Game screen control methods, devices and electronic devices

By using rotation controls to adjust the virtual camera state in the graphical user interface of 3D games, the problem of limited game interface layout is solved, and smooth switching between projection view and orthogonal view is achieved, improving the ease of operation and editing efficiency.

CN116510307BActive Publication Date: 2026-06-02NETEASE (HANGZHOU) NETWORK CO LTD

Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
NETEASE (HANGZHOU) NETWORK CO LTD
Filing Date
2023-03-22
Publication Date
2026-06-02

AI Technical Summary

Technical Problem

In 3D games, existing technology makes it difficult to easily switch between projection and orthographic perspectives within a limited game interface layout, resulting in unnatural and stiff controls.

Method used

By using rotation controls in the graphical user interface to adjust the camera states of the first and second virtual cameras, a smooth switching between the projection camera and the orthographic camera is achieved. This utilizes the rotation controls in the game to save interface space and simplify operation.

Benefits of technology

It enables a natural switching between projected and orthographic perspectives, saving game interface space and improving the ease of operation for switching perspectives, making it convenient for players to edit objects in the game scene.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

This invention provides a method, device, and electronic device for controlling a game screen. Responding to a first trigger operation on a rotation control on a graphical user interface, the device controls the rotation control to rotate to a preset target angle, and switches the first scene image captured by a first virtual camera to a second scene image captured by a second virtual camera according to the second camera state corresponding to the preset target angle. The rotation control corresponds to the first and second virtual cameras and is configured to adjust the camera states of both. This method uses a rotation control within the game to switch the virtual camera capturing the game scene, thus saving space on the game interface and simplifying camera switching. Furthermore, after switching cameras, the method displays the scene image captured at the preset angle, facilitating editing of objects within the game scene.
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Description

Technical Field

[0001] This invention relates to the field of game interaction design technology, and in particular to a method, device and electronic device for controlling game screens. Background Technology

[0002] In 3D games, virtual cameras are typically used to capture game scenes and obtain the game images displayed on the screen. Specifically, virtual cameras usually include projection cameras and orthographic cameras. Projection cameras are cameras used in 3D games to simulate the human eye's perspective, and the human eye's perspective simulated by the projection camera can also be called the projection perspective. Orthographic cameras are cameras in 3D games that provide an orthographic perspective with no near-far perspective and a rectangular field of view.

[0003] In game editors, a separate switch is usually needed to switch between orthographic and projection views. However, the available blank space in the game's primary interface layout is limited, making it difficult to provide additional space for the switch and resulting in poor ease of operation when switching views. At the same time, game editors typically provide two sets of viewing distances for the projection camera and the orthographic camera and store them separately, which makes the switching between orthographic and projection views rather abrupt. Summary of the Invention

[0004] The purpose of this invention is to provide a method, device, and electronic device for controlling game screens, so as to make the switching between orthogonal viewpoints and projection viewpoints more natural without adding extra controls, while improving the ease of operation of viewpoint switching.

[0005] In a first aspect, the present invention provides a method for controlling a game screen, which provides a graphical user interface through a terminal device; the method includes: the graphical user interface displaying a first scene image obtained by capturing a game scene through a first virtual camera, wherein the game scene includes an editable object, the editable object being a virtual object set in the game scene in response to an editing command; in response to a first trigger operation on a rotation control on the graphical user interface, controlling the rotation control to rotate to a preset target angle, and controlling the switching of the first scene image to a second scene image obtained by capturing the game scene through a second virtual camera according to a second camera state corresponding to the preset target angle; wherein the rotation control corresponds to the first virtual camera and the second virtual camera, and the rotation control is configured to adjust the camera state of the first virtual camera and the second virtual camera, the camera state including camera position and / or camera orientation.

[0006] Secondly, the present invention provides a control device for a game screen, providing a graphical user interface through a terminal device; the device includes: a scene acquisition module, used to display a first scene image obtained by capturing a game scene through a first virtual camera in the graphical user interface, wherein the game scene includes an editable object, the editable object being a virtual object set in the game scene in response to an editing command; a camera switching module, used to respond to a first trigger operation on a rotation control on the graphical user interface, control the rotation control to rotate to a preset target angle, and control the switching of the first scene image to a second scene image obtained by capturing the game scene through a second virtual camera according to the second camera state corresponding to the preset target angle; wherein the rotation control corresponds to the first virtual camera and the second virtual camera, and the rotation control is configured to adjust the camera state of the first virtual camera and the second virtual camera, the camera state including camera position and / or camera orientation.

[0007] Thirdly, the present invention provides an electronic device including a processor and a memory, the memory storing machine-executable instructions that can be executed by the processor, the processor executing the machine-executable instructions to implement the above-described game screen control method.

[0008] Fourthly, the present invention provides a computer-readable storage medium storing computer-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the aforementioned game screen control method.

[0009] The embodiments of the present invention bring the following beneficial effects:

[0010] This invention provides a method, apparatus, and electronic device for controlling game visuals. First, a graphical user interface displays a first scene image captured by a first virtual camera, where the game scene includes editable objects, which are virtual objects set in the game scene in response to editing commands. Then, in response to a first trigger operation on a rotation control on the graphical user interface, the rotation control is rotated to a preset target angle, and the first scene image is switched to a second scene image captured by a second virtual camera according to the second camera state corresponding to the preset target angle. The rotation control corresponds to the first and second virtual cameras and is configured to adjust the camera states of the first and second virtual cameras, including camera position and / or camera orientation. This method uses a rotation control within the game to switch the virtual camera capturing the game scene, thus saving space on the game interface and simplifying camera switching. Furthermore, after switching the virtual camera, this method displays a game screen captured at a preset angle, facilitating editing of objects within the game scene by the player.

[0011] Other features and advantages of the invention will be set forth in the following description, or some features and advantages may be inferred from the description or determined without doubt, or may be learned by practicing the techniques described above.

