A display control method and device of a game, an electronic device, and a storage medium
By rotating the terminal device, virtual scenes from different perspectives are superimposed and displayed in the game, solving the problem of poor game operation continuity and experience caused by perspective switching in existing technologies, and realizing efficient game control in combat or complex operations.
Patent Information
- Application Number
- CN202310127723.7
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2023-02-01
- Publication Date
- 2025-11-04
- Estimated Expiration
- 2043-02-01
AI Technical Summary
In multiplayer online tactical battle games, users change the game screen by long-pressing and dragging the thumbnail map during combat or complex operations, resulting in poor game operation continuity and experience.
Rotation information is obtained through the rotation operation of the terminal device, and the expanded view area is displayed on the graphical user interface to show the game screen of the target scene area observed from a second perspective, while keeping the game screen of the first perspective unchanged.
Without interrupting the user's current interaction, keep abreast of the surrounding game situation to ensure game continuity and improve user experience.
Smart Images

Figure CN116099195B_ABST
Abstract
Description
TECHNICAL FIELD
[0001] The present application relates to the game technical field, and in particular to a game display control method and device, an electronic device and a storage medium. BACKGROUND
[0002] With the gradual acceleration of game rhythm, in a Multiplayer Online Battle Arena (MOBA), in addition to the routine operation such as clearing monsters, the user-controlled virtual character also needs to pay attention to the surrounding game situation at all times to provide support or kill.
[0003] In the prior art, if the user wants to view the game situation of the surrounding enemy or teammate, the user generally changes the viewing angle of the virtual scene by long pressing and dragging the thumbnail map to switch the game picture. However, when the user is in the battle or performing other complex operations, the above-mentioned operation method often cannot meet the user's expectation. On the one hand, it is easy to break the continuity of the user's control of the virtual character in the virtual scene to complete the game behavior, affects the coherence of the game, and leads to low game operation efficiency of the user; on the other hand, it is easy to make the user feel that the current game picture of the virtual character is switched to other game pictures, which leads to poor user experience. SUMMARY
[0004] Therefore, the purpose of the present application is to provide a game display control method and device, an electronic device and a storage medium, which can superimpose and display the virtual scene under different viewing angles without interrupting the user's current interactive operation, ensure the continuity of the user's operation in the game, improve the game operation efficiency, and improve the user's game experience.
[0005] In a first aspect, the present application provides a game display control method, which provides a graphical user interface through a terminal device, the graphical user interface including a first game picture obtained by observing part of the virtual scene with a first viewing angle in a virtual battle task, and the method includes:
[0006] In the process of controlling the first virtual character to perform the virtual battle task, in response to a rotation operation of the terminal device, rotation information of the terminal device is obtained, and a viewing angle expansion area is displayed on the graphical user interface;
[0007] According to the rotation information of the terminal device, a target scene area is determined from the virtual scene;
[0008] The second game picture obtained by observing the target scene area with a second viewing angle is displayed in the viewing angle expansion area.
[0009] In a second aspect, the embodiments of the present application further provide a display control apparatus of a game, which provides a graphical user interface through a terminal device, the graphical user interface including a first game picture obtained by observing part of a virtual scene in a first visual angle in a virtual battle task, and the apparatus includes:
[0010] a rotating display module, configured to, in a process of controlling a first virtual character to perform the virtual battle task, acquire rotation information of the terminal device in response to a rotating operation on the terminal device, and display a visual angle expansion area on the graphical user interface;
[0011] a direction determination module, configured to determine a target scene area from the virtual scene according to the rotation information of the terminal device;
[0012] a visual angle moving module, configured to control a second game picture obtained by observing the target scene area in a second visual angle to be displayed in the visual angle expansion area.
[0013] In a third aspect, 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 processor executes the machine readable instructions to perform the steps of the display control method of the game as described above.
[0014] In a fourth aspect, the embodiments of the present application further provide a computer readable storage medium, which stores a computer program, and the computer program is executed by a processor to perform the steps of the display control method of the game as described above.
[0015] The embodiments of the present application have at least the following beneficial effects:
[0016] Compared with the prior art method of changing the view angle of the virtual scene by long pressing and dragging the thumbnail map by the finger to switch the game picture, the application determines the target scene area from the virtual scene by controlling the terminal device to rotate, and displays the second game picture obtained by observing the target scene area at the second view angle in the view angle expansion area displayed on the graphical user interface in real time, which can make the user controlling the first virtual character pay attention to the game situation around the first virtual character in time by the second game picture obtained by observing the target scene area at the second view angle displayed in the view angle expansion area without changing the first game picture obtained by observing part of the virtual scene at the first view angle, so as to make a decision on whether to support or kill, without interrupting the continuity of the game behavior of the first virtual character in the virtual scene, and ensuring the coherence of the game. On the other hand, the graphical user interface simultaneously includes the first game picture obtained by observing part of the virtual scene at the first view angle and the second game picture obtained by observing the target scene area at the second view angle, which ensures that the first game picture in which the first virtual character is located is always displayed on the graphical user interface when the user observes the second game picture displayed on the graphical user interface, so as not to make the user feel that he / she is separated from the current game behavior, and to improve the game experience of the user. From the above, the application can superimpose and display the game pictures obtained by observing the virtual scene at different view angles without interrupting the current interactive operation of the user (such as the user being in battle or performing other complex operations), which not only ensures the continuity of the operation of the user in the game and improves the game operation efficiency, but also improves the game experience of the user.
[0017] In order to make the above objectives, features and advantages of the application more obvious and easy to understand, a preferred embodiment is specifically described below, and the detailed description is made below with reference to the accompanying drawings. BRIEF DESCRIPTION OF DRAWINGS
[0018] In order to more clearly illustrate the technical solutions of the embodiments of the application, the drawings needed to be used in the embodiments will be briefly introduced below, and it should be understood that the following drawings only show some of the embodiments of the application, and therefore should not be considered as a limitation on the scope, and other related drawings can also be obtained by those of ordinary skill in the art without creative labor on the basis of these drawings.
[0019] Figure 1 An interactive schematic diagram in the prior game;
[0020] Figure 2 A flowchart of a game display control method provided by the embodiments of the application;
[0021] Figure 3 A mobile terminal rotation schematic diagram provided by the embodiments of the application;
[0022] Figure 4 A game large map division schematic diagram provided by an embodiment of the present application;
[0023] Figure 5 A mobile terminal rotating shaft definition schematic diagram provided by an embodiment of the present application;
[0024] Figure 6 Another game large map division schematic diagram provided by an embodiment of the present application;
[0025] Figure 7 A graphical user interface region division schematic diagram provided by an embodiment of the present application;
[0026] Figure 8 A game virtual scene division schematic diagram provided by an embodiment of the present application;
[0027] Figure 9 An interaction schematic diagram provided by an embodiment of the present application;
[0028] Figure 10 A flow chart of another game display control method provided by an embodiment of the present application;
[0029] Figure 11 Another interaction schematic diagram provided by an embodiment of the present application;
[0030] Figure 12 A game display control device structure schematic diagram provided by an embodiment of the present application;
[0031] Figure 13 Another game display control device structure schematic diagram provided by an embodiment of the present application;
[0032] Figure 14 An electronic device structure schematic diagram provided by an embodiment of the present application. DETAILED DESCRIPTION
[0033] In order to make the objectives, technical solutions and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be described below in connection with the accompanying drawings in the embodiments of the present application. Obviously, the described embodiments are only a part of the embodiments of the present application, rather than all the embodiments of the present application. The components of the embodiments of the present application described and shown in the accompanying drawings herein can be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of the present application provided in the accompanying 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 a person skilled in the art without creative work falls within the scope of the present application.
[0034] Firstly, the names involved in the embodiments of the present application are briefly introduced:
[0035] (1) Terminal device
[0036] The terminal device involved in the embodiments of the present application mainly refers to a terminal for providing a graphical user interface and capable of performing control operations on a virtual character. The terminal device can be a local terminal device mentioned below, or a client device in a cloud interaction system. The terminal device can include, but is not limited to, any one of the following devices: a smart phone, a tablet computer, a palm computer, a personal digital assistant (PDA), etc. The terminal device has installed and run therein an application program supporting a game, such as an application program supporting a three-dimensional game or a two-dimensional game. In the embodiments of the present application, the application program is introduced as a game application. Alternatively, the application program can be a stand-alone application program, such as a stand-alone 3D game program, or a network online application program.
[0037] (2) Graphical user interface
[0038] The graphical user interface includes a user operation interface (UI) and a game picture. The UI is a medium for human-computer interaction and information exchange between a system and a user. The UI can display system information in a form acceptable to humans, so that the user can conveniently and efficiently operate a computer to achieve bidirectional human-computer interaction. The user operation interface can be composed of visual elements such as controls, text, graphics, images, icons, and input boxes. In an optional implementation, the user operation interface can include a small map, a skill release control, a movement control, a score panel, etc. In an optional implementation, the game picture is a display picture corresponding to a virtual scene displayed by the terminal device. The game picture can include virtual characters such as game characters, NPC characters, and AI characters performing game logic in the virtual scene.
[0039] (3) Virtual battle task
[0040] The virtual battle task includes a virtual scene, a first virtual character controlled by a user in the virtual scene, and second and third virtual characters controlled by other users. The first virtual character is a game character controlled by the user using a first terminal device, and the second and third virtual characters are game characters controlled by other users to perform the virtual battle task together in the virtual battle task. In the embodiments of the present application, the first virtual character and the second virtual character belong to the same camp, and the first virtual character and the third virtual character belong to different camps.
[0041] (4) Virtual scene
[0042] The virtual scene is a game scene displayed (or provided) by the application when running on the terminal or server, i.e., a scene used in the normal game process. That is, the virtual scene refers to a virtual game control that carries a virtual character, which can move, release skills, and perform other actions in the game scene under the control of operation instructions issued by a user (i.e., a player) to the terminal device during the game process. Alternatively, the game scene can be a simulation environment of the real world, a semi-simulation and semi-fictional virtual environment, or a purely fictional virtual environment. The game scene can be any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, and a three-dimensional virtual scene. The game scene is a scene in which the user controls the virtual character for complete game logic. Alternatively, the game scene can also be used for a game scene battle between at least two virtual characters, in which there are virtual resources available for use by the at least two virtual characters. For example, the game scene can include any one or more of the following elements: a game background element, a game character element, a game prop element, and a game resource element, etc.
[0043] (5) View angle
[0044] The view angle refers to a preset shooting view angle of a virtual camera in the game, and the virtual scene can be observed through the view angle of the virtual camera. In the embodiments of the present application, the first view angle refers to a shooting view angle of a first virtual camera bound to the first virtual character, the second view angle refers to a shooting view angle of a second virtual camera used for shooting a target scene area, and the third view angle refers to a shooting view angle of a third virtual camera used for global shooting. The position of the first virtual camera can change with the change of the position of the first virtual character, the position of the second virtual camera can change with the change of the position of the target scene area, and the third virtual camera does not need to change the position because it is used for shooting the entire virtual scene. Here, the virtual camera refers to a three-dimensional model located around the virtual character in the virtual scene. When the first-person view angle is used, the virtual camera is located near the head of the virtual character or at the head of the virtual character. When the third-person view angle is used, the virtual camera is located behind the virtual character. In one embodiment, the first-person view angle can be used for display, and the displayed virtual scene only includes the hands, arms, or props held in the hands of the virtual character, so as to simulate the effect of observing the virtual scene through the view angle of the virtual character. In another embodiment, the third-person view angle can also be used for display. The third-person view angle is consistent with the direction of the first-person view angle, except that the third-person view angle displays the virtual character facing away from the terminal screen in the virtual scene, so that the user can see the actions of the virtual character controlled by the user and the environment in which the virtual character is located in the virtual scene. The shooting direction of the virtual camera is the observation direction when the first-person view angle or the third-person view angle of the virtual character is observed in the virtual scene.
[0045] (6) Virtual character
[0046] The virtual character refers to a dynamic object that can be controlled in a virtual scene. Optionally, the dynamic object can be a virtual person, an animation character, or the like. The virtual object is a character controlled by a user through an input device, or an artificial intelligence (AI) set in a virtual environment for battle. Optionally, the virtual character is a virtual person competing in a virtual scene. Optionally, the number of virtual characters in the virtual scene battle is preset or dynamically determined according to the number of client devices joining the battle, and embodiments of the present application do not limit this. In a possible implementation manner, the user can control the virtual character to move in the virtual scene, for example, control the virtual character to run, jump, crawl, and the like, and can also control the virtual character to use skills, virtual props, and the like provided by an application to fight with virtual characters of other teams. Optionally, when the virtual environment is a three-dimensional virtual environment, the virtual character can be a three-dimensional virtual model, each virtual character has its own shape and volume in the three-dimensional virtual environment and occupies a part of the space in the three-dimensional virtual environment. Optionally, the virtual character is a three-dimensional character constructed based on three-dimensional human skeleton technology, and the virtual character realizes different external images by wearing different skins. In some implementation manners, the virtual character can also be implemented by using a 2.5-dimensional or 2-dimensional model, and embodiments of the present application do not limit this.
