marker control is then determined based on the event type.
[0110] Display unit 802 is specifically used to display the temporary marker control according to the display format corresponding to the temporary marker control.
[0111] In an optional embodiment, the processing apparatus further includes an acquisition unit 805.
[0112] The acquisition unit 805 is used to acquire the display duration corresponding to the temporary marker control.
[0113] The display unit 802 is specifically used to cancel the display of the temporary marker control if the display duration corresponding to the temporary marker control reaches the second preset duration.
[0114] In one optional implementation,
[0115] The acquisition unit 805 is also used to acquire the number of historical temporary marker controls on the game interface. When the number of historical temporary marker controls reaches a preset threshold, the display duration corresponding to each historical temporary marker control is acquired.
[0116] The determining unit 804 is specifically used to determine the target historical temporary marker control based on the display duration corresponding to each historical temporary marker control;
[0117] The processing unit 801 is specifically used to delete the target history temporary marker control on the game interface.
[0118] Display unit 802 is specifically used to display temporary marker controls on the game interface.
[0119] In an optional implementation, the monitoring unit 803 is also configured to detect again the movement control operation for the viewing angle control.
[0120] The processing unit 801 is specifically used to delete all historical temporary marker controls on the game interface.
[0121] In the technical solution provided in the above-described embodiments of this application, when a player observes the surrounding environment of a virtual game character from a designated viewing angle, multiple target viewing angles that require the virtual game character's main view to switch can be marked according to preset marker events. The game system generates temporary marker controls on the game interface to indicate these target viewing angles. Through these temporary marker controls, the player can accurately locate the target viewing angle for perspective switching, thereby achieving accurate perspective switching. Furthermore, when the main view needs to switch to these target viewing angles, simply touching the temporary marker controls will switch the virtual game character's main view to the marked target viewing angle, eliminating the need for the player to memorize these target viewing angles. Therefore, the accuracy and efficiency of perspective switching can be improved, enhancing the interactive experience between the player and the game scene.
[0122] It should be noted that the information interaction and execution process between the various modules / units in the device are different from those in this application. Figures 1 to 7 The various method embodiments are based on the same concept, and the details can be found in the descriptions of the method embodiments shown above in this application, which will not be repeated here.
[0123] The following describes an electronic device provided by an embodiment of this application. Please refer to [link / reference]. Figure 9 , Figure 9 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. The electronic device 900 can specifically be a virtual reality (VR) device, a mobile phone, a tablet, a laptop computer, a smart wearable device, a monitoring data processing device, or a radar data processing device, etc., and is not limited thereto. The electronic device 900 may be equipped with... Figure 8 The perspective switching processing device in the game described in the corresponding embodiment is used to implement... Figures 1 to 7 The functions correspond to those in the embodiments. Specifically, the electronic device 900 includes: a receiver 901, a transmitter 902, a processor 903, and a memory 904 (wherein the number of processors 903 in the execution device 900 may be one or more). Figure 9 (Taking a processor as an example), processor 903 may include application processor 9031 and communication processor 9032. In some embodiments of this application, receiver 901, transmitter 902, processor 903 and memory 904 may be connected via a bus or other means.
[0124] Memory 904 may include read-only memory and random access memory, and provides instructions and data to processor 903. A portion of memory 904 may also include non-volatile random access memory (NVRAM). Memory 904 stores processor and operation instructions, executable modules, or data structures, or subsets thereof, or extended sets thereof, wherein the operation instructions may include various operation instructions for implementing various operations.
[0125] Processor 903 controls the operation of the execution device. In specific applications, the various components of the execution device are coupled together through a bus system, which may include not only the data bus, but also power buses, control buses, and status signal buses. However, for clarity, all buses are referred to as the bus system in the diagram.