[0012] To make the above-mentioned objects, features and advantages of the present invention more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description

[0013] To more clearly illustrate the specific embodiments of the present invention or the technical solutions in the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of the present invention. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.

[0014] Figure 1 A flowchart illustrating a method for controlling a game screen according to an embodiment of the present invention;

[0015] Figure 2 A flowchart illustrating another method for controlling a game screen provided in an embodiment of the present invention;

[0016] Figure 3 A flowchart illustrating another method for controlling a game screen provided in an embodiment of the present invention;

[0017] Figure 4 A flowchart illustrating another method for controlling a game screen provided in an embodiment of the present invention;

[0018] Figure 5 A schematic diagram of the perspective of the first and second virtual cameras provided for embodiments of the present invention;

[0019] Figure 6 This is a schematic diagram illustrating the switching of a first virtual camera to a second virtual camera, provided as an embodiment of the present invention.

[0020] Figure 7 This is a schematic diagram illustrating another method of switching a first virtual camera to a second virtual camera, as provided in an embodiment of the present invention.

[0021] Figure 8 This is a schematic diagram illustrating camera switching after magnifying the second scene image provided in an embodiment of the present invention.

[0022] Figure 9 This is a schematic diagram of the structure of a game screen control device provided in an embodiment of the present invention;

[0023] Figure 10This is a schematic diagram of the structure of an electronic device provided in an embodiment of the present invention. Detailed Implementation

[0024] To make the objectives, technical solutions, and advantages of the embodiments of the present invention clearer, the technical solutions of the embodiments of the present invention will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of the present invention, and not all embodiments. The components of the embodiments of the present invention described and shown in the accompanying drawings can generally be arranged and designed in various different configurations.

[0025] Therefore, the following detailed description of the embodiments of the invention provided in the accompanying drawings is not intended to limit the scope of the claimed invention, but merely to illustrate selected embodiments of the invention. All other embodiments obtained by those skilled in the art based on the embodiments of the invention without inventive effort are within the scope of protection of the invention.

[0026] In 3D games, virtual cameras are typically used to capture game scenes and display the game on the game device's screen. Specifically, virtual cameras usually include projection cameras and orthographic cameras. Projection cameras simulate the human eye's perspective in 3D games; this simulated perspective can also be called the projection viewpoint. Orthographic cameras provide a rectangular field of view in 3D games, without the limitation of perspective. The principle of an orthographic camera is to divide the entire scene into several pixels according to a given width and height, and then map the scene's midpoint to the corresponding pixel. Furthermore, an orthographic camera presents objects at different distances in the scene at the same size, regardless of the distance between them, thus ensuring proportional scaling of the scene.

[0027] In game editors, a separate switch is usually needed to switch between orthographic and projection views. However, the available blank space in the game's primary interface layout is limited, making it difficult to provide additional space for the switch and resulting in poor ease of operation when switching views. At the same time, game editors typically provide two sets of viewing distances for the projection camera and the orthographic camera and store them separately, which makes the switching between orthographic and projection views rather abrupt.

[0028] To address the aforementioned issues, embodiments of the present invention provide a method, apparatus, and electronic device for controlling game screens. This technology can be applied to switching scenarios of virtual cameras with different functions set within a game scene, particularly for switching scenarios of projection cameras and orthographic cameras set within a game scene.

[0029] In one embodiment of this disclosure, the control of the game screen can run on a local terminal device or a server. When the control of the game screen runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0030] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of the game screen control methods are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0031] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.

[0032] In one possible implementation, this embodiment of the invention provides a method for controlling a game screen, which provides a graphical user interface (GUI) through a terminal device. The terminal device can be either the aforementioned local terminal device or a client device in the aforementioned cloud interaction system. The GUI is used to display game scene images captured by a first virtual camera or a second virtual camera. Figure 1 As shown, the method includes the following specific steps:

[0033] In step S102, the graphical user interface displays a first scene image obtained by capturing the game scene through the first virtual camera. The game scene includes editable objects, which are virtual objects set in the game scene in response to editing instructions.

[0034] In practical implementation, the game scene can include at least one editable object. This editable object can be virtual terrain, virtual levels, virtual decorations, or custom components, etc. The specific object types and forms included in the editable object can be set according to development needs. Players can edit the editable object using editing commands, and the edited object will become a virtual object in the game scene. The editing operations can include dragging the editable object from the editing menu (which includes multiple different types of editable objects) to the game scene, moving, scaling, or rotating the editable object, and adjusting the color, movement mode, etc. of the editable control.

[0035] The aforementioned first virtual camera can be a projection camera, which simulates the real world seen by the human eye and provides a cone-shaped field of view. The projection camera has the imaging characteristic of near objects appearing larger and far objects appearing smaller. That is, in the first scene image obtained by capturing the game scene through the first virtual camera, the closer the editable object is to the first virtual camera, the larger the display size of the editable object.

[0036] Step S104: In response to the first trigger operation of the rotation control on the graphical user interface, control the rotation control to rotate to a preset target angle, and control the switching of the first scene screen to the second scene screen obtained by the second virtual camera capturing the game scene according to the second camera state corresponding to the preset target angle; wherein, the rotation control corresponds to the first virtual camera and the second virtual camera, and the rotation control is configured to adjust the camera state of the first virtual camera and the second virtual camera, the camera state including camera position and / or camera orientation.

[0037] The rotation control in this invention is associated with both a first virtual camera and a second virtual camera. That is, the rotation control can adjust the camera states of both the first and second virtual cameras, and can also control the switching between the first and second virtual cameras for capturing game scenes. The camera state can include only the camera orientation, only the camera position, or both.

[0038] In practical implementation, the second virtual camera mentioned above has the same or similar imaging principle and function as an orthogonal camera (an orthogonal camera can provide a rectangular field of view, so the things seen do not have the same size for near and far). That is, the second virtual camera can capture the game scene through an orthogonal perspective to obtain the scene image. In this scene image, the display size of the editable object is a proportional scaling of the actual size of the editable object. In other words, editable objects of the same size will have the same display size in the scene image.