[0047] The game display control method provided in the embodiments of the present application can run on a local terminal device or a server. When the game display control method runs on the server, the game display control method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0048] In an optional embodiment, various cloud applications can run under the cloud interaction system, for example, cloud games. Taking the cloud game as an example, the cloud game refers to a game mode based on cloud computing. In the running mode of the cloud game, the running subject of the game program and the presentation subject of the game picture are separated, the storage and running of the game display control method are completed on the cloud game server, and 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 a data transmission function, such as a mobile terminal, a television, a computer, a palm computer, or the like; but the cloud game server in the cloud end performs the game display control. When playing the game, the user 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.
[0049] In an optional embodiment, taking a game as an example, the local terminal device stores a game program and is configured to present a game picture. The local terminal device is configured to interact with the user through a graphical user interface, i.e., a conventional game program is downloaded and installed through an electronic device and is run. The local terminal device can provide the graphical user interface to the user in 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 user through holographic projection. For example, the local terminal device can include a display screen configured to present a graphical user interface including a game picture, and a processor configured to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.
[0050] Secondly, the application scenarios applicable to the present application are introduced. With the gradual acceleration of the game battle rhythm, the battle situation changes rapidly. In a Multiplayer Online Battle Arena (MOBA), in addition to the conventional operations such as clearing monsters, the virtual character controlled by the user also needs to pay attention to the surrounding game situation at all times to provide support or kill. In addition, it can also pay attention to whether the monsters or the line of soldiers in the game are harvested or not.
[0051] In the prior art, the field of view of the user in the virtual battle task is of a fixed size. If the user wants to view the surrounding field of view, such as the game situation of the surrounding enemies or teammates, the following operation mode for viewing the surrounding field of view is generally used: the viewing angle of the virtual scene is changed by long-pressing and dragging the thumbnail map (mini-map) to switch the game picture, so that the user can view the game situation of the surrounding enemies or teammates to decide whether to provide support or kill. In order to obtain the game situation of the surrounding enemies or teammates in time, the above-mentioned operation mode for viewing the surrounding field of view needs to be frequently performed.
[0052] However, when the user is in a battle or performing other complex operations, the above-mentioned operation mode often fails to meet the user's expectations. On the one hand, not only is it easy to break the continuity of the user's control of the virtual character in the virtual scene to complete the game behavior, affecting the coherence of the game, but also the user will feel disconnected from the current game behavior when the current game picture corresponding to the virtual character is switched to other game pictures, resulting in poor user experience. Specifically, when viewing the surrounding field of view, the current game picture corresponding to the virtual character will be switched to the game picture corresponding to the surrounding field of view, which will make the user feel disconnected from the game battle, resulting in poor game experience.
[0053] For example, as shown in FIG. 1, a user is playing a game in a virtual scene, and the user controls a virtual character in the virtual scene. The user wants to view the surrounding field of view, such as the game situation of the surrounding enemies or teammates. The user performs the operation mode for viewing the surrounding field of view by long-pressing and dragging the thumbnail map (mini-map) to switch the game picture, so that the user can view the game situation of the surrounding enemies or teammates to decide whether to provide support or kill. Figure 1As shown, in the related game, the thumbnail map 101 is arranged at the upper left corner of the graphical user interface 100, and the character mark of the virtual character can be displayed on the thumbnail map 101, such as the character mark of the first virtual character 103 currently controlled by the user, the character mark of the second virtual character 104 currently controlled by one of the teammates, the character mark of the third virtual character 105 currently controlled by one of the enemies, the second object mark of the wild monster (106, 107), the mark of the defense tower 108, the first object mark of the troop line 109, etc. When the teammate (corresponding to the character mark of the second virtual character 104) and the enemy (corresponding to the character mark of the third virtual character 105) fight, in order to observe the game picture when they fight, the user can switch to the game picture when the teammates fight by long pressing the character mark of the second virtual character 104 of the teammates on the thumbnail map 101, and continue to observe the surrounding picture when the teammates fight by dragging the thumbnail map. Alternatively, the user can slide in the blank area 130 of the graphical user interface 100 to switch to the game picture when the teammates fight. The user can also switch to the game picture of the wild monster 106 or 107 by long pressing the second object mark of the wild monster 106 or 107, switch to the game picture of the defense tower 108 by long pressing the mark of the defense tower 108, and switch to the game picture of the defense tower 108 by long pressing the first object mark of the troop line 109. Further, the movement control 110 is arranged at the lower left corner of the graphical user interface 100, and the user can control the virtual character 103 to move in the virtual scene by dragging the movement control 110. The skill release control 120 is arranged at the lower right corner of the graphical user interface 100, and the user can control the virtual character 103 to release the skill by clicking the skill release control 120.
[0054] But in the actual virtual battle task, if the user wants to view the surrounding field of view, in one embodiment, the user can change the viewing angle of the virtual scene by long pressing and dragging the thumbnail map with the left hand to switch the game screen, such as the user controlling the first virtual character 103 cannot observe the blood volume state of the third virtual character 105 controlled by the enemy, and can only observe the position of the third virtual character 105 controlled by the enemy through the thumbnail map 101. If the user wants to view the blood volume of the third virtual character 105 controlled by the enemy in order to determine whether to go to support or retreat, the user needs to stop and long press the thumbnail map 101, and the current game screen will be switched to the game screen of observing the third virtual character 105 controlled by the enemy. But such operation will interrupt the operation process of the user controlling the first virtual character to move in the virtual scene, causing the movement process of the first virtual character in the virtual scene to be interrupted, thereby affecting the continuity of the user controlling the first virtual character to move in the virtual scene, which is likely to cause the first virtual character controlled by the user to be kept in the original position in the virtual scene in order to view the surrounding field of view. This situation is not friendly to virtual characters with high mobility in the game, such as assassin heroes who need to constantly patrol and participate in the team to a high degree. The current operation mode of viewing the surrounding field of view will interrupt the movement of the assassin hero in the virtual scene, which not only reduces the operation efficiency of the game, but also causes the user's experience to be poor. In another embodiment, the user can change the viewing angle of the virtual scene by long pressing and dragging the thumbnail map with the right hand to switch the game screen, but such operation is likely to block the user's line of sight, making it difficult for the user to observe the situation around the first virtual character, thereby causing the result of being killed by the enemy, etc., causing the user's experience to be poor. In addition, the operation of long pressing and dragging the thumbnail map with the right hand will inevitably interrupt the user's behavior of controlling the first virtual character to release skills by clicking the skill release control with the right hand, causing the user's game operation efficiency to be low.
[0055] It should be noted that in an actual game scenario, the viewing angle of the virtual scene can also be changed by sliding in the blank area of the graphical user interface to switch the game view, wherein the blank area usually refers to the area to the right of the middle dividing line of the graphical user interface. In an embodiment, the user controls the first virtual character to move in the virtual scene by dragging the movement control with the left hand, and changes the viewing angle of the virtual scene by sliding in the blank area of the graphical user interface with the right hand. Although such operation does not interrupt the movement behavior of the first virtual character in the virtual scene, the blank area of the graphical user interface for switching the game view has a limited area, and the switchable game views are also limited. Once the distance of the finger sliding on the blank area reaches the boundary position of the graphical user interface, the current game view cannot be moved to the position that the user wants to view, and it is necessary to slide again on the blank area, which is relatively troublesome and reduces the efficiency of the user's interactive operation. Moreover, the above-mentioned method still has the problem that when the current game view corresponding to the first virtual character is switched to other game views, the user will still have the feeling of being separated from the current game behavior, resulting in poor user experience. In addition, the operation of sliding the right hand in the blank area of the graphical user interface will inevitably interrupt the behavior of the user controlling the virtual character to release skills by clicking the skill release control with the right hand, resulting in low game operation efficiency of the user.
[0056] Therefore, the embodiments of the present application provide a game display control method and device, an electronic device and a storage medium, which can superimpose and display virtual scenes observed from different viewing angles without interrupting the current interactive operation of the user, thereby ensuring the continuity of the user's operation in the game, improving the game operation efficiency, and improving the user's game experience.
[0057] The game display control method provided by the embodiments of the present application provides a graphical user interface by a terminal device, and the graphical user interface includes a first game view obtained by observing part of a virtual scene from a first viewing angle in a virtual battle task. Here, the terminal device is a mobile terminal. The mobile terminal can include but is not limited to any one of the following devices: a smart phone, a tablet computer, a palm computer, a personal digital assistant (PDA), etc. Here, the first viewing angle refers to the shooting viewing angle of a first virtual camera bound to a first virtual character. For example, the first virtual camera can be located at an associated position of the first virtual character, and the associated position refers to a position that moves with the first virtual character. The associated position can be above the head of the first virtual character, above the back of the first virtual character, etc. Here, the first virtual character in the first game view is a game character controlled by the user through the mobile terminal. In the embodiments of the present application, the mobile terminal is preconfigured with an angle sensing module for acquiring the rotation direction or rotation angle of the mobile terminal when the mobile terminal rotates.
[0058] In an embodiment of the present application, the angle sensing module can be a gyroscope, which is used to detect the orientation data of the mobile terminal. The gyroscope, i.e., the angular velocity sensor, is different from the accelerometer, and measures the angular velocity when the gyroscope is deflected or tilted. The orientation of the mobile terminal can be determined by detecting the orientation of the gyroscope. The orientation includes the position and direction of the mobile terminal. The gyroscope can detect the change in the position data of the mobile terminal, and can also detect the change in the direction data of the mobile terminal. The change in the position data and the change in the direction data of the mobile terminal detected by the gyroscope can be used to determine the rotation direction or rotation angle of the mobile terminal.
[0059] In another embodiment of the present application, the angle sensing module can be a gravity sensor (gravity sensor). The gravity sensor can convert the change in gravity into an electrical signal, and then obtain the gravity sensing information. Most of the current smart phones and tablet computers are equipped with gravity sensors, such as the iOS series of products and the Android series of products. Specifically, the gravity sensing information can be used to determine the change in the rotation direction or rotation angle of the mobile terminal, such as landscape, portrait or tilt, etc.
[0060] For example, the game in the embodiment of the present application can be a MOBA game. The MOBA game is a game in which a plurality of positions are provided in a virtual world, and users in different camps control virtual characters to fight in the virtual world, and occupy positions or destroy enemy camp positions. For example, the MOBA game can divide the users into two opposing camps, and disperse the virtual characters controlled by the users in the virtual world to compete with each other, and destroy or occupy all the positions of the enemy as the winning condition. The MOBA game is in units of rounds. The duration of a round of the MOBA game is from the start of the game to the time when the winning condition is achieved. Alternatively, a round of the MOBA game to which the method shown in the embodiment of the present application is applied is referred to as a virtual battle task.
[0061] The display control method of the game provided in the embodiment of the present application will be described in detail below.
[0062] Please refer to Figure 2 , Figure 2 The flowchart of the display control method of the game provided in the embodiment of the present application is shown in FIG. 1. As shown in FIG. 1, the method provided in the embodiment of the present application includes the following steps. Figure 2
[0063] S201, in the process of controlling the first virtual character to perform the virtual battle task, in response to the rotation operation of the terminal device, obtaining the rotation information of the terminal device, and displaying a view angle expansion area on the graphical user interface.
[0064] S202, determine a target scene region from the virtual scene according to the rotation information of the terminal device.
[0065] S203, control a second game picture obtained by observing the target scene region with the second view angle to be displayed in the view angle expansion region.
[0066] The above display control method of the game is taken as an example, and each step of the above exemplary embodiments of the present application is described as follows:
[0067] In step S201, in the process of controlling the first virtual character to perform the virtual battle task, the rotation information of the terminal device is obtained in response to the rotation operation of the terminal device, and the view angle expansion region is displayed on the graphical user interface. Here, the rotation information can include at least one of the rotation direction and the rotation angle, and the view angle expansion region is used to display a second game picture of observing part of the virtual scene with a second view angle.
[0068] In the above steps, the virtual battle task includes one of the following situations: (1) the virtual battle task is in a state of controlling the first virtual character to move in the virtual scene, specifically including: in response to the touch operation on the character movement control, the first virtual character is controlled to move in the virtual scene according to the touch position of the touch operation; (2) the virtual battle task is in a state that the first virtual character is stationary in the virtual scene; (3) the virtual battle task is in a state that the first virtual character is in battle in the virtual scene; specifically including: in response to the first touch operation on the character movement control, the first virtual character is controlled to move in the virtual scene according to the touch position of the first touch operation; in response to the second touch operation on the skill release control, the first virtual character is controlled to release game skills in the process of moving; (4) the virtual battle task is in a complex state, specifically including: in response to the first touch operation on the character movement control, the first virtual character is controlled to move in the virtual scene according to the touch position of the first touch operation; in response to the third touch operation on the shop control, the first virtual character is controlled to select virtual props in the process of moving.