[0126] The methods disclosed in the embodiments of this application can be applied to or implemented by processor 903. Processor 903 can be an integrated circuit chip with signal processing capabilities. During implementation, each step of the above method can be completed by the integrated logic circuits in the hardware of processor 903 or by instructions in software form. The processor 903 can be a general-purpose processor, a digital signal processor (DSP), a microprocessor, or a microcontroller, and may further include an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. The processor 903 can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this application. The general-purpose processor can be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this application can be directly implemented by a hardware decoding processor, or implemented by a combination of hardware and software modules in the decoding processor. The software module can reside in a mature storage medium in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 904, and processor 903 reads the information from memory 904 and, in conjunction with its hardware, completes the steps of the above method.
[0127] Receiver 901 can be used to receive input digital or character information, and to generate signal inputs related to the settings and function control of the execution device. Transmitter 902 can be used to output digital or character information through the first interface; transmitter 902 can also be used to send instructions to the disk group through the first interface to modify the data in the disk group; transmitter 902 may also include a display device such as a display screen.
[0128] In this embodiment of the application application, the application processor 9031 in the processor 903 is used to execute... Figures 1 to 7 The corresponding embodiment describes the perspective switching method in the game. It should be noted that the specific manner in which the application processor 9031 executes each step differs from that in this application. Figures 1 to 7 The various method embodiments are based on the same concept, and the technical effects they bring are the same as those in this application. Figures 1 to 7 The corresponding method embodiments are the same, and for details, please refer to the description in the method embodiments shown above in this application, which will not be repeated here.
[0129] This application provides a computer-readable storage medium, which includes computer instructions. When executed by a processor, the computer instructions are used to implement the technical solution of any of the perspective switching methods in a game according to this application.
[0130] In a typical configuration, a computing device includes one or more processors (CPU), input / output interfaces, network interfaces, and memory.
[0131] Memory may include non-persistent storage in computer-readable media, such as random access memory (RAM) and / or non-volatile memory, such as read-only memory (ROM) or flash memory. Memory is an example of computer-readable media.
[0132] Computer-readable media, as defined herein, includes both permanent and non-permanent, removable and non-removable media that can store information using any method or technology. Information can be computer-readable instructions, data structures, program modules, or other data. Examples of computer storage media include, but are not limited to, phase-change memory (PRAM), static random access memory (SRAM), dynamic random access memory (DRAM), other types of random access memory (RAM), read-only memory (ROM), electrically erasable programmable read-only memory (EEPROM), flash memory or other memory technologies, CD-ROM, digital versatile optical disc (DVD) or other optical storage, magnetic tape, magnetic magnetic disk storage or other magnetic storage devices, or any other non-transfer medium that can be used to store information accessible by a computing device. As defined herein, computer-readable media does not include non-transitory computer-readable media, such as modulated data signals and carrier waves.
[0133] Those skilled in the art will understand that embodiments of this application can be provided as methods, systems, or computer program products. Therefore, this application can take the form of a completely hardware embodiment, a completely software embodiment, or an embodiment combining software and hardware aspects. Furthermore, this application can take the form of a computer program product embodied on one or more computer-usable storage media (including, but not limited to, disk storage, CD-ROM, optical storage, etc.) containing computer-usable program code.
[0134] Although this application discloses preferred embodiments, it is not intended to limit this application. Any person skilled in the art can make possible changes and modifications without departing from the spirit and scope of this application. Therefore, the scope of protection of this application should be determined by the scope defined in the claims of this application.
Claims
1. A method for switching perspectives in a game, characterized in that, The switching method includes: In response to movement control operations on the viewing angle controls in the game interface, enter the surrounding environment observation mode; The viewing angle of the virtual game character is changed according to the movement state of the movement control operation, and the surrounding environment of the virtual game character is displayed according to the changed viewing angle. During the process of displaying the surrounding environment corresponding to the virtual game character, a preset marker event is detected; The target observation angle is determined based on the occurrence time of the preset marked event; A temporary marker control is displayed on the game interface; the temporary marker control points to the target's viewing angle. The determination of detecting a preset marker event includes: When the operation status of the monitored mobile control operation is in the terminated state, it is determined that the preset marker event has been detected; Determining the target viewing angle based on the occurrence time of the preset marker event includes: Determine the termination time of the movement control operation; The observation angle corresponding to the termination time is determined as the target observation angle.