[0039] In practical applications, the aforementioned first trigger operation can be a player's click, long-press, or drag operation on the rotation control, etc., which can be determined according to development needs. Specifically, based on the final trigger position of the first trigger operation, the preset target angle to which the rotation control will ultimately rotate can be determined. This preset target angle can be used to determine the direction from which the virtual camera captures the editable object in the virtual game scene (this direction is usually the direction corresponding to capturing the front view of the editable object). Based on the determined direction and the virtual camera's focal length, the camera state of the virtual camera is determined. After determining the camera state, the virtual camera does not directly jump to the determined camera state, but rather smoothly rotates from the current camera state to the determined camera state at a certain speed. Since the positions of the first and second virtual cameras are mutually bound, the camera state of the other virtual camera can be obtained through the camera state of one virtual camera. In some embodiments, the camera states of the first and second virtual cameras remain consistent.

[0040] When the player performs the first trigger operation on the rotation control, the control will rotate to a preset target angle based on the final trigger position. Simultaneously, the camera states of the first and second virtual cameras will be adjusted, and the first virtual camera capturing the game scene will be switched to the second virtual camera. This will display the scene image captured by the second virtual camera according to the preset target angle in the graphical user interface. In practice, only the first or second virtual camera can be used to capture the game scene; both cannot be used simultaneously.

[0041] Specifically, each angle to which the rotation control is turned corresponds to a specific camera state. In an optional implementation, the camera state corresponding to the aforementioned preset target angle is typically the camera state of the second virtual camera when capturing the front view of an editable object in the game scene. This front view includes views corresponding to the front, back, top, left, and right sides of the editable object. This invention, by capturing the game scene using the second virtual camera, can obtain a scene image containing the front view of the editable object. Players can better observe the characteristics of the editable object through this front view and align the editable object, thereby facilitating corresponding operations on the editable object.

[0042] This invention provides a method for controlling a game screen. First, a graphical user interface displays a first scene image captured by a first virtual camera. The game scene includes editable objects, which are virtual objects set in the game scene in response to editing commands. Then, in response to a first trigger operation on a rotation control on the graphical user interface, the rotation control is rotated to a preset target angle, and the first scene image is switched to a second scene image captured by a second virtual camera according to the second camera state corresponding to the preset target angle. The rotation control corresponds to the first and second virtual cameras and is configured to adjust the camera states of the first and second virtual cameras, including camera position and / or camera orientation. This method uses a rotation control within the game to switch the virtual camera capturing the game scene, thus saving space on the game interface and simplifying camera switching. Furthermore, after switching the virtual camera, this method displays a game screen captured at a preset angle, facilitating editing of objects within the game scene by the player.

[0043] This invention also provides another method for controlling the game screen. This method is implemented based on the above-described method embodiments. The method focuses on describing the specific process of responding to a first trigger operation on a rotation control in the graphical user interface, controlling the rotation control to rotate to a preset target angle, and controlling the switching of the first scene screen to a second scene screen obtained by a second virtual camera capturing the game scene according to the second camera state corresponding to the preset target angle (implemented through steps S204-S206 below). Figure 2 As shown, the method includes the following specific steps:

[0044] In step S202, the graphical user interface displays a first scene image obtained by capturing the game scene through the first virtual camera. The game scene includes editable objects, which are virtual objects set in the game scene in response to editing instructions.

[0045] Step S204: In response to the first trigger operation for the rotation control, switch the first virtual camera for capturing the game scene to the second virtual camera, and obtain the rotation parameters of the rotation control. Control the rotation control to rotate based on the rotation parameters. During the rotation of the rotation control, display the scene image of the game scene captured by the second virtual camera according to the camera state corresponding to the rotation parameters in the graphical user interface. The rotation parameters include the rotation angle and rotation speed corresponding to the rotation control rotating to the preset target angle.

[0046] In its implementation, the first triggering operation includes a click operation on the target position of the rotation control; each position in the rotation control corresponds to a preset angle to which the rotation control is about to rotate; the preset angle indicates the camera state of the first and second virtual cameras when capturing the front view of an editable object in the game scene. That is, each preset angle corresponding to a position in the rotation control corresponds to a camera state.

[0047] When the player performs the first trigger operation on the rotation control, the first virtual camera capturing the game scene will be switched to the second virtual camera, and the rotation parameters of the rotation control will be obtained. The rotation control will be controlled to rotate based on the rotation parameters. During the rotation of the rotation control, the camera states of the first and second virtual cameras will be adjusted synchronously, so that the scene image captured by the second virtual camera according to the camera state corresponding to the rotation parameters will be displayed in the graphical user interface, thus achieving a smooth view switching.

[0048] Step S206: In response to the rotation control being rotated to a preset target angle, the second scene image obtained by the second virtual camera capturing the game scene according to the second camera state corresponding to the preset target angle is displayed in the graphical user interface.

[0049] The specific angle corresponding to the aforementioned preset target angle is determined based on the final trigger position of the first trigger operation. When the rotation control rotates to the preset target angle according to the first trigger operation, the graphical user interface will display the second scene image obtained by the second virtual camera capturing the game scene according to the second camera state indicated by the preset target angle. In specific implementation, the first virtual camera is a projection camera, and the second virtual camera is an orthographic camera.

[0050] The aforementioned game screen control method, which switches to an orthographic camera to capture the game scene by clicking the existing rotation controls in the game, saves space on the game interface. Furthermore, since alignment is only meaningful when the editable objects in the captured scene are in a frontal view, simultaneously activating the orthographic camera and adjusting the camera state reduces the learning curve and provides players with a better alignment experience.