[0069] In the process of controlling the first virtual character to perform the virtual battle task as described above, in response to a rotation operation of the terminal device issued by the user, rotation information of the terminal device is acquired through a pre-configured angle sensing module on the terminal device, so as to determine a target scene area from the virtual scene according to the rotation information of the terminal device; when the terminal device is controlled to rotate, a view angle expansion area is displayed on the graphical user interface, and the view angle expansion area is used to display a second game picture of observing part of the virtual scene from a second view angle, where the second view angle is different from the first view angle. Here, the second view angle refers to a shooting view angle of a second virtual camera used to shoot the target scene area, where the second virtual camera does not move with the first virtual character, but can move with the rotation of the terminal device, that is, the second virtual camera changes with the position change of the target scene area, so as to realize the shooting of the target scene area.
[0070] In step S202, a target scene area is determined from the virtual scene according to the rotation information of the terminal device.
[0071] In an embodiment, step S202 specifically includes: determining a moving direction of the second virtual camera according to the rotation information of the terminal device, and controlling the second virtual camera to move according to the moving direction, so as to determine a region shot by the second virtual camera after moving as the target scene area from the virtual scene. Here, the rotation information can include at least one of a rotation direction and a rotation angle.
[0072] For example, the rotation information includes the rotation direction. In an embodiment, the rotation direction includes a direction of rotating around an X-direction rotation axis of the terminal device, and a direction of rotating around a Y-direction rotation axis of the terminal device, where the X-direction is a direction of a long side of an outer contour of the terminal device, and the Y-direction is a direction of a short side of the outer contour of the terminal device. Specifically, step S202 includes:
[0073] If the terminal device rotates around the X-direction rotation axis of the terminal device, it is determined that the moving direction of the second virtual camera is the Y-direction, and the second virtual camera is controlled to move towards the Y-direction, so as to determine a region shot by the second virtual camera after moving as the target scene area from the virtual scene;
[0074] If the terminal device rotates around the Y-direction rotation axis of the terminal device, it is determined that the moving direction of the second virtual camera is the X-direction, and the second virtual camera is controlled to move towards the X-direction, so as to determine a region shot by the second virtual camera after moving as the target scene area from the virtual scene.
[0075] For example, the current mobile terminal is equipped with an angle sensing module by default. Based on the three-dimensional coordinate axis (X / Y / Z three-axis), the angle sensing module can detect any action of the user on the mobile terminal. In actual application, the rotation angle of the mobile terminal is calculated by the angle formed by the three axes or any two axes. As shown in FIGS. 1, 2 and 3, the rotation angle of the mobile terminal is calculated by the angle formed by the X-axis and the Y-axis, and the whole map in the game is divided into four map regions A, B, C and D. The rotation angle of the mobile terminal is corresponded to the four map regions. When the mobile terminal rotates clockwise around the Y-axis (the mobile terminal is inclined to the left), the X-axis decreases because the gravity is applied to the negative direction of the X-axis, and the second virtual camera moves to the region corresponding to the regions A and B. When the mobile terminal rotates counterclockwise around the Y-axis (the mobile terminal is inclined to the right), the X-axis increases because the gravity is applied to the positive direction of the X-axis, and the second virtual camera moves to the region corresponding to the regions C and D. Similarly, when the mobile terminal rotates towards the user around the X-axis (the mobile terminal is inclined outward), the Y-axis decreases because the gravity is applied to the negative direction of the Y-axis, and the second virtual camera moves to the region corresponding to the regions B and D. When the mobile terminal rotates away from the user around the X-axis (the mobile terminal is inclined inward), the Y-axis increases because the gravity is applied to the positive direction of the Y-axis, and the second virtual camera moves to the region corresponding to the regions A and C. Figure 3 and Figure 4 As shown in FIGS. 1, 2 and 3, the rotation angle of the mobile terminal is calculated by the angle formed by the X-axis and the Y-axis, and the whole map in the game is divided into four map regions A, B, C and D. The rotation angle of the mobile terminal is corresponded to the four map regions. When the mobile terminal rotates clockwise around the Y-axis (the mobile terminal is inclined to the left), the X-axis decreases because the gravity is applied to the negative direction of the X-axis, and the second virtual camera moves to the region corresponding to the regions A and B. When the mobile terminal rotates counterclockwise around the Y-axis (the mobile terminal is inclined to the right), the X-axis increases because the gravity is applied to the positive direction of the X-axis, and the second virtual camera moves to the region corresponding to the regions C and D. Similarly, when the mobile terminal rotates towards the user around the X-axis (the mobile terminal is inclined outward), the Y-axis decreases because the gravity is applied to the negative direction of the Y-axis, and the second virtual camera moves to the region corresponding to the regions B and D. When the mobile terminal rotates away from the user around the X-axis (the mobile terminal is inclined inward), the Y-axis increases because the gravity is applied to the positive direction of the Y-axis, and the second virtual camera moves to the region corresponding to the regions A and C.
[0076] In another embodiment, the rotation direction includes a direction of rotation around the X-axis of the terminal device, a direction of rotation around the Y-axis of the terminal device, a direction of rotation around the first diagonal direction rotation axis of the terminal device, and a direction of rotation around the second diagonal direction rotation axis of the terminal device. The X-axis is the direction of the long side of the outer contour of the terminal device, the Y-axis is the direction of the short side of the outer contour of the terminal device, the first diagonal direction is the direction of the line connecting the two opposite corners of the outer contour of the terminal device, and the second diagonal direction is the direction of the line connecting the other two opposite corners of the outer contour of the terminal device. Step S202 specifically includes:
[0077] If the terminal device rotates around the X-axis of the terminal device, it is determined that the moving direction of the second virtual camera is the Y-axis, and the second virtual camera is controlled to move in the Y-axis direction. The region photographed by the second virtual camera after moving in the virtual scene is determined as the target scene region.
[0078] If the terminal device rotates around the Y-axis of the terminal device, it is determined that the moving direction of the second virtual camera is the X-axis, and the second virtual camera is controlled to move in the X-axis direction. The region photographed by the second virtual camera after moving in the virtual scene is determined as the target scene region.
[0079] If the terminal device rotates around the first diagonal direction rotation axis of the terminal device, the moving direction of the second virtual camera is determined as the second diagonal direction, and the second virtual camera is controlled to move in the second diagonal direction. A region in the virtual scene that is photographed by the second virtual camera after moving is determined as the target scene region.
[0080] If the terminal device rotates around the second diagonal direction rotation axis of the terminal device, the moving direction of the second virtual camera is determined as the first diagonal direction, and the second virtual camera is controlled to move in the first diagonal direction. A region in the virtual scene that is photographed by the second virtual camera after moving is determined as the target scene region.
[0081] For example, as shown in FIG. 6, the terminal device 100 rotates around the first diagonal direction rotation axis of the terminal device 100, and the second virtual camera 200 moves in the second diagonal direction. Figure 5 and Figure 6As shown, the first diagonal direction rotation axis is defined as W1 axis, and the second diagonal direction rotation axis is defined as W2 axis. The rotation angle of the mobile terminal is calculated according to the angle formed by the X axis, the Y axis, the W1 axis and the W2 axis. Meanwhile, the whole map in the game is divided into eight map areas, i.e., A1, B1, C1, D1, E1, F1, G1 and H1. The rotation angle of the mobile terminal is corresponded to the eight map areas. When the mobile terminal rotates clockwise around the Y direction rotation axis (the mobile terminal leans left), the X axis decreases because the gravity is applied to the negative direction of the X axis. Thus, the second virtual camera moves to the areas corresponding to A1, B1, H1 and G1. When the mobile terminal rotates counterclockwise around the Y direction rotation axis (the mobile terminal leans right), the X axis increases because the gravity is applied to the positive direction of the X axis. Thus, the second virtual camera moves to the areas corresponding to C1, D1, E1 and F1. Similarly, when the mobile terminal rotates towards the user around the X direction rotation axis (the mobile terminal leans inwards), the Y axis decreases because the gravity is applied to the negative direction of the Y axis. Thus, the second virtual camera moves to the areas corresponding to H1, G1, F1 and E1. When the mobile terminal rotates away from the user around the X direction rotation axis (the mobile terminal leans outwards), the Y axis increases because the gravity is applied to the positive direction of the Y axis. Thus, the second virtual camera moves to the areas corresponding to A1, B1, C1 and D1. When the mobile terminal rotates clockwise around the W1 axis (the mobile terminal leans left and downwards), the W2 axis decreases because the gravity is applied to the negative direction of the W2 axis. Thus, the second virtual camera moves to the areas corresponding to A1, H1, G1 and F1. When the mobile terminal rotates counterclockwise around the W1 axis (the mobile terminal leans right and upwards), the W2 axis increases because the gravity is applied to the positive direction of the W2 axis. Thus, the second virtual camera moves to the areas corresponding to B1, C1, D1 and E1. Similarly, when the mobile terminal rotates towards the user around the W2 axis (the mobile terminal leans right and downwards), the W1 axis decreases because the gravity is applied to the negative direction of the W1 axis. Thus, the second virtual camera moves to the areas corresponding to G1, F1, E1 and D1. When the mobile terminal rotates away from the user around the W2 axis (the mobile terminal leans left and upwards), the W1 axis increases because the gravity is applied to the positive direction of the W1 axis. Thus, the second virtual camera moves to the areas corresponding to A1, B1, C1 and H1.
[0082] In the above manner, the rotation direction of the terminal device is determined by the angle sensing module pre-set in the terminal device, the rotation angle of the mobile terminal is corresponded to a plurality of map regions, and then the target scene region to be photographed by the second virtual camera is accurately determined according to the rotation information of the terminal device, the second virtual camera is controlled to move to the target scene region, and thus the second game picture obtained by observing the target scene region at the second visual angle is accurately displayed in the visual angle expansion region. The correspondence between the rotation information of the terminal device and the position change of the second virtual camera is convenient for the user to understand, can indirectly improve the accuracy when the direction is controlled, and improves the user interaction experience.
[0083] In related solutions, due to the size limitation of the thumbnail map, the scene object displayed in the map is relatively cramped, the user is prone to inaccurate positioning when dragging the thumbnail map, the expected game picture cannot be accurately viewed, and multiple dragging operations are required to complete the adjustment of the picture content, which is relatively cumbersome and affects the game experience. Based on this, the virtual scene can be divided into a plurality of visual observation regions in advance in the embodiments of the present application, the graphical user interface includes a plurality of sub-interface regions, and the position distribution of the plurality of sub-interface regions in the graphical user interface corresponds to the position distribution of the plurality of visual observation regions in the virtual scene in a one-to-one manner.
[0084] For example, the virtual scene can be divided into a plurality of visual observation regions according to the battle frequency counted from the historical game data, such as a visual observation region where a monster is located or a visual observation region where a defense tower is located. This division helps the user to quickly observe the game picture where a battle is likely to occur, reduces the search time of the user, and indirectly improves the operation efficiency of the game. The entire virtual scene can also be evenly divided to obtain a plurality of visual observation regions. This division is simple and easy for the user to understand the game operation mechanism, thereby improving the user's game experience.
[0085] In the embodiments of the present application, step S202 includes: determining a target sub-interface region corresponding to the rotation information from the plurality of sub-interface regions of the graphical user interface; and determining the visual observation region corresponding to the target sub-interface region as the target scene region according to the position distribution of the plurality of visual observation regions in the virtual scene.
[0086] Herein, a plurality of sub-interface regions are displayed on the graphical user interface, each of the sub-interface regions corresponding to a field of view observation region; rotation information input by a terminal device is received, a direction instruction is determined according to the rotation information, a region dotted line frame of the sub-interface region is moved according to the determined direction instruction, a target sub-interface region is selected from the plurality of sub-interface regions, and the region dotted line frame of the target sub-interface region is highlighted; after the target sub-interface region is selected, a field of view observation region corresponding to the target sub-interface region is determined as a target scene region according to a one-to-one correspondence between a position distribution of the plurality of sub-interface regions on the graphical user interface and a position distribution of the plurality of field of view observation regions in the virtual scene, so as to control the view angle expansion region to display a second game picture obtained by observing the target scene region at a second view angle.
[0087] Specifically, the direction instruction is determined according to the rotation information, and the region dotted line frame is moved according to the direction instruction from the region dotted line frame at a default position to the target sub-interface region, and the region dotted line frame corresponding to the target sub-interface region is highlighted.
[0088] The default position includes a center position, a position of a first region located at a top left corner of the plurality of sub-interface regions, or a user-defined position.