2. The switching method according to claim 1, characterized in that, The method further includes: In response to a touch operation on the temporary marker control, the main view of the virtual game character is switched to the target observation view, and the game screen corresponding to the target observation view is displayed.
3. The switching method according to claim 1, characterized in that, The provision of a temporary marker control on the game interface includes: Determine the angle difference between the original main viewpoint corresponding to the virtual game character and the target observation viewpoint; If the angle difference is greater than the preset angle difference, the temporary marker control is displayed on the game interface.
4. The switching method according to claim 1, characterized in that, The determination of detecting a preset marker event includes: When the operation status of the motion control operation is detected to be paused, the pause duration corresponding to the pause status is determined; When the pause duration exceeds the first preset duration, it is determined that the preset flag event has been detected; Determining the target viewing angle based on the occurrence time of the preset marker event includes: Determine the pause time for the movement control operation; The observation angle corresponding to the pause moment is determined as the target observation angle.
5. The switching method according to claim 1, characterized in that, The determination of detecting a preset marker event includes: When a target event is detected in the surrounding environment corresponding to the viewing perspective of the virtual game character, it is determined that the preset marker event has been detected; Determining the target viewing angle based on the occurrence time of the preset marker event includes: Determine the observation perspective of the virtual game character corresponding to the target event; The observation perspective of the virtual game character corresponding to the target event is determined as the target observation perspective.
6. The switching method according to claim 5, characterized in that, The provision of a temporary marker control on the game interface includes: Determine the event type of the target event; The display format of the temporary marker control is determined based on the event type. The temporary marker control is displayed according to the display format corresponding to the temporary marker control.
7. The switching method according to any one of claims 1 to 6, characterized in that, The method further includes: Obtain the display duration corresponding to the temporary marker control; If the display duration corresponding to the temporary marker control reaches the second preset duration, then the temporary marker control will be canceled from display.
8. The switching method according to any one of claims 1 to 6, characterized in that, The provision of a temporary marker control on the game interface includes: Get the number of historical temporary marker controls on the game interface; When the number of the historical temporary marker controls reaches a preset threshold, the display duration corresponding to each historical temporary marker control is obtained; The target historical temporary marker control is determined based on the display duration corresponding to each of the historical temporary marker controls; Delete the target history temporary marker control on the game interface, and then display the temporary marker control on the game interface.
9. The switching method according to any one of claims 1 to 6, characterized in that, The method further includes: When a movement control operation targeting the observation view control is detected again, all historical temporary marker controls on the game interface are deleted.
10. A perspective switching device in a game, characterized in that, include: The processing unit is used to enter the surrounding environment observation mode in response to the movement control operation of the observation view control on the game interface; The processing unit is also used to change the viewing angle corresponding to the virtual game character according to the movement state of the movement control operation. The display unit is used to display the surrounding environment corresponding to the virtual game character according to the changed viewing angle; The monitoring unit is used to determine whether a preset marker event has been detected during the process of displaying the surrounding environment corresponding to the virtual game character; The determining unit is used to determine the target observation angle based on the occurrence time of the preset marker event; The display unit is also used to display temporary marker controls on the game interface; The temporary marker control points to the target viewing angle; The determination of detecting a preset marker event includes: When the operation status of the monitored mobile control operation is in the terminated state, it is determined that the preset marker event has been detected; Determining the target viewing angle based on the occurrence time of the preset marker event includes: Determine the termination time of the movement control operation; The observation angle corresponding to the termination time is determined as the target observation angle.
11. An electronic device, characterized in that, The electronic device includes: a memory and a processor; the memory and the processor are coupled. The memory is used to store one or more computer instructions; The processor is used to execute one or more computer instructions to implement the perspective switching method in any one of the games as claimed in claims 1-9.
12. A computer-readable storage medium storing one or more computer instructions, characterized in that, The instruction is executed by the processor to implement the perspective switching method in the game as described in any one of the technical solutions of claims 1-9.
Citation Information
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