[0051] This invention also provides another method for controlling the game screen. This method is implemented based on the above-described method embodiments. The method focuses on describing the specific process of responding to a first trigger operation on a rotation control in the graphical user interface, controlling the rotation control to rotate to a preset target angle, and controlling the switching of the first scene screen to a second scene screen obtained by a second virtual camera capturing the game scene according to the second camera state corresponding to the preset target angle (implemented through step S304 below). Figure 3 As shown, the method includes the following specific steps:

[0052] In step S302, the graphical user interface displays a first scene image obtained by capturing the game scene through the first virtual camera. The game scene includes editable objects, which are virtual objects set in the game scene in response to editing instructions.

[0053] Step S304: In response to the first trigger operation for the rotation control, control the rotation control to rotate according to the first trigger operation. When the rotation control rotates to the preset target angle, control the switching of the first scene screen to the second scene screen obtained by the second virtual camera capturing the game scene according to the second camera state corresponding to the preset target angle.

[0054] In specific implementation, the aforementioned first triggering operation includes at least one of the following: a drag operation to rotate the rotation control to a preset target angle; and a click operation on the target position of the rotation control. Specifically, the player can drag the rotation control to the preset target angle, or click the target position of the rotation control; or, after dragging the rotation control to the preset target angle, click the rotation control to control the rotation control to rotate to the preset target angle, while simultaneously controlling the first virtual camera and the second virtual camera to rotate to the second camera state corresponding to the preset target angle at a preset speed; then, when the first virtual camera and the second virtual camera rotate to the second camera state corresponding to the preset target angle, the first virtual camera capturing the game scene is switched to the second virtual camera, and the second scene image captured by the second virtual camera according to the second camera state corresponding to the preset target angle is displayed in the graphical user interface.

[0055] Step S306: In response to a specified trigger operation or a second trigger operation for the rotation control, control the switching of the second scene screen to the third scene screen obtained by the first virtual camera capturing the game scene according to the state of the first camera corresponding to the specified trigger operation or the second trigger operation for the rotation control.

[0056] In practical implementation, the specified trigger operation can be determined according to development needs. For example, the specified trigger operation can be a movement operation by pressing the right mouse button on a computer; or it can be a two-finger movement operation on the screen on a mobile game, where the distance between the two fingers remains constant while moving on the screen. The second trigger operation can also be determined according to development needs. For example, the second trigger operation can be the player rotating the control, or the player sliding the control.

[0057] When a player executes a specified trigger operation or a second trigger operation on the rotation control, the camera states of the first and second virtual cameras need to be determined based on the display state of the editable objects in the current scene screen displayed in the graphical user interface. Then, the first and second virtual cameras are rotated to the determined camera states at a preset speed. At the same time, the second virtual camera capturing the game scene is switched to the first virtual camera to display a third scene screen of the game scene captured by the first virtual camera in the graphical user interface. In this third scene screen, the closer an editable object is to the first virtual camera, the larger its display size.

[0058] The aforementioned game screen control method is simple and easy to use, does not take up too much interface space, and the switching between the two cameras is smooth and seamless. In addition, this method can save on the learning curve and provide players with a better alignment experience.

[0059] This invention also provides another method for controlling the game screen. This method is implemented based on the above method embodiments. The method focuses on describing the specific process of responding to a first trigger operation on a rotation control in the graphical user interface, controlling the rotation control to rotate to a preset target angle, and controlling the switching of the first scene screen to a second scene screen obtained by the second virtual camera capturing the game scene according to the second camera state corresponding to the preset target angle (implemented through steps S404-S408 below). It also describes the specific process of responding to a specified trigger operation or a second trigger operation on the rotation control, controlling the switching of the second scene screen to a third scene screen obtained by the first virtual camera capturing the game scene according to the first camera state corresponding to the specified trigger operation or the second trigger operation on the rotation control (implemented through steps S412-S416 below). Figure 4 As shown, the method includes the following specific steps:

[0060] In step S402, the graphical user interface displays a first scene image obtained by capturing the game scene through the first virtual camera. The game scene includes editable objects, which are virtual objects set in the game scene in response to editing instructions.

[0061] Step S404: In response to the first trigger operation for the rotation control, determine the preset target angle corresponding to the rotation control and the target orientation of the first virtual camera and the second virtual camera based on the face of the polyhedron control triggered by the final trigger position of the first trigger operation; wherein, the rotation control is a polyhedron control.

[0062] In its implementation, the rotation control is a polyhedron control, comprising multiple faces. Each face of the polyhedron control corresponds to a preset angle, which indicates the orientation of the first and second virtual cameras when capturing the front view of an editable object in the game scene. Different faces of the polyhedron control correspond to different front views of the editable object. Specifically, the polyhedron control can be a cube control or a cuboid control. When the polyhedron control is a cube control, the top of the cube control indicates that when capturing an editable object in the game scene, the virtual camera is positioned directly above the editable object to capture the front view corresponding to the top of the editable object. The front of the cube control indicates that when photographing an editable object in the game scene, the virtual camera is positioned directly in front of the editable object to photograph the front view corresponding to the front of the editable object.

[0063] The face of the polyhedron control triggered at the final trigger position of the aforementioned first trigger operation can be any face of the polyhedron control. Which face is specifically triggered depends on the player's action; that is, whichever face the player clicks is the face triggered at the final trigger position. Alternatively, when the player drags the polyhedron control, whichever face is displayed only in the graphical user interface is the face triggered at the final trigger position. For example, when the player clicks a face of the polyhedron control, the orientation of the virtual camera indicated by that face in the game scene is determined as the camera orientation of the first and second virtual cameras. Here, the first and second virtual cameras have the same camera orientation, meaning their positions are mutually bound.

[0064] In the prior art, the status data of the first virtual camera and the second virtual camera need to be saved separately and in different storage locations. However, in this invention, the positions of the first virtual camera and the second virtual camera are bound together, so that the first virtual camera and the second virtual camera can share a set of data, thereby reducing data storage.

[0065] Step S406: Based on the target orientation and the camera focal length of the first virtual camera before the first trigger operation, determine the target positions of the first virtual camera and the second virtual camera in the game scene.