[0089] Further, the region dotted line frame corresponding to the target sub-interface region is highlighted in at least one of the following manners: the lines of the region dotted line frame are thickened; the lines of the region dotted line frame are changed to solid lines; the background color or the line color of the region dotted line frame corresponding to the target sub-interface region is different from the background color or the line color of the region dotted line frame corresponding to other sub-interface regions.
[0090] For example, eight direction instructions, i.e., up, down, left, right, top left, bottom left, top right and bottom right, can be determined according to the rotation information of the terminal device. Figure 7 As shown in FIG. 1, the graphical user interface 100 of the terminal device is divided into a plurality of sub-interface regions. Figure 8 As shown in FIG. 2, the virtual scene is divided into a plurality of field of view observation regions, each of the sub-interface regions corresponds to a field of view observation region, for example, the sub-interface region 202 corresponds to the field of view observation region 302, the sub-interface region 203 corresponds to the field of view observation region 303, and the sub-interface region 204 corresponds to the field of view observation region 304. A region dotted line frame can be displayed on the graphical user interface, each of the region dotted line frames corresponds to a sub-interface region.
[0091] For example, when the terminal device is facing the user, the target sub-interface region is the sub-interface region 213 located at the center position of the graphical user interface, and the region dotted line frame corresponding to the target sub-interface region is highlighted, and the field of view observation region 313 corresponding to the target sub-interface region is determined as the target scene region.Figure 7 and Figure 8 As shown in the figure, if the terminal device is controlled to rotate upwards, the target sub-interface region becomes sub-interface region 208, and the region dotted frame of sub-interface region 208 is displayed in bold (not shown in the figure), and the field of view observation region 308 corresponding to the target sub-interface region is determined as the target scene region; if the terminal device is continuously controlled to rotate leftwards, the target sub-interface region becomes sub-interface region 207, and the region dotted frame of sub-interface region 207 is displayed in bold (not shown in the figure), and the field of view observation region 307 corresponding to the target sub-interface region is determined as the target scene region; if the terminal device is continuously controlled to rotate leftwards and downwards, the target sub-interface region becomes sub-interface region 211, and the region dotted frame of sub-interface region 211 is displayed in bold (not shown in the figure), and the field of view observation region 311 corresponding to the target sub-interface region is determined as the target scene region.
[0092] Here, in the process of issuing a rotation operation to the terminal device, if the pause time is greater than a first preset pause threshold and not greater than a second preset pause threshold, the region in which the current target sub-interface region is located is taken as the initial region of the next movement; for example, the terminal device is first controlled to rotate upwards, the target sub-interface region becomes sub-interface region 208, and then the terminal device is controlled to rotate leftwards, the target sub-interface region becomes sub-interface region 207. The first preset pause threshold is less than the second preset pause threshold, and in the process of rotating the terminal device, only when the pause time reaches the first preset pause threshold, the target sub-interface region is determined to be selected once. If the pause time exceeds the second preset pause threshold, the current rotation operation is controlled to end, and the target sub-interface region is controlled to return to sub-interface region 213 located at the default position of the graphical user interface.
[0093] In the foregoing manner, the virtual scene is divided into multiple field of view observation regions in advance, the user can directly position on the field of view observation region divided in advance by controlling the terminal device to rotate, the user can accurately view the expected game picture without multiple drag operations, the positioning accuracy is improved, and the game operation is convenient.
[0094] In step S203, the second game picture obtained by observing the target scene region in the second view angle is displayed in the view angle expansion region.
[0095] Here, the second game picture of the target scene region observed by the second visual angle is displayed in the visual angle expansion region in real time, so that the user controlling the first virtual character can pay attention to the game situation around the first virtual character in time through the second game picture of the target scene region observed by the second visual angle displayed in the visual angle expansion region under the condition that the first game picture of the partial virtual scene observed by the first visual angle displayed on the graphical user interface does not change, and whether to support or kill is decided, so that the continuity of the user controlling the first virtual character to complete the game behavior in the virtual scene is not interrupted, and the human-computer interaction efficiency is improved.
[0096] In an optional embodiment, during the process of controlling the terminal device to perform the rotating operation, in response to a pause operation on the terminal device, it is determined that the region acted on by the pause operation is the target scene region; and the second game picture of the target scene region observed by the second visual angle is displayed in the visual angle expansion region; wherein the pause time of the pause operation exceeds a preset time threshold.
[0097] In this way, during the process of controlling the terminal device to perform the rotating operation, the user can autonomously select the field of view region to be viewed through the pause operation, so that the game interaction is more abundant, the playability of the game is increased, and the user experience is improved. In addition, the precise positioning of the user on the field of view to be viewed can be realized through the pause operation, the operation is simple and easy to implement, the complexity of the player operation is reduced, and the human-computer interaction efficiency is improved.
[0098] In the embodiments of the present application, the graphical user interface further displays a thumbnail map, and the thumbnail map displays a third game picture of the entire virtual scene observed by a third visual angle. The third game picture includes the orientation information of each virtual character in the virtual scene. Here, the third visual angle refers to the shooting visual angle of a third virtual camera for global shooting. The third virtual camera does not need to change position because it performs shooting of the entire virtual scene, and accordingly, the third virtual camera does not move with the first virtual character and does not move with the rotation of the terminal device.
[0099] In addition, the second game picture includes attribute information of each virtual character in the target scene region. For example, the attribute information includes at least one of a life value, a combat power value, an economy, a battle information, and a equipped prop. The life value includes a blood bar representing the life force of the virtual object. The combat power value is a comprehensive numerical index given by the game system through its own algorithm according to the equipment carried by the virtual character. The economy is the number of gold coins possessed by the virtual character. The battle information includes the number of enemy characters killed by the virtual character, the number of deaths, the number of assists, etc.
[0100] Further, the display form of the visual angle expansion region displayed on the graphical user interface includes one of the following items:
[0101] (1) Superimpose the view angle expansion area on the thumbnail map.
[0102] Here, the view angle expansion area is superimposed on the thumbnail map, wherein the area of the view angle expansion area is the same as the area of the thumbnail map, and the view angle expansion area covers the entire thumbnail map.
[0103] In this way, the newly added view angle expansion area on the graphical user interface does not block the functional area on the graphical user interface, and does not interfere with the user's view of the virtual scene in the first game screen, solving the problem of interfering with the field of view, and facilitating the user to seize the opportunity to win the victory in time, thereby improving the user experience.
[0104] However, considering that in the above scheme, the view angle expansion area covers the entire thumbnail map, the user cannot continue to observe the thumbnail map when the view angle expansion area is displayed, and thus cannot know the relative position of the teammates or the enemy and himself. Since the game combat rhythm is fast, the above scheme makes it inconvenient for the user to control the movement of the first virtual character. Based on this, the following scheme is proposed:
[0105] Superimpose the view angle expansion area on the thumbnail map according to a preset transparency, wherein the area of the view angle expansion area is the same as the area of the thumbnail map. Wherein, the preset transparency refers to the transparency that can clearly display the thumbnail map covered by the view angle expansion area. Here, the user can not only observe the relative positions between the first virtual character and the second virtual character in the same camp and the third virtual character in the different camp on the thumbnail map, but also observe the second game screen that displays the target scene area observed by the second view angle in the view angle expansion area.
[0106] In this way, the above scheme can not only solve the problem of field of view interference, but also ensure that the user can pay attention to the real-time changing relative position relationship between the second virtual character in the same camp and the third virtual character in the different camp and the first virtual character controlled by the user, and then adjust the rotation information of the control terminal device in time to adjust the moving direction of the second virtual camera in real time to update the second game screen displayed in the view angle expansion area. It is beneficial to improve the game operation efficiency.
[0107] (2) Display the view angle expansion area on the graphical user interface at any position other than the thumbnail map according to a specified transparency.
[0108] Here, the view angle expansion region is displayed at any position on the graphical user interface other than the thumbnail map with a specified transparency, where the specified transparency refers to a transparency that can clearly display the first game screen covered by the view angle expansion region, so that the user can simultaneously observe the second game screen of the target scene region observed at the second view angle displayed by the view angle expansion region and the first game screen of the partial virtual scene observed at the first view angle displayed on the graphical user interface, thereby ensuring that the user can timely adjust the rotation information of the control terminal device according to the relative positions between the first virtual character, the second virtual character in the same camp, and the third virtual character in the different camp displayed in the thumbnail map, and then adjust the moving direction of the second virtual camera, so as to facilitate the user to timely pay attention to the game situation around the first virtual character controlled by the user, thereby enabling the user to accurately control the moving direction of the first virtual character in combination with the thumbnail map and the view angle expansion region, and being beneficial to improving the game operation efficiency.
[0109] It should be noted that, whether the view angle expansion region is superimposed on the virtual map or displayed at any position on the graphical user interface other than the virtual map with a specified transparency, if the view angle expansion region includes a virtual object, the attribute information of the virtual object is highlighted. Here, the virtual object includes one or more of a virtual character, a non-neutral active combat unit, and a neutral passive combat unit. For example, the virtual character can include the second virtual character and / or the third virtual character, the non-neutral active combat unit can be a battle line in the game, and the neutral passive combat unit can be a wild monster in the game.
[0110] Preferably, the attribute information is a health value. In this way, if the virtual object is a virtual character, the health value of the virtual character in the view angle expansion region is highlighted, which is beneficial to the user to timely pay attention to the health value of the second virtual character and / or the third virtual character. If the health value of the third virtual character is low, the user can control the first virtual character to kill the third virtual character with a low health value to improve the economy of the user. If the health value of the second virtual character is low, the user can decide whether to control the first virtual character to provide assistance. In addition, if the virtual object is a non-neutral active combat unit or a neutral passive combat unit, the health value of the non-neutral active combat unit or the neutral passive combat unit in the view angle expansion region is highlighted, and the user can decide whether to control the first virtual character to kill according to the displayed health value. Therefore, highlighting the health value of the virtual object in the view angle expansion region is beneficial to the user to timely adjust the moving direction of the first virtual character, thereby improving the human-computer interaction efficiency.
[0111] For other contents included in the attribute information, such as battle power value, economy, battle information, equipped props, etc., similar technical effects as the attribute information including the life value can be generated, which are all helpful for the user to timely decide whether to control the first virtual character to go to support, and then timely adjust the moving direction of the first virtual character, thereby improving the human-computer interaction efficiency, which will not be repeated here.
[0112] In related solutions, for example, in the process of fierce battle, the user has a higher requirement for the clarity of the game picture, in order to avoid that the view angle expansion area displayed according to the specified transparency still causes certain visual interference to the user, the embodiments of the present application propose the following solution: in response to the moving operation on the view angle expansion area, the view angle expansion area is controlled to move on the graphical user interface.
[0113] Specifically, in response to the moving operation on the view angle expansion area, the view angle expansion area is controlled to move to the position where the moving operation ends, and then the view angle expansion area can be placed at any position of the graphical user interface according to the actual needs of the user, so as to prevent interference with the game, and indirectly improve the human-computer interaction efficiency.
[0114] In addition, in order to enable the user to more clearly observe the second game picture of the target scene area observed in the second view angle displayed by the view angle expansion area, the embodiments of the present application can adjust the area of the view angle expansion area in response to the expansion operation on the view angle expansion area. Specifically, in response to the moving operation on the boundary area of the view angle expansion area, the area of the view angle expansion area is adjusted, so that the view angle expansion area displays more second game pictures of the target scene area observed in the second view angle, thereby enabling the user to more clearly observe the game situation of the enemy or the teammate, facilitating the user to quickly decide whether to go to kill or support, shortening the time for viewing the surrounding field of view, and improving the operation efficiency of the game.
[0115] In related solutions, when the adjusted or expanded view angle expansion area coincides with the touch area of the function control at the bottom of the graphical user interface, the function control cannot be continuously used, which reduces the operation efficiency of the game. In order to solve the above technical problem, the embodiments of the present application propose the following solution:
[0116] When the position area corresponding to the view angle expansion area after moving partially coincides with the touch area of the function control displayed on the graphical user interface, or the area corresponding to the view angle expansion area after the area is adjusted partially coincides with the touch area of the function control displayed on the graphical user interface, in response to the locking operation on the view angle expansion area, the position of the view angle expansion area on the graphical user interface is locked, and the transparency of the view angle expansion area is controlled to be reduced, so that the user controlling the first virtual character can operate the function control through the view angle expansion area. The function control includes a moving control and a skill release control, etc.
[0117] In an alternative embodiment, in response to the locking operation for the perspective expansion region, the step of locking the position of the perspective expansion region on the graphical user interface comprises any one of the following:
[0118] (1) In response to a preset gesture instruction, the position of the perspective expansion region on the graphical user interface is locked.
[0119] For example, in response to a sliding operation on the graphical user interface, a sliding track of the sliding operation is obtained, and if the sliding track presents a V shape, the position of the perspective expansion region on the graphical user interface is locked. In addition, the sliding track corresponding to the preset gesture instruction can also present a "Z shape", a "W shape", an "X shape", etc., which is not limited here.
[0120] In this way, the position of the perspective expansion region on the graphical user interface can be locked by a preset gesture instruction, the operation process is intuitive and fast, the operation time and cost are reduced, the user can lock the position of the perspective expansion region on the graphical user interface more conveniently, the subsequent game session is not affected, and the operation efficiency of the game is improved.
[0121] (2) A region locking control is displayed on the graphical user interface, and when the position region corresponding to the perspective expansion region after the movement partially overlaps with a touch region of a function control displayed on the graphical user interface or the region corresponding to the perspective expansion region after the area adjustment partially overlaps with the touch region of the function control, in response to a first touch operation for the region locking control, the position of the perspective expansion region on the graphical user interface is locked, and the transparency of the perspective expansion region is controlled to be reduced, so that the user controlling the first virtual character can operate the function control through the perspective expansion region.
[0122] The first touch operation includes but is not limited to a click operation, a drag operation, a long press operation, and a double-click operation. The region locking control has the function of locking the position of the perspective expansion region on the graphical user interface.
[0123] For example, in response to a click operation for the region locking control, the position of the perspective expansion region on the graphical user interface is locked, and the transparency of the perspective expansion region is controlled to be reduced, so that the user controlling the first virtual character can operate the function control through the perspective expansion region.
[0124] In this way, after the position area corresponding to the visual angle expansion area after moving partially overlaps the touch area of the function control displayed on the graphical user interface or the area corresponding to the visual angle expansion area after the area size adjustment partially overlaps the touch area of the function control displayed on the graphical user interface, the visual angle expansion area can be directly locked at the current position of the graphical user interface by directly touching the area locking control, the operation process is simple, the operation efficiency is high, and the operation time and operation cost are reduced, and the user can lock the visual angle expansion area. In addition, after the visual angle expansion area is locked, the transparency of the visual angle expansion area is reduced, which facilitates the user to accurately determine the position of the function control and then operate the function control, reduces the influence on the game session, and improves the operation efficiency of the game.
[0125] Further, in response to a second touch operation on the area locking control, the visual angle expansion area in the locked state is controlled to be cancelled.
[0126] Here, the second touch operation includes but is not limited to a click operation, a drag operation, a long press operation, and a double-click operation. However, the second touch operation is different from the first touch operation, such as the first touch operation being a click operation and the second touch operation being a drag operation.
[0127] In the above scheme, by performing different touch operations on the area locking control, the position of the visual angle expansion area on the graphical user interface can be locked and the visual angle expansion area in the locked state can be cancelled, the operation process is simple, the operation efficiency is high, and the operation efficiency of the game is improved.
[0128] In a preferred embodiment, in the process of controlling the visual angle expansion area to display a second game screen obtained by observing a target scene area at a second visual angle, an expansion area identifier is displayed at a map position in a thumbnail map displayed in the graphical user interface corresponding to the actual position of the target scene area observed at the second visual angle in the virtual scene.
[0129] Herein, in the thumbnail map, object identifiers corresponding to the plurality of virtual objects are displayed, such as a role identifier of a virtual role, a first object identifier of a non-neutral active combat unit (troop line), and a second object identifier of a neutral passive combat unit (wild monster). Among them, the role identifier of the virtual role, the first object identifier and the second object identifier can each include any one or more of a number, a nickname, an avatar, a symbol. For example, for the role identifier, the display form of the role avatar is selected. Among them, for virtual roles in different camps, different colored avatar frames can be selected as role identifiers to distinguish different camps. Here, for virtual roles in different camps, avatar frames of different line forms are selected as role identifiers to distinguish different camps. For example, for the camp where the first virtual role and the second virtual role are located, the role identifiers corresponding to the virtual roles in this camp are avatar frames of thick solid line form, and for the camp where the third virtual role is located, the role identifiers corresponding to the virtual roles in this camp are avatar frames of thin dashed line form. For the first object identifier, the display form of a circular icon is selected, and for the second object identifier, the display form of a symbolic symbol or the display form of a square icon is selected. In this way, the object identifiers of the plurality of virtual objects are displayed in the thumbnail map and are well distinguished.
[0130] Further, according to the actual position of the target scene area displayed by the view angle expansion area in the virtual scene, the embodiment of the application determines to display an expansion area identifier at a map position corresponding to the actual position of the target scene area in the thumbnail map. The user can control the rotation information of the terminal device according to the relative position relationship between the expansion area identifier and each object identifier displayed in the thumbnail map, and further control the position change information of the second virtual camera, so that the user controls the second virtual camera to quickly move to a target position. The target position is a position corresponding to a field of view area that the user wants to view, which is beneficial for the user to view the game scene in the virtual battle task in time and prepare for support or killing. The game refers to the virtual roles in two camps being in combat.
[0131] In the above process, by displaying the expansion area identifier and each object identifier in the thumbnail map, according to the relative position relationship between the expansion area identifier and each object identifier, the search time of the first virtual role for searching the game scene in the virtual battle task can be saved, and the moving time of the first virtual role to the area corresponding to the game scene can be reduced, thereby improving the human-computer interaction efficiency and speeding up the game process.
[0132] In addition, the position of the extended area marker displayed on the thumbnail changes in real time as the second virtual camera moves, so that the thumbnail can update the map position of the extended area marker on the thumbnail in real time according to the actual position of the target scene area displayed by the extended area in the virtual scene. This provides accurate directional reference for users to control the movement of the first virtual character or the second virtual camera, which helps to improve the efficiency of human-computer interaction.
[0133] For example, such as Figure 9 As shown, the graphical user interface 100 includes a first game screen for viewing a portion of the virtual scene from a first-person perspective in a virtual battle mission, as well as a thumbnail map 101, movement controls 110, and skill release controls 120. The first game screen includes a first virtual character 103. The thumbnail map 101 displays the character identifier of the first virtual character 103, the character identifier of the second virtual character currently controlled by a teammate, and the character identifier of the third virtual character currently controlled by an enemy, such as the character identifier of the second virtual character 104 currently controlled by a teammate and the character identifier of the third virtual character 105 currently controlled by an enemy. The thumbnail map 101 also displays the first object identifier of non-neutral active combat units, such as the first object identifier of the minion wave 109, and the second object identifier of neutral passive combat units, such as the second object identifier of jungle monsters 106 or 107.
[0134] In the process of controlling the first virtual character 103 to move in the virtual scene by dragging the movement control 110, or in the process of controlling the first virtual character 103 to move in the virtual scene by dragging the movement control 110 and controlling the first virtual character 103 to release a skill by clicking the skill release control 120 to kill the line of soldiers 109, if the user wants to observe the blood volume of the surrounding enemies, such as the blood volume of the third virtual character 105, the user can control the terminal device to rotate counterclockwise around the first diagonal direction rotation axis, display the visual angle expansion area 140 on the graphical user interface 100, control the second virtual camera to move to the position where the third virtual character 105 is located, and display the expansion area identifier (black box) of the visual angle expansion area 140 on the thumbnail map 101. When the second virtual camera moves to the position where the third virtual character 105 is located, the position area where the third virtual character 105 is located is the target scene area, the visual angle expansion area 140 includes the second game picture obtained by observing the target scene area at the second visual angle, the second game picture includes the third virtual character 105 and one of the soldiers in the line of soldiers 109, and the expansion area identifier (black box) in the thumbnail map 101 moves to the position where the third virtual character 105 is located. The position of the visual angle expansion area 140 on the graphical user interface 100 can be selected according to actual needs. Here, the blood bar 150 of the third virtual character 105 is highlighted, which is conducive to the user's timely attention to the life value of the third virtual character 105, and if the life value of the third virtual character 105 is low, the user can control the first virtual character 103 to kill the third virtual character 105 with low life value to improve the economy of the user, which is conducive to the user's timely adjustment of the moving direction of the first virtual character 103, thereby improving the human-computer interaction efficiency.
[0135] In the above process, the second virtual camera is controlled to move to the position where the third virtual character 105 is located by rotating the terminal device to determine the target scene area, and the second game picture obtained by observing the target scene area at the second visual angle is displayed in the visual angle expansion area 140 on the graphical user interface 100 in real time, which does not interrupt the continuity of the user's control of the first virtual character 103 to complete the game behavior in the virtual scene, and improves the game operation efficiency; and the graphical user interface 100 simultaneously includes the first game picture obtained by observing part of the virtual scene at the first visual angle (the first virtual character 103 is in the first game picture) and the second game picture obtained by observing the target scene area at the second visual angle, which ensures that the first game picture is always displayed on the graphical user interface 100 when the user observes the second game picture, and does not make the user feel detached from the current game behavior, thereby improving the user's game experience.
[0136] In a related solution, in order for different users to view the game situation of the surrounding enemies or teammates, the following steps need to be performed: rotating the terminal device to control the second virtual camera to move in a direction corresponding to the rotation direction of the terminal device, determining a target scene area in the virtual scene as the area photographed by the second virtual camera after moving, and displaying the second game screen obtained by observing the target scene area at the second view angle in the view angle expansion area of the graphical user interface in real time. In order to improve the convenience of game operation, the embodiments of the present application propose that, in response to an adding mark operation, mark prompt information is displayed in the view angle expansion area, and the mark prompt information is sent to the game screen of at least one second virtual character, and the second virtual character and the first virtual character belong to the same camp.
[0137] For example, the mark prompt information includes but is not limited to: gathering, attacking, retreating, and paying attention. The display form of the mark prompt information includes but is not limited to: text information, voice information, and pop-up window information.
[0138] The above-mentioned manner can enable information sharing among virtual characters in the same camp. As long as one virtual character performs the operation of viewing the surrounding field of view, the obtained message result can be synchronized to other teammates. In this way, other teammates do not need to perform the operation of viewing the surrounding field of view in the same area again, operation time is saved, teammates can timely understand the game situation in the current virtual battle task, and thus the teammates can better perform the next tactical deployment, the convenience of game operation is improved, the game process can be accelerated, the human-computer interaction efficiency can be improved, and the game time of a single virtual battle task is not too long.
[0139] In an optional embodiment, step S203 further includes: controlling the second virtual camera to move to the target scene area at a first moving rate, and displaying part of the virtual scene observed at the second view angle in the view angle expansion area; wherein the second view angle is a preset view angle of the second virtual camera; if it is detected that the virtual object is included in the target scene area observed at the second view angle, controlling the second virtual camera to move in the target scene area at a second moving rate, and displaying the virtual object in the target scene area observed at the second view angle in the view angle expansion area; wherein the first moving rate is greater than the second moving rate.
[0140] Here, when it is detected that the virtual object is included in the target scene area observed at the second view angle, the moving rate of the second virtual camera is reduced, which facilitates the user to accurately view the possible battle situation in the target scene area observed at the second view angle displayed in the view angle expansion area, and the user can perform accurate positioning of the to-be-viewed field of view through the operation of pausing the terminal device, which realizes the continuity of the user's operation in the game without interrupting the continuity of the user's operation in the game, reduces the complexity of the player's operation, and improves the human-computer interaction efficiency.
[0141] Further, the first moving speed of the second virtual camera can also be controlled according to the rotation angle of the mobile terminal. For example, the greater the angle between the plane where the screen of the mobile terminal is located and the horizontal plane, the faster the first moving speed of the second virtual camera. In this way, the user can control the first moving speed of the second virtual camera by controlling the rotation angle of the mobile terminal, and if the user wants the second virtual camera to move fast, the user only needs to make the mobile terminal as vertical as possible to the horizontal plane, which is beneficial to improve the game operation efficiency.
[0142] The display control method of the game provided by the embodiments of the present application can control the second virtual camera to move in a moving direction corresponding to the rotation direction of the terminal device by controlling the rotation of the terminal device during the process of performing the virtual battle task, determine a target scene area in which the second virtual camera moves from the virtual scene, and display the second game picture obtained by observing the target scene area at the second visual angle in the visual angle expansion area on the graphical user interface in real time, so that the user can pay attention to the game situation around the first virtual character in time by the second game picture obtained by observing the target scene area at the second visual angle displayed in the visual angle expansion area on the condition that the first game picture observing part of the virtual scene at the first visual angle displayed on the graphical user interface does not change, and make a decision on whether to support or kill, so as to not interrupt the continuity of the game behavior of the first virtual character in the virtual scene, and ensure the coherence of the game. Moreover, the graphical user interface simultaneously includes the first game picture and the second game picture, so that the first game picture is always displayed on the graphical user interface when the user observes the second game picture, and the first virtual character is in the first game picture, so as not to make the user feel that he / she is separated from the current game behavior, and further improve the user's game experience.
[0143] In the related scheme, during the process of controlling the first virtual character to perform the virtual battle task, if the user only habitually shakes the mobile terminal and does not want to view the surrounding visual field, the above-mentioned way of viewing the surrounding visual field can cause the visual angle expansion area to be displayed by mistake. In order to avoid the above-mentioned misoperation and cause the user's game experience to be poor, the embodiments of the present application provide another display control method of a game. Please refer to Figure 10 Figure 10 The flowchart of another display control method of a game provided by the embodiments of the present application is shown in FIG. 6. Figure 10 The method provided by the embodiments of the present application includes the following steps.