[0066] In specific implementation, when the first virtual camera for capturing the game scene switches to the second virtual camera, the focal length of the first virtual camera does not change. Therefore, the focal length of the camera before the first trigger operation (the second virtual camera does not have a focal length parameter, so the focal length mentioned in this embodiment refers to the focal length of the first virtual camera) and the camera orientation can be used to determine the target positions of the first and second virtual cameras. Then, the second camera state of the first and second virtual cameras can be obtained. The second camera state includes the target orientation and target position of the virtual camera.

[0067] Step S408: Rotate the rotation control to the preset target angle, and adjust the first virtual camera and the second virtual camera to the target position and target orientation. Control the switching of the first scene image to the second scene image obtained by the second virtual camera capturing the game scene according to the target orientation and target position.

[0068] After obtaining the target orientation and position that the first and second virtual cameras are about to adjust to, they can be rotated to the target orientation and position at a preset speed. Simultaneously, during the rotation of the first and second virtual cameras, the first virtual camera capturing the game scene is switched to the second virtual camera, and the second scene image captured by the second virtual camera is displayed in the graphical user interface. The specific value corresponding to the preset speed can be set according to development needs and is not specifically limited here.

[0069] In practice, the specific process of controlling the switching of the first scene view to the second scene view obtained by the second virtual camera based on the target orientation and target position can be achieved through the following steps 10-11:

[0070] Step 10: Obtain the focal length and field of view of the first virtual camera, and determine the target field of view range of the game scene captured by the second virtual camera based on the focal length and field of view.

[0071] The aforementioned field of view is used to indicate the size of the viewing angle of the game scene captured by the first virtual camera. Based on the focal length and field of view of the first virtual camera, the height of the rectangular field of view of the game scene captured by the second virtual camera can be obtained through a simple trigonometric function relationship. Then, the width of the rectangular field of view can be calculated by using the aspect ratio of the game device screen (this data can be retrieved from the device information). Based on the obtained height and width of the rectangular field of view, the target field of view range of the game scene captured by the second virtual camera can be obtained.

[0072] like Figure 5 The diagram shows the perspective of the first and second virtual cameras provided in an embodiment of the present invention. Figure 5The leftmost image shows the first and second virtual cameras, which are positioned and facing the same direction. Figure 5 The triangle in the diagram corresponds to the shooting perspective of the first virtual camera, the rectangle corresponds to the shooting perspective of the second virtual camera, and FOV represents the field of view of the first virtual camera. Based on this, the height and width of the target field of view of the second virtual camera in the game scene can be determined by the following formula:

[0073] Height = Focal length * tan(FOV / 2) * 2;

[0074] Width = Screen aspect ratio * Height.

[0075] Step 11: Switch the first virtual camera for capturing the game scene to the second virtual camera, and switch the first scene view to the second scene view obtained by capturing the game scene when the second virtual camera is located in the target orientation and target position, which matches the target's field of view size.

[0076] In practice, the target field of view is the same as the screen display range corresponding to the graphical user interface, so the second scene screen is the scene screen obtained by the second virtual camera capturing the game scene within the target field of view.

[0077] like Figure 6 The diagram shown is a schematic representation of switching from a first virtual camera to a second virtual camera according to an embodiment of the present invention. Figure 6 The image on the left shows the first scene captured by the first virtual camera. This first scene displays 3 rows and 4 columns of cuboids side-by-side. These cuboids represent editable objects in the game scene. All 12 cuboids are the same size, but the cuboids in the first row are closer to the virtual camera and therefore appear larger, while the cuboids in the third row are farther away and therefore appear smaller. Figure 6 The cube shown in the upper right corner of the image on the left is a rotation control. Each face of this rotation control is used to indicate the front view of the corresponding face of the editable object. Figure 6 The image on the right shows the second scene view obtained by capturing the game scene through the second virtual camera when the rotation control is rotated to the front. In this second scene view, since the three rows of cuboids are displayed side by side and the view of the front of the cuboids is captured, the third and second rows of cuboids are obscured, and the view of the front of the first row of cuboids is displayed, and the display size is the same.

[0078] like Figure 7 The diagram shown is another schematic diagram of switching from a first virtual camera to a second virtual camera according to an embodiment of the present invention; Figure 7The image on the right shows the second scene view obtained by capturing the game scene through the second virtual camera when the rotation control is rotated to the top. In this second scene view, since the three rows of cuboids are displayed side by side and the view corresponding to the top of the cuboids is captured, all three rows of cuboids display the view corresponding to the top, and the display size is the same.

[0079] Step S410: In response to the scaling operation applied to the second scene screen, adjust the field of view of the second virtual camera to capture the game scene, and determine the fourth scene screen obtained by the second virtual camera capturing the game scene according to the adjusted field of view.

[0080] In practice, the above scaling operation is usually an operation to enlarge or shrink the display size of virtual objects in the second scene. This scaling operation can be an operation of scrolling the mouse wheel, or an operation of lengthening or shortening the distance between two fingers on the screen. The specific operation of this scaling operation can be determined according to the development needs.

[0081] In practical applications, after the second scene is displayed in the graphical user interface, during the process of capturing the game scene using the second virtual camera, the camera states of the first and second virtual cameras within the game scene remain unchanged. This means that the movement of the first and second virtual cameras must be restricted. Because the second virtual camera (equivalent to an orthographic camera) does not exhibit perspective distortion, moving it around while it is active will not adjust the perceived distance of the scene; instead, it may cause cropping due to excessive closeness. Therefore, when capturing the game scene using the second virtual camera, the zoom operation actually adjusts the height and width of the second virtual camera's field of view. Thus, to avoid cropping issues, this invention requires that the positions and orientations of the first and second virtual cameras remain fixed while the second virtual camera is capturing the game scene.

[0082] Step S412: In response to a specified trigger operation or a second trigger operation for the rotation control, determine the current field of view of the game scene captured by the second virtual camera.

[0083] In practical implementation, the specified triggering operation can be determined according to development needs. For example, the specified triggering operation can be a movement operation by pressing the right mouse button on a computer; or it can be a two-finger movement operation performed on the screen on a mobile game. This two-finger movement operation is usually an operation in which two fingers move on the screen while maintaining a constant distance between them. The second triggering operation mentioned above includes rotation operations for rotating controls. Rotation operations for rotating controls can be operations triggered by the player that allow them to control the rotation of the rotating controls, such as rotating the rotating controls or sliding the screen with two fingers.

[0084] In practical applications, after the second virtual camera captures the game scene and obtains the second scene image, the player may zoom in or out on the editable objects in the scene image, thereby adjusting the field of view of the second virtual camera. Therefore, when switching back from the second virtual camera to the first virtual camera, it is necessary to first determine the current field of view of the second virtual camera in order to adjust the camera status of the first and second virtual cameras.

[0085] Step S414: Determine the first camera status of the first virtual camera and the second virtual camera based on the current field of view.

[0086] In practical implementation, when the player performs a specified trigger operation or a second trigger operation on the rotation control, the second virtual camera capturing the game scene will be switched back to the first virtual camera, and the current field of view of the second virtual camera capturing the game scene needs to be determined. This current field of view is used to indicate the width and height of the rectangular field of view of the game scene currently captured by the second virtual camera.

[0087] Specifically, step S414 above can be achieved through the following steps 20-21:

[0088] Step 20: Adjust the focal length of the first virtual camera according to the current field of view of the second virtual camera to obtain the adjusted focal length.

[0089] In practical implementation, the focal length of the first virtual camera can be calculated using preset trigonometric relationships based on the height of the current field of view and the field of view angle of the first virtual camera. For example, the adjusted focal length can be determined using the following formula:

[0090] The adjusted focal length = height corresponding to the current field of view / 2 / tan(FOV / 2).

[0091] Step 21: Determine the first camera state of the first virtual camera and the second virtual camera based on the adjusted focal length and the current orientation of the first virtual camera.

[0092] Since the camera orientation remains unchanged, the positions of the first and second virtual cameras can be easily determined in reverse order, provided the visual focus remains the same.

[0093] Step S416: Rotate the first virtual camera and the second virtual camera to the first camera state, and switch the fourth scene screen to the third scene screen captured by the first virtual camera according to the first camera state.

[0094] After obtaining the camera orientation and position to be adjusted for the first and second virtual cameras, the first and second virtual cameras can be rotated to the desired orientation and position at a preset speed. Simultaneously, during this rotation, the second virtual camera capturing the game scene is switched to the first virtual camera, and the third scene image captured by the first virtual camera is displayed in the graphical user interface. The specific value corresponding to the preset speed can be set according to development needs and is not specifically limited here.

[0095] For ease of understanding of the embodiments of the present invention Figure 8 A diagram showing the camera switching after zooming in on the second scene is provided. Figure 8 The image on the left is a pair Figure 6 The game screen obtained by zooming in on the image on the right. Figure 8 The image on the right is displayed in the graphical user interface. Figure 8 When the player rotates the control, switching the second virtual camera capturing the game scene back to the first virtual camera, the graphical user interface displays a third scene image captured by the first virtual camera. This third scene image can demonstrate the 3D effect of editable objects. Furthermore, this third scene image is obtained by recalculating the camera position during the camera switch, and then capturing the game scene using the first virtual camera. Figure 8 It can be seen that the two cameras can switch smoothly and seamlessly.

[0096] The aforementioned game screen control method, which uses the game's existing rotation controls to switch to an orthographic camera to capture the game scene, saves space on the game interface. Furthermore, since alignment is only meaningful when the editable object captured by the orthographic camera is in a frontal view, simultaneously activating the orthographic camera and adjusting the camera state reduces the learning curve and provides players with a better alignment experience. Additionally, this method recalculates the focal length of the first virtual camera and the width and height of the field of view corresponding to the second virtual camera each time the virtual camera is switched, resulting in a smooth camera switching experience for the player.

[0097] In addition to the above-described method embodiments, this invention also provides a game screen control device that provides a graphical user interface via a terminal device; such as Figure 9 As shown, the device includes:

[0098] The scene acquisition module 90 is used to display the first scene image obtained by the first virtual camera in the graphical user interface. The game scene includes editable objects, which are virtual objects set in the game scene in response to editing instructions.

[0099] The camera switching module 91 is used to respond to a first trigger operation on the rotation control on the graphical user interface, control the rotation control to rotate to a preset target angle, and control the switching of the first scene screen to the second scene screen obtained by the second virtual camera capturing the game scene according to the second camera state corresponding to the preset target angle; wherein, the rotation control corresponds to the first virtual camera and the second virtual camera, and the rotation control is configured to adjust the camera state of the first virtual camera and the second virtual camera, and the camera state includes camera position and / or camera orientation.

[0100] The aforementioned game screen switching device first displays a first scene image captured by a first virtual camera in the graphical user interface. This game scene includes editable objects, which are objects set in the game scene in response to editing commands. Then, in response to a first trigger operation on a rotation control on the graphical user interface, the device rotates to a preset target angle and switches the first scene image to a second scene image captured by a second virtual camera according to the second camera state corresponding to the preset target angle. The rotation control corresponds to the first and second virtual cameras and is configured to adjust the camera states of the first and second virtual cameras, including camera position and / or camera orientation. This method uses a rotation control within the game to switch the virtual camera capturing the game scene, thus saving space on the game interface and simplifying camera switching. Furthermore, after switching the virtual camera, this method displays a game screen captured at a preset angle, facilitating editing of objects within the game scene.

[0101] In an optional embodiment, the camera switching module 91 is configured to: respond to a first trigger operation on the rotation control, control the rotation control to rotate according to the first trigger operation, and when the rotation control rotates to a preset target angle, control the switching of the first scene image to the second scene image obtained by the second virtual camera capturing the game scene according to the second camera state corresponding to the preset target angle.