[0144] S1001, in response to a gravity sensing start instruction, control the terminal device to enter a gravity sensing state.
[0145] S1002, in response to a rotation operation of the terminal device in the gravity sensing state, acquire rotation information of the terminal device, and display a visual angle expansion area on the graphical user interface.
[0146] S1003, determining a target scene region from the virtual scene according to the rotation information of the terminal device.
[0147] S1004, controlling the view angle expansion region to display a second game picture obtained by observing the target scene region at a second view angle.
[0148] Here, the description of steps S1002 to S1004 can refer to the description of steps S201 to S203 described above, and will not be repeated here.
[0149] In step S1001, the gravity sensing start instruction includes but is not limited to one of the following: gesture instruction, control touch instruction.
[0150] The application controls the terminal device in the virtual battle task to enter the gravity sensing state through the gravity sensing start instruction. Only the terminal device in the gravity sensing state can respond to the rotation operation issued by the user. In this way, the gravity sensing start instruction is equivalent to starting the angle sensing module of the terminal device in the game. After that, the gravity change of the terminal device can be sensed. In the above manner, it can be distinguished whether the user wants to view the surrounding field of view or simply likes to shake the terminal device. The view angle expansion region is prevented from being misdisplayed on the graphical user interface due to the misoperation of the player. The game experience of the user is improved, and the accuracy of the game operation is improved.
[0151] In an embodiment, the gravity sensing start instruction is taken as a control touch instruction. For example, a view angle expansion control is displayed on the graphical user interface. Step S1001 specifically includes: responding to a first touch operation on the view angle expansion control, controlling the terminal device to enter the gravity sensing state.
[0152] The first touch operation includes but is not limited to a click operation, a movement operation, a long press operation, and a double-click operation.
[0153] The above manner sets the view angle expansion control on the graphical user interface, so that the user can directly touch the view angle expansion control to control the terminal device in the virtual battle task to enter the gravity sensing state. The operation process is simple, and the operation efficiency is high.
[0154] Preferably, the view angle expansion control is arranged on the graphical user interface in a region close to the skill release control. The user operation is interrupted as little as possible, the continuity of the game operation is improved, and the operation efficiency of the user is improved.
[0155] Further, when the position area corresponding to the visual angle expansion area after the visual angle expansion area moves partially overlaps with the touch control area of the function control displayed on the graphical user interface or the area corresponding to the visual angle expansion area after the area of the visual angle expansion area is adjusted partially overlaps with the touch control area of the function control displayed on the graphical user interface, in response to the second touch control operation on the visual angle expansion control, the position of the visual angle expansion area on the graphical user interface is locked, and the transparency of the visual angle expansion area is controlled to decrease, so that the user controlling the first virtual role can operate the function control through the visual angle expansion area.
[0156] Further, in response to the third touch control operation on the visual angle expansion control, the visual angle expansion area in the locked state is controlled to be cancelled from display.
[0157] The first touch control operation, the second touch control operation, and the third touch control operation can be the same operation. When the operations are the same, the number of times of the touch control operation corresponds to the function of the visual angle expansion control one by one. For example, the first touch control operation, the second touch control operation, and the third touch control operation are all click operations. The first click on the visual angle expansion control indicates that the terminal device in the virtual battle task is controlled to enter the gravity sensing state, so that the terminal device in the gravity sensing state can respond to the rotation operation issued by the user. The second click on the visual angle expansion control indicates that the position of the visual angle expansion area on the graphical user interface is locked. The third click on the visual angle expansion control indicates that the visual angle expansion area in the locked state is cancelled from display.
[0158] In the above manner, the first touch control operation, the second touch control operation, and the third touch control operation are the same operation, which is beneficial to the user to master the above operations, and the operation is simple, so that the operation accuracy can be improved on the basis of considering the operation convenience.
[0159] The first touch control operation, the second touch control operation, and the third touch control operation can be different operations. For example, the first touch control operation is a click operation, the second touch control operation is a drag operation, and the third touch control operation is a long press operation. Since the first touch control operation, the second touch control operation, and the third touch control operation are different, different touch control operations correspond to the unique function of the visual angle expansion control. For example, the click on the visual angle expansion control indicates that the terminal device in the virtual battle task is controlled to enter the gravity sensing state, so that the terminal device in the gravity sensing state can respond to the rotation operation issued by the user. The drag on the visual angle expansion control indicates that the position of the visual angle expansion area on the graphical user interface is locked. The long press on the visual angle expansion control indicates that the visual angle expansion area in the locked state is cancelled from display.
[0160] In the above manner, the first touch operation, the second touch operation and the third touch operation are different operations, and different touch operations correspond to unique functions of the view angle expansion control, and the user can execute different functions according to different touch operations, without the need to execute in a specified order, and the operation is more flexible, and the corresponding touch operation can be executed according to actual needs, the time for the user to execute touch operations on the view angle expansion control according to the order is reduced, and the game operation efficiency is improved.
[0161] In another embodiment, the gravity sensing opening instruction is taken as an example of a finger instruction:
[0162] In response to the specified gesture instruction, the terminal device enters a gravity sensing state.
[0163] For example, in response to a specified movement operation on the graphical user interface, a specified movement trajectory of the specified movement operation is obtained, and if the specified movement trajectory presents a U shape, the terminal device in the virtual battle task enters the gravity sensing state. In addition, the specified movement trajectory corresponding to the specified gesture instruction can also present a V shape, a Z shape, a W shape, an X shape, etc., which are not limited here; but in the same game, if there are two gesture instructions representing different functions, the finger instructions corresponding to the two functions should be set differently when the gesture instructions are set to distinguish them.
[0164] In this way, the terminal device in the virtual battle task can enter the gravity sensing state through a specified gesture instruction, the operation process is intuitive and fast, the operation time and cost are reduced, and the user can easily control the terminal device in the virtual battle task to enter the gravity sensing state, without affecting the subsequent game, and the game operation efficiency is improved.
[0165] For example, as Figure 11As shown, the view angle expansion control 160 is also displayed on the graphical user interface 100, and the user touches the view angle expansion control 160 to control the terminal device in the virtual battle task to enter the gravity sensing state, and then in the process of controlling the first virtual character 103 to move in the virtual scene by dragging the movement control 110, or in the process of controlling the first virtual character 103 to move in the virtual scene by dragging the movement control 110 and controlling the first virtual character 103 to release skills to kill the infantry 109 by clicking the skill release control 120, if the user wants to observe the game situation of the surrounding enemies and teammates, such as the game situation of the third virtual character 105 and the second virtual character 104, the user can control the terminal device in the gravity sensing state to rotate around the second diagonal direction rotation axis to the direction away from the user, display the view angle expansion area 140 on the graphical user interface 100, and at the same time control the second virtual camera to move to the position where the third virtual character 105 or the second virtual character 104 is located, and display the expansion area identifier (black box) of the view angle expansion area 140 on the thumbnail map 101. For example, when the second virtual camera moves to the position where the third virtual character 105 and the second virtual character 104 are located, the area in the virtual scene that the second virtual camera after moving shoots is determined as a target scene area, the view angle expansion area 140 includes the second game picture obtained by observing the target scene area in the second view angle, the second game picture includes the third virtual character 105 and the second virtual character 104, and at the same time, the expansion area identifier (black box) in the thumbnail map 101 moves to the position where the third virtual character 105 and the second virtual character 104 are located. Wherein, the position of the view angle expansion area 140 on the graphical user interface 100 can be selected according to actual needs. Here, the blood bar 150 of the third virtual character 105 and the blood bar 150 of the second virtual character 104 are highlighted, which is conducive for the user to pay attention to the health value of the third virtual character 105 and the health value of the second virtual character 104 in time, and conducive for the user to make decisions whether to control the first virtual character 103 to go to support.
[0166] In the above process, the view angle expansion control 160 is set on the graphical user interface 100, which is equivalent to starting the switch of the angle sensing module of the terminal device in the game. Only after the user touches the view angle expansion control 160, the terminal device can be controlled to respond to the rotation operation issued by the user, so as to avoid that the view angle expansion area 140 is displayed on the graphical user interface 100 by mistake due to the misoperation of the player, and improve the accuracy of the game operation. In addition, the above operation does not interrupt the continuity of the game behavior of the first virtual character 103 in the virtual scene controlled by the user, and improves the game operation efficiency. It can also ensure that the first game picture obtained by observing part of the virtual scene with the first view angle is always displayed on the graphical user interface 100 when the user observes the target scene area with the second view angle, so that the user does not feel that he is out of the current game behavior, thereby improving the game experience of the user.
[0167] The display control method of the game provided by the embodiment of the present application can control the terminal device in the virtual battle task to enter the gravity sensing state in response to the gravity sensing start instruction, and then control the second virtual camera to move in the direction corresponding to the rotation direction of the terminal device by controlling the rotation of the terminal device. The area in the virtual scene photographed by the second virtual camera after moving is determined as the target scene area, and the second game picture obtained by observing the target scene area with the second view angle is displayed in the view angle expansion area of the graphical user interface in real time. In this way, the user can pay attention to the game situation around the first virtual character in time by the second game picture obtained by observing the target scene area with the second view angle displayed in the view angle expansion area without changing the first game picture obtained by observing part of the virtual scene with the first view angle displayed on the graphical user interface, so as to decide whether to support or kill, without interrupting the continuity of the game behavior of the first virtual character in the virtual scene, thereby ensuring the continuity of the game. In addition, the graphical user interface simultaneously includes the first game picture obtained by observing part of the virtual scene with the first view angle and the second game picture obtained by observing the target scene area with the second view angle, so that the first game picture is always displayed on the graphical user interface when the user observes the second game picture. Since the first virtual character is always in the first game picture, the user does not feel that he is out of the current game behavior, thereby improving the game experience of the user. Furthermore, the embodiment of the present application can accurately obtain the user's intention, avoid that the view angle expansion area is displayed on the graphical user interface by mistake due to the misoperation of the player, affect the game experience of the user, and then superimpose and display the virtual scene observed with different view angles without interrupting the current interactive operation of the user, thereby ensuring the continuity of the operation of the user in the game, improving the game operation efficiency, and improving the game experience of the user.
[0168] Based on the same inventive concept, the embodiment of the present application also provides a game display control device corresponding to the game display control method. Since the principle of the device in the embodiment of the present application solves the problem is similar to the game display control method in the embodiment of the present application, the implementation of the device can be referred to the implementation of the method, and the repeated parts will not be described here.
[0169] Please refer to Figure 12 , Figure 13 , Figure 12 FIG. 1 is a structural schematic diagram of a game display control device provided by an embodiment of the present application, Figure 13 FIG. 2 is a structural schematic diagram of another game display control device provided by an embodiment of the present application. As shown in FIG. 1, the device 1200 includes: Figure 12
[0170] a rotation display module 1201, configured to, in a process of controlling a first virtual character to perform a virtual battle task, acquire rotation information of a terminal device in response to a rotation operation on the terminal device, and display a view angle expansion area on a graphical user interface;
[0171] an area determination module 1202, configured to determine a target scene area from a virtual scene according to the rotation information of the terminal device;
[0172] an area display module 1203, configured to control a second game screen obtained by observing the target scene area with a second view angle to be displayed in the view angle expansion area.
[0173] In an optional embodiment, the device further includes a gravity sensing module 1204, and the gravity sensing module 1204 is configured to:
[0174] in response to a gravity sensing start instruction, control the terminal device to enter a gravity sensing state;
[0175] the rotation display module 1201 is specifically configured to:
[0176] in response to a rotation operation on the terminal device in the gravity sensing state, acquire rotation information of the terminal device.
[0177] In an optional embodiment, a view angle expansion control is displayed on the graphical user interface; and the gravity sensing module 1204 is specifically configured to:
[0178] in response to a first touch operation on the view angle expansion control, control the terminal device to enter the gravity sensing state.
[0179] In an optional embodiment, the area determination module 1202 is specifically configured to:
[0180] According to the rotation information of the terminal device, a moving direction of the second virtual camera is determined, and the second virtual camera is controlled to move according to the moving direction, and a region photographed by the second virtual camera after moving is determined as the target scene region from the virtual scene.
[0181] In an optional embodiment, the virtual scene is divided into a plurality of field-of-view observation regions, and the graphical user interface includes a plurality of sub-interface regions, and a position distribution of the plurality of sub-interface regions in the graphical user interface corresponds to a position distribution of the plurality of field-of-view observation regions in the virtual scene; the region determining module 1202 is specifically further configured to:
[0182] determine a target sub-interface region corresponding to the rotation information from the plurality of sub-interface regions of the graphical user interface;
[0183] According to the position distribution of the plurality of field-of-view observation regions in the virtual scene, a field-of-view observation region corresponding to the target sub-interface region is determined as the target scene region.
[0184] In an optional embodiment, the graphical user interface further displays a thumbnail map, the thumbnail map displays a third game picture obtained by observing the entire virtual scene from a third perspective, and the third game picture includes orientation information of each virtual character in the virtual scene; and the second game picture includes attribute information of each virtual character in the target scene region.
[0185] In an optional embodiment, the display form of the field-of-view expansion region displayed on the graphical user interface includes one of the following:
[0186] The field-of-view expansion region is superimposed and displayed on the thumbnail map.
[0187] The field-of-view expansion region is displayed on the graphical user interface at any position other than the thumbnail map according to a specified transparency.
[0188] In an optional embodiment, the apparatus further includes a region moving module (not shown in the figure), and the region moving module is configured to: in response to a moving operation on the field-of-view expansion region, control the field-of-view expansion region to move on the graphical user interface.
[0189] Or, the apparatus further includes a region expansion module (not shown in the figure), and the region expansion module is configured to: in response to an expansion operation on the field-of-view expansion region, adjust a region area of the field-of-view expansion region.
[0190] In an optional embodiment, the field-of-view expansion control is displayed on the graphical user interface, and the apparatus further includes a region locking module (not shown in the figure), and the region locking module is configured to:
[0191] When the position area corresponding to the perspective expansion area after the perspective expansion area moves partially overlaps the touch control area of the function control displayed on the graphical user interface or the area corresponding to the perspective expansion area after the area of the perspective expansion area is adjusted partially overlaps the touch control area of the function control displayed on the graphical user interface, the second touch control operation on the perspective expansion control is responded to, the position of the perspective expansion area on the graphical user interface is locked, and the transparency of the perspective expansion area is controlled to decrease, so that the user controlling the first virtual role can operate the function control through the perspective expansion area.
[0192] In an optional embodiment, the apparatus further comprises a display canceling module (not shown in the figure), configured to:
[0193] The perspective expansion area in the locked state is controlled to be displayed according to the third touch control operation on the perspective expansion control.
[0194] In an optional embodiment, the apparatus further comprises an identification display module (not shown in the figure), configured to:
[0195] In the process of controlling the perspective expansion area to display the second game picture of the target scene area observed at the second perspective, an expansion area identification is displayed at a map position in the thumbnail map displayed on the graphical user interface, which corresponds to the actual position of the target scene area observed at the second perspective in the virtual scene.
[0196] In an optional embodiment, the apparatus further comprises a marker synchronization module (not shown in the figure), configured to:
[0197] In response to the adding marker operation, a marker prompt information is displayed in the perspective expansion area, and the marker prompt information is sent to the game picture of at least one second virtual role, the second virtual role belonging to the same camp as the first virtual role.
[0198] In an optional embodiment, the area display module 1203 is specifically configured to:
[0199] The second virtual camera is controlled to move to the target scene area at a first moving speed, and the target scene area observed at the second perspective is displayed in the perspective expansion area; wherein the second perspective is a preset shooting perspective of the second virtual camera;
[0200] If it is detected that the target scene area observed at the second perspective includes a virtual object, the second virtual camera is controlled to move in the target scene area at a second moving speed, and the virtual object in the target scene area observed at the second perspective is displayed in the perspective expansion area; wherein the first moving speed is greater than the second moving speed.
[0201] The display control device for the game provided in the embodiments of the present application enables the user controlling the first virtual role to timely pay attention to the game situation around the first virtual role through the second game picture obtained by observing the target scene area in the second visual angle and displayed in the visual angle expansion area in real time, under the condition that the first game picture observing part of the virtual scene in the first visual angle displayed on the graphical user interface by the user controlling the first virtual role remains unchanged, to make a decision on whether to provide assistance or kill, without interrupting the continuity of the game behavior of the first virtual role in the virtual scene, and ensuring the coherence of the game. Moreover, the graphical user interface simultaneously includes the first game picture observing part of the virtual scene in the first visual angle and the second game picture observing the target scene area in the second visual angle, which ensures that the first game picture in which the first virtual role is located is always displayed on the graphical user interface when the user observes the second game picture, without making the user feel disconnected from the current game behavior, thereby improving the game experience of the user. Furthermore, the embodiments of the present application can accurately obtain the user's intention, avoid the visual angle expansion area from being misdisplayed on the graphical user interface due to the misoperation of the player, affect the game experience of the user, and further superimpose and display the virtual scene observed in different visual angles without interrupting the current interactive operation of the user, which not only ensures the continuity of the operation of the user in the game and improves the game operation efficiency, but also improves the game experience of the user.
[0202] Please refer to Figure 14 , Figure 14 The structure schematic diagram of an electronic device provided in the embodiments of the present application is shown in FIG. 1. Figure 14 As shown in FIG. 1, the electronic device 1400 includes a processor 1401, a memory 1402 and a bus 1403.
[0203] The memory 1402 stores machine-readable instructions executable by the processor 1401, and when the electronic device 1400 is running, the processor 1401 communicates with the memory 1402 through the bus 1403, so that the processor 1401 executes the following instructions when running:
[0204] In the process of controlling the first virtual role to perform the virtual battle task, in response to the rotation operation of the terminal device, the rotation information of the terminal device is obtained, and a visual angle expansion area is displayed on the graphical user interface;
[0205] According to the rotation information of the terminal device, a target scene area is determined from the virtual scene;
[0206] The second game picture observing the target scene area in the second visual angle is displayed in the visual angle expansion area.
[0207] In an optional embodiment, the instructions executed by the processor 1401 further include:
[0208] In response to the gravity sensing opening instruction, the terminal device enters a gravity sensing state;
[0209] In response to the rotation operation of the terminal device, the processor 1401 executes instructions to obtain rotation information of the terminal device.
[0210] In response to the rotation operation of the terminal device in the gravity sensing state, the processor 1401 executes instructions to obtain rotation information of the terminal device.
[0211] In an optional embodiment, the graphical user interface displays a view angle expansion control; in response to the gravity sensing opening instruction, the processor 1401 executes instructions to control the terminal device to enter a gravity sensing state, including:
[0212] In response to a first touch operation on the view angle expansion control, the terminal device enters a gravity sensing state.
[0213] In an optional embodiment, the processor 1401 executes instructions to determine a target scene area in the virtual scene according to the rotation information of the terminal device, including:
[0214] According to the rotation information of the terminal device, the processor 1401 executes instructions to determine a moving direction of the second virtual camera, and controls the second virtual camera to move according to the moving direction, and determines a region photographed by the second virtual camera after moving as the target scene area.
[0215] In an optional embodiment, the virtual scene is divided into a plurality of field of view observation areas, and the graphical user interface includes a plurality of sub-interface areas, the position distribution of the plurality of sub-interface areas in the graphical user interface corresponds to the position distribution of the plurality of field of view observation areas in the virtual scene.
[0216] In an optional embodiment, the processor 1401 executes instructions to determine a target scene area in the virtual scene according to the rotation information of the terminal device, including:
[0217] From the plurality of sub-interface areas of the graphical user interface, the target sub-interface area corresponding to the rotation information is determined.
[0218] According to the position distribution of the plurality of field of view observation areas in the virtual scene, the target sub-interface area corresponding to the target scene area is determined.
[0219] In an optional embodiment, the graphical user interface further displays a thumbnail map, the thumbnail map displays a third game picture observed by a third view angle on the entire virtual scene, the third game picture includes orientation information of each virtual character in the virtual scene; the second game picture includes attribute information of each virtual character in the target scene area.
[0220] In an alternative embodiment, the display form of the view angle expansion region displayed on the graphical user interface comprises one of the following:
[0221] The view angle expansion region is displayed on the thumbnail map;
[0222] The view angle expansion region is displayed on the graphical user interface at a specified transparency at any position other than the thumbnail map.
[0223] In an alternative embodiment, the instructions executed by the processor 1401 further comprise:
[0224] In response to a movement operation on the view angle expansion region, the view angle expansion region is controlled to move on the graphical user interface;
[0225] Or, in response to an expansion operation on the view angle expansion region, the area of the view angle expansion region is adjusted.
[0226] In an alternative embodiment, the graphical user interface is displayed with a view angle expansion control, and the instructions executed by the processor 1401 further comprise:
[0227] When the position region corresponding to the movement of the view angle expansion region partially overlaps the touch region of the function control displayed on the graphical user interface or the area corresponding to the adjustment of the area of the view angle expansion region partially overlaps the touch region of the function control displayed on the graphical user interface, in response to a second touch operation on the view angle expansion control, the position of the view angle expansion region on the graphical user interface is locked, and the transparency of the view angle expansion region is controlled to decrease, so that the user controlling the first virtual role can operate the function control through the view angle expansion region.
[0228] In an alternative embodiment, the instructions executed by the processor 1401 further comprise:
[0229] In response to a third touch operation on the view angle expansion control, the view angle expansion region in the locked state is controlled to be hidden.
[0230] In an alternative embodiment, the instructions executed by the processor 1401 further comprise:
[0231] In the process of controlling the view angle expansion region to display the second game screen obtained by observing the target scene region at the second view angle, an expansion region identifier is displayed on the map position in the thumbnail map displayed on the graphical user interface, which corresponds to the actual position of the target scene region observed at the second view angle in the virtual scene displayed by the view angle expansion region.
[0232] In an alternative embodiment, the instructions executed by the processor 1401 further comprise:
[0233] In response to the adding mark operation, the mark prompt information is displayed in the perspective expansion region, and the mark prompt information is sent to a game screen of at least one second virtual character, and the second virtual character belongs to the same camp as the first virtual character.
[0234] In an optional embodiment, the processor 1401 executes instructions to control the step of displaying the second game screen of the target scene region observed in the second perspective in the perspective expansion region, including:
[0235] The second virtual camera is controlled to move to the target scene region at a first moving speed, and the target scene region observed in the second perspective is displayed in the perspective expansion region; wherein the second perspective is a preset shooting perspective of the second virtual camera;
[0236] If it is detected that the target scene region observed in the second perspective includes a virtual object, the second virtual camera is controlled to move in the target scene region at a second moving speed, and the virtual object in the target scene region observed in the second perspective is displayed in the perspective expansion region; wherein the first moving speed is greater than the second moving speed.
[0237] In the embodiments of the present application, the first game screen of the partial virtual scene observed in the first perspective displayed on the graphical user interface does not change, and the user can pay attention to the game situation around the first virtual character in time through the second game screen of the target scene region observed in the second perspective displayed in the perspective expansion region in real time to decide whether to support or kill, so that the continuity of the game behavior of the first virtual character in the virtual scene is not interrupted, and the coherence of the game is ensured. Moreover, the graphical user interface includes the first game screen of the partial virtual scene observed in the first perspective and the second game screen of the target scene region observed in the second perspective, so that the first game screen in which the first virtual character is located is always displayed on the graphical user interface when the user observes the second game screen, so that the user does not feel that he / she is separated from the current game behavior, and the game experience of the user is improved. Furthermore, the embodiments of the present application can accurately obtain the user's intention, avoid the perspective expansion region from being misdisplayed on the graphical user interface due to the misoperation of the player, affect the game experience of the user, and further superimpose and display the virtual scene observed in different perspectives without interrupting the current interactive operation of the user, so that the continuity of the operation of the user in the game is ensured, the game operation efficiency is improved, and the game experience of the user is improved.
[0238] The embodiments of the present application also provide a computer readable storage medium, and the computer readable storage medium stores a computer program, and the computer program is executed by a processor to execute the following commands:
[0239] In the process of controlling the first virtual character to perform the virtual battle task, in response to a rotation operation on the terminal device, rotation information of the terminal device is acquired, and a view angle expansion area is displayed on the graphical user interface;
[0240] A target scene area is determined from the virtual scene according to the rotation information of the terminal device;
[0241] A second game picture observed by the second virtual camera in the target scene area is displayed in the view angle expansion area.
[0242] In an optional embodiment, the instructions executed by the computer readable storage medium further include:
[0243] In response to the gravity sensing start instruction, the terminal device is controlled to enter a gravity sensing state;
[0244] In the instructions executed by the computer readable storage medium, in response to the rotation operation on the terminal device, the rotation information of the terminal device is acquired, and the step includes:
[0245] In response to the rotation operation on the terminal device in the gravity sensing state, the rotation information of the terminal device is acquired.
[0246] In an optional embodiment, the graphical user interface is displayed with a view angle expansion control; in the instructions executed by the computer readable storage medium, in response to the gravity sensing start instruction, the terminal device is controlled to enter the gravity sensing state, and the step includes:
[0247] In response to a first touch operation on the view angle expansion control, the terminal device is controlled to enter the gravity sensing state.