[0102] In a specific implementation, the first triggering operation mentioned above includes at least one of the following: a drag operation to rotate the rotation control to a preset target angle; and a click operation on the target position of the rotation control.

[0103] In an optional embodiment, the camera switching module 91 is configured to: in response to a first trigger operation on the rotation control, switch the first virtual camera capturing the game scene to a second virtual camera, and obtain the rotation parameters of the rotation control, and control the rotation of the rotation control based on the rotation parameters; during the rotation of the rotation control, display the scene image of the game scene captured by the second virtual camera according to the camera state corresponding to the rotation parameters in the graphical user interface; wherein, the rotation parameters include the rotation angle and rotation speed corresponding to the rotation control rotating to a preset target angle; in response to the rotation control rotating to the preset target angle, control the graphical user interface to display the second scene image of the game scene captured by the second virtual camera according to the second camera state corresponding to the preset target angle.

[0104] In a specific implementation, the first trigger operation mentioned above includes: a click operation on the target position of the rotation control; wherein each position in the rotation control corresponds to a preset angle to which the rotation control is about to rotate; wherein the preset angle is used to indicate the camera status of the first virtual camera and the second virtual camera when capturing the front view of the editable object in the game scene.

[0105] In practical applications, the camera states of the first and second virtual cameras are adjusted synchronously while the rotation control is turned.

[0106] In some embodiments, the positions of the first virtual camera and the second virtual camera are mutually bound.

[0107] In a practical implementation, the first virtual camera is a projection camera; the second virtual camera is an orthogonal camera.

[0108] In its specific implementation, the aforementioned rotation control is a polyhedron control; each face of the polyhedron control corresponds to a preset angle, which is used to indicate the camera orientation of the first and second virtual cameras when capturing the front view of an editable object in the game scene; wherein, the front views of the editable objects corresponding to different faces of the polyhedron control are different; the aforementioned camera switching module 91 is used to: respond to a first trigger operation for the rotation control, determine the preset target angle corresponding to the rotation control and the target orientation of the first and second virtual cameras based on the face of the polyhedron control triggered by the final trigger position of the first trigger operation; determine the target positions of the first and second virtual cameras in the game scene based on the target orientation and the camera focal length of the first virtual camera before the first trigger operation; rotate the rotation control to the preset target angle, and adjust the first and second virtual cameras to the target positions and target orientations, and control the switching of the first scene image to the second scene image obtained by the second virtual camera capturing the game scene according to the target orientation and target position.

[0109] Furthermore, the camera switching module 91 is also used to: obtain the camera focal length and field of view of the first virtual camera, determine the target field of view range of the game scene captured by the second virtual camera based on the camera focal length and field of view range; switch the first virtual camera capturing the game scene to the second virtual camera, and switch the first scene image to the second scene image obtained by capturing the game scene when the second virtual camera is located in the target orientation and target position, which matches the size of the target field of view range.

[0110] In reality, after the second scene is displayed in the graphical user interface, the camera states of the first and second virtual cameras remain unchanged during the process of capturing the game scene through the second virtual camera.

[0111] Furthermore, the aforementioned device also includes a scaling module, configured to: after responding to a first trigger operation on a rotation control on a graphical user interface, controlling the rotation control to rotate to a preset target angle, and controlling the switching of the first scene image to a second scene image obtained by the second virtual camera capturing the game scene according to the second camera state corresponding to the preset target angle, responding to a scaling operation applied to the second scene image, adjusting the field of view of the second virtual camera capturing the game scene, and determining a fourth scene image obtained by the second virtual camera capturing the game scene according to the second camera state based on the adjusted field of view.

[0112] In a specific implementation, the above-mentioned device further includes a first camera switching module, which is used to: after responding to a first trigger operation on the rotation control on the graphical user interface, controlling the rotation control to rotate to a preset target angle, and controlling the switching of the first scene screen to the second scene screen obtained by the second virtual camera capturing the game scene according to the second camera state corresponding to the preset target angle, and then, in response to a specified trigger operation or a second trigger operation on the rotation control, controlling the switching of the second scene screen to the third scene screen obtained by the first virtual camera capturing the game scene according to the first camera state corresponding to the specified trigger operation or the second trigger operation on the rotation control.

[0113] Furthermore, the aforementioned first camera switching module is also used to: in response to a specified trigger operation or a second trigger operation for a rotation control, determine the current field of view of the game scene captured by the second virtual camera; determine the first camera state of the first virtual camera and the second virtual camera based on the current field of view; rotate the first virtual camera and the second virtual camera to the first camera state, and switch the second scene image to the third scene image captured by the first virtual camera based on the first camera state of the game scene.

[0114] In practical applications, the aforementioned first camera switching module is also used to: adjust the focal length of the first virtual camera according to the current field of view of the second virtual camera to obtain the adjusted focal length; and determine the first camera state of the first virtual camera and the second virtual camera according to the adjusted focal length and the current orientation of the first virtual camera.

[0115] Specifically, the second triggering operation mentioned above includes a rotation operation for the rotation control.

[0116] The game screen control device provided in this embodiment of the invention has the same implementation principle and technical effect as the aforementioned method embodiment. For the sake of brevity, any parts not mentioned in the device embodiment can be referred to the corresponding content in the aforementioned method embodiment.

[0117] This invention also provides an electronic device, such as... Figure 10 As shown, the electronic device includes a processor and a memory. The memory stores machine-executable instructions that can be executed by the processor, which executes the machine-executable instructions to implement the aforementioned game screen control method.