[0248] In an optional embodiment, in the instructions executed by the computer readable storage medium, the target scene area is determined from the virtual scene according to the rotation information of the terminal device, and the step includes:
[0249] According to the rotation information of the terminal device, a moving direction of the second virtual camera is determined, and the second virtual camera is controlled to move according to the moving direction, so that a region photographed by the second virtual camera after moving is determined as the target scene area.
[0250] In an optional embodiment, the virtual scene is divided into a plurality of view observation areas, and the graphical user interface includes a plurality of sub-interface areas; the position distribution of the plurality of sub-interface areas in the graphical user interface corresponds to the position distribution of the plurality of view observation areas in the virtual scene in a one-to-one manner.
[0251] In the instructions executed by the computer readable storage medium, the target scene area is determined from the virtual scene according to the rotation information of the terminal device, and the step includes:
[0252] Determine the target sub-interface area corresponding to the rotation information from multiple sub-interface areas of the graphical user interface;
[0253] Based on the location distribution of multiple view observation areas in the virtual scene, the view observation area corresponding to the target sub-interface area is determined as the target scene area.
[0254] In one optional embodiment, the graphical user interface further displays a thumbnail map, which shows a third game screen obtained by viewing the entire virtual scene from a third-person perspective. The third game screen includes the location information of each virtual character located in the virtual scene; the second game screen includes the attribute information of each virtual character located in the target scene area.
[0255] In one alternative embodiment, the display format for showing the extended viewing area on the graphical user interface includes one of the following:
[0256] Overlay the expanded view area onto the thumbnail map;
[0257] Display the extended view area at a specified transparency in any location on the graphical user interface, excluding the thumbnail map.
[0258] In an optional embodiment, the instructions executed by the computer-readable storage medium further include:
[0259] Respond to movement operations targeting the expanded view area, and control the movement of the expanded view area on the graphical user interface;
[0260] Alternatively, in response to an operation that expands the viewpoint area, adjust the area of the viewpoint expansion region.
[0261] In an optional embodiment, a view expansion control is displayed on the graphical user interface, and the instructions executed by the computer-readable storage medium further include:
[0262] When the position area corresponding to the expanded view area is moved coincides with the touch area of the function control displayed on the graphical user interface, or when the area corresponding to the expanded view area is adjusted coincides with the touch area of the function control displayed on the graphical user interface, the system responds to the second touch operation on the expanded view control, locks the position of the expanded view area on the graphical user interface, and controls the transparency of the expanded view area to decrease, so that the user controlling the first virtual character can operate the function control through the expanded view area.
[0263] In an optional embodiment, the instructions executed by the computer-readable storage medium further include:
[0264] In response to a third touch operation on the view extension control, the view extension area in the locked state is de-displayed.
[0265] In an alternative embodiment, the instructions executed by the computer-readable storage medium further include:
[0266] In the process of displaying the second game picture of the target scene area observed at the second view angle in the view angle expansion area, the expansion area identifier is displayed in the map position corresponding to the actual position of the part of the virtual scene observed at the second view angle displayed in the view angle expansion area in the map displayed in the graphical user interface.
[0267] In an alternative embodiment, the instructions executed by the computer-readable storage medium further include:
[0268] In response to the adding marker operation, the marker prompt information is displayed in the view angle expansion area, and the marker prompt information is sent to the game picture of the at least one second virtual character, and the second virtual character belongs to the same camp as the first virtual character.
[0269] In an alternative embodiment, the instructions executed by the computer-readable storage medium for controlling the display of the second game picture of the target scene area observed at the second view angle in the view angle expansion area include:
[0270] The second virtual camera is controlled to move to the target scene area at a first moving speed, and the target scene area observed at the second view angle is displayed in the view angle expansion area; wherein the second view angle is a preset shooting view angle of the second virtual camera;
[0271] If it is detected that the virtual object is included in the target scene area observed at the second view angle, the second virtual camera is controlled to move in the target scene area at a second moving speed, and the virtual object in the target scene area observed at the second view angle is displayed in the view angle expansion area; wherein the first moving speed is greater than the second moving speed.
[0272] In the embodiments of the present application, under the condition that the first game picture of the partial virtual scene observed from the first visual angle displayed on the graphical user interface does not change, the user can pay attention to the game situation around the first virtual character in time through the second game picture obtained by observing the target scene region from the second visual angle displayed in the visual angle expansion region in real time, to decide whether to support or kill, so as to not interrupt the continuity of the game behavior of the first virtual character in the virtual scene, and ensure the coherence of the game. Moreover, the graphical user interface simultaneously includes the first game picture obtained by observing the partial virtual scene from the first visual angle and the second game picture obtained by observing the target scene region from the second visual angle, so as to ensure that the first game picture in which the first virtual character is located is always displayed on the graphical user interface when the user observes the second game picture, so as not to make the user feel that he / she is separated from the current game behavior, and thus improve the game experience of the user. Furthermore, the embodiments of the present application can accurately obtain the user's intention, avoid the visual angle expansion region from being misdisplayed on the graphical user interface due to the misoperation of the player, affect the game experience of the user, and further superimpose and display the virtual scene observed from different visual angles without interrupting the current interactive operation of the user, so as to ensure the continuity of the operation of the user in the game, improve the game operation efficiency, and improve the game experience of the user.
[0273] 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 embodiments, which will not be repeated here.
[0274] In the several embodiments provided in the present application, it should be understood that the disclosed system, device and method can be implemented in other ways. The device embodiments described above are only 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 the units can be indirect couplings or communication connections through some communication interfaces, devices or units, and can be electrical, mechanical or other forms.
[0275] The units described as separate components can or can not be physically separate, and the components displayed as units can or can not be physical units, that is, they 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 purpose of the embodiments of the present application.
[0276] 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, or two or more units can be integrated in one unit.
[0277] If the functions are realized in the form of software function units and sold or used as independent products, they can be stored in a nonvolatile computer readable storage medium executable by a processor. Based on this understanding, the technical solutions of the present application essentially or the parts of the prior art that make contributions or parts of the technical solutions can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes a number 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 aforementioned storage medium includes: a U disk, a mobile hard disk, a read-only memory (Read-Only Memory, ROM), a random access memory (Random Access Memory, RAM), a magnetic disk or an optical disk, and various media that can store program codes.
[0278] Finally, it should be noted that: the above-described embodiments are merely specific embodiments of the present application, used to illustrate the technical solutions of the present application, and not to limit them. 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, those skilled in the art should understand that any person skilled in the art can make modifications or easily think of changes to the technical solutions described in the foregoing embodiments within the technical scope disclosed by the present application, or make equivalent replacements to some of the technical features. 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 display control method of a game, characterized by, The method comprises the following steps: A terminal device provides a graphical user interface, the graphical user interface comprises a first game screen obtained by observing part of a virtual scene in a first perspective in a virtual battle task, and the method comprises the following steps: In the process of controlling a first virtual character to perform the virtual battle task, in response to a rotation operation on the terminal device, rotation information of the terminal device is obtained, and a perspective expansion area is displayed on the graphical user interface; A target scene area is determined from the virtual scene according to the rotation information of the terminal device; A second game screen obtained by observing the target scene area in a second perspective is displayed in the perspective expansion area; The step of displaying the second game screen obtained by observing the target scene area in the second perspective in the perspective expansion area comprises the following steps: A second virtual camera is controlled to move to the target scene area at a first moving speed, and the target scene area observed in the second perspective is displayed in the perspective expansion area; the second perspective is a preset shooting perspective of the second virtual camera; 2. The method of claim 1, wherein, If it is detected that the target scene area observed in the second perspective comprises a virtual object, the second virtual camera is controlled to move in the target scene area at a second moving speed, and the virtual object in the target scene area observed in the second perspective is displayed in the perspective expansion area; the first moving speed is greater than the second moving speed. The method further comprises the following steps: In response to a gravity sensing start instruction, the terminal device is controlled to enter a gravity sensing state; The step of obtaining the rotation information of the terminal device in response to the rotation operation on the terminal device comprises the following steps:
3. The method of claim 2, wherein, In response to the rotation operation on the terminal device in the gravity sensing state, the rotation information of the terminal device is obtained. The perspective expansion control is displayed on the graphical user interface; The step of controlling the terminal device to enter the gravity sensing state in response to the gravity sensing start instruction comprises the following steps:
4. The method of claim 1, wherein, In response to a first touch operation on the perspective expansion control, the terminal device is controlled to enter the gravity sensing state. The step of determining the target scene area from the virtual scene according to the rotation information of the terminal device comprises the following steps:
5. The method of claim 1, wherein, According to the rotation information of the terminal device, a moving direction of the second virtual camera is determined, and the second virtual camera is controlled to move in the moving direction, so that a region photographed by the second virtual camera after moving is determined as the target scene area. The virtual scene is divided into a plurality of field of view observation regions, and the graphical user interface comprises a plurality of sub-interface regions; the position distribution of the plurality of sub-interface regions in the graphical user interface corresponds to the position distribution of the plurality of field of view observation regions in the virtual scene; The step of determining the target scene area from the virtual scene according to the rotation information of the terminal device comprises the following steps: A target sub-interface region corresponding to the rotation information is determined from the plurality of sub-interface regions of the graphical user interface; According to the position distribution of the plurality of field of view observation regions in the virtual scene, a field of view observation region corresponding to the target sub-interface region is determined as the target scene area.
6. The method of claim 1, wherein, The graphical user interface further displays a thumbnail map, the thumbnail map displays a third game picture obtained by observing the entire virtual scene from a third visual angle, the third game picture includes orientation information of each virtual character located in the virtual scene; and the second game picture includes attribute information of each virtual character located in the target scene region.
7. The method of claim 6, wherein, The display form of the visual angle expansion region on the graphical user interface includes one of the following: The visual angle expansion region is displayed on the thumbnail map; The visual angle expansion region is displayed on the graphical user interface at a specified transparency except the thumbnail map.
8. The method of claim 1, wherein, The method further includes: In response to a movement operation on the visual angle expansion region, the visual angle expansion region is controlled to move on the graphical user interface; Or, in response to an expansion operation on the visual angle expansion region, the area of the visual angle expansion region is adjusted.
9. The method of claim 8, wherein, The graphical user interface displays a visual angle expansion control, and the method further includes: When the position region corresponding to the visual angle expansion region after movement partially coincides with a touch region of a function control displayed on the graphical user interface or the region corresponding to the visual angle expansion region after area adjustment partially coincides with the touch region of the function control, in response to a second touch operation on the visual angle expansion control, the position of the visual angle expansion region on the graphical user interface is locked, and the transparency of the visual angle expansion region is reduced, so that a user controlling the first virtual character can operate the function control through the visual angle expansion region.
10. The method of claim 9, wherein, The method further includes: In response to a third touch operation on the visual angle expansion control, the visual angle expansion region in the locked state is controlled to be displayed.
11. The method of claim 1, wherein, The method further includes: In the process of controlling the visual angle expansion region to display the second game picture obtained by observing the target scene region from the second visual angle, an expansion region identifier is displayed on the thumbnail map displayed on the graphical user interface at a map position corresponding to the actual position of the target scene region observed from the second visual angle in the virtual scene.
12. The method of claim 1, wherein, The method further includes: In response to an adding marker operation, a marker prompt is displayed in the visual angle expansion region, and the marker prompt is sent to a game picture of at least one second virtual character, the second virtual character belongs to the same camp as the first virtual character.
13. A display control device of a game, characterized by comprising: A graphical user interface is provided by a terminal device, the graphical user interface includes a first game picture obtained by observing part of a virtual scene from a first visual angle in a virtual battle task, and the apparatus includes: A rotation display module is configured to, in the process of controlling a first virtual character to perform a virtual battle task, acquire rotation information of the terminal device in response to a rotation operation on the terminal device, and display a visual angle expansion region on the graphical user interface; An area determination module is configured to determine a target scene region from the virtual scene according to the rotation information of the terminal device; An area display module is configured to control the visual angle expansion region to display a second game picture obtained by observing the target scene region from a second visual angle; and An area display module is configured to control the visual angle expansion region to display a second game picture obtained by observing the target scene region from a second visual angle. The region display module is configured to: control the second virtual camera to move to the target scene region according to a first moving speed, and display the target scene region observed at a second view angle in the view angle expansion region; the second view angle is a preset shooting view angle of the second virtual camera; if it is detected that the target scene region observed at the second view angle includes a virtual object, control the second virtual camera to move in the target scene region according to a second moving speed, and display the virtual object in the target scene region observed at the second view angle in the view angle expansion region; the first moving speed is greater than the second moving speed.
14. An electronic device, comprising: The method comprises: A processor, a memory and a bus, the memory stores machine readable instructions executed by the processor, when the electronic device is running, the processor and the memory communicate through the bus, the processor executes the machine readable instructions to execute the steps of the method as claimed 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, the computer program is executed by the processor to execute the steps of the method as claimed in any one of claims 1 to 12.
Citation Information
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