[0118] Specifically, the method for controlling the game screen, provided by a terminal device through a graphical user interface, includes: the graphical user interface displaying a first scene image obtained by capturing the game scene through a first virtual camera, wherein the game scene includes editable objects, which are virtual objects set in the game scene in response to editing instructions; responding to a first trigger operation on a rotation control on the graphical user interface, controlling the rotation control to rotate to a preset target angle, and controlling the switching of the first scene image to a second scene image obtained by capturing the game scene through a second virtual camera according to the second camera state corresponding to the preset target angle; wherein the rotation control corresponds to the first virtual camera and the second virtual camera, and the rotation control is configured to adjust the camera state of the first virtual camera and the second virtual camera, the camera state including camera position and / or camera orientation.

[0119] The aforementioned game screen control method uses the in-game rotation controls to switch the virtual camera capturing the game scene, thereby saving space on the game interface and making camera switching easy. Furthermore, after switching the virtual camera, this method displays a game screen captured from a preset angle, facilitating editing of objects within the game scene.

[0120] In an optional embodiment, the steps of responding to the first trigger operation of the rotation control on the graphical user interface, controlling the rotation control to rotate to a preset target angle, and controlling the switching of the first scene screen to the second scene screen obtained by the second virtual camera capturing the game scene according to the second camera state corresponding to the preset target angle, include: responding to the first trigger operation of the rotation control, controlling the rotation control to rotate according to the first trigger operation, and when the rotation control rotates to the preset target angle, controlling the switching of the first scene screen to the second scene screen obtained by the second virtual camera capturing the game scene according to the second camera state corresponding to the preset target angle.

[0121] In an optional embodiment, the first triggering operation includes at least one of the following: a drag operation to rotate the rotation control to a preset target angle; and a click operation on the target position of the rotation control.

[0122] In an optional embodiment, the steps of responding to the first trigger operation of the rotation control on the graphical user interface, controlling the rotation control to rotate to a preset target angle, and controlling the switching of the first scene image to the second scene image obtained by the second virtual camera capturing the game scene according to the second camera state corresponding to the preset target angle, include: responding to the first trigger operation of the rotation control, switching the first virtual camera capturing the game scene to the second virtual camera, and obtaining the rotation parameters of the rotation control, and controlling the rotation of the rotation control based on the rotation parameters; during the rotation of the rotation control, displaying the scene image obtained by the second virtual camera capturing the game scene according to the camera state corresponding to the rotation parameters in the graphical user interface; wherein, the rotation parameters include the rotation angle and rotation speed corresponding to the rotation control rotating to the preset target angle; and responding to the rotation control rotating to the preset target angle, controlling the display of the second scene image obtained by the second virtual camera capturing the game scene according to the second camera state corresponding to the preset target angle in the graphical user interface.

[0123] In an optional embodiment, the first triggering operation includes: a click operation on the target position of the rotation control; wherein each position in the rotation control corresponds to a preset angle to which the rotation control is about to rotate; wherein the preset angle is used to indicate the camera status of the first virtual camera and the second virtual camera when capturing the front view of an editable object in the game scene.

[0124] In an optional embodiment, the camera states of the first and second virtual cameras are adjusted synchronously while the rotation control is rotated.

[0125] In an optional embodiment, the positions of the first virtual camera and the second virtual camera are mutually bound.

[0126] In an optional embodiment, the first virtual camera is a projection camera; the second virtual camera is an orthogonal camera.

[0127] In an optional embodiment, the rotation control is a polyhedron control; each face of the polyhedron control corresponds to a preset angle, which is used to indicate the camera orientation of the first virtual camera and the second virtual camera when capturing the front view of an editable object in the game scene; wherein, the front views of the editable objects corresponding to different faces of the polyhedron control are different; the steps of responding to the first trigger operation of the rotation control on the graphical user interface, controlling the rotation control to rotate to the preset target angle, and controlling the switching of the first scene screen to the second scene screen obtained by the second virtual camera capturing the game scene according to the second camera state corresponding to the preset target angle, include: responding to the first trigger operation of the rotation control, determining the preset target angle corresponding to the rotation control, and the target orientation of the first virtual camera and the second virtual camera according to the face of the polyhedron control triggered by the final trigger position of the first trigger operation; determining the target position of the first virtual camera and the second virtual camera in the game scene based on the target orientation and the camera focal length of the first virtual camera before the first trigger operation; rotating the rotation control to the preset target angle, and adjusting the first virtual camera and the second virtual camera to the target position and target orientation, and controlling the switching of the first scene screen to the second scene screen obtained by the second virtual camera capturing the game scene according to the target orientation and target position.

[0128] In an optional embodiment, the step of controlling the switching of the first scene view to the second scene view obtained by the second virtual camera based on the target orientation and target position includes: obtaining the camera focal length and field of view of the first virtual camera; determining the target field of view range of the second virtual camera for capturing the game scene based on the camera focal length and field of view; switching the first virtual camera for capturing the game scene to the second virtual camera; and switching the first scene view to the second scene view obtained by the second virtual camera when it is located at the target orientation and target position, which matches the size of the target field of view range.

[0129] In an optional embodiment, after the second scene is displayed in the graphical user interface, the camera states of the first and second virtual cameras remain unchanged during the process of capturing the game scene through the second virtual camera.

[0130] In an optional embodiment, after the above response is to the first trigger operation of the rotation control on the graphical user interface, controlling the rotation control to rotate to a preset target angle, and controlling the switching of the first scene screen to the second scene screen obtained by the second virtual camera capturing the game scene according to the second camera state corresponding to the preset target angle, the above method further includes: responding to the scaling operation acting on the second scene screen, adjusting the field of view of the second virtual camera capturing the game scene, and determining the fourth scene screen obtained by the second virtual camera capturing the game scene according to the second camera state based on the adjusted field of view.

[0131] In an optional embodiment, after the steps of responding to the first trigger operation of the rotation control on the graphical user interface, controlling the rotation control to rotate to a preset target angle, and controlling the switching of the first scene screen to the second scene screen obtained by the second virtual camera capturing the game scene according to the second camera state corresponding to the preset target angle, the method further includes: responding to the specified trigger operation or the second trigger operation of the rotation control, controlling the switching of the second scene screen to the third scene screen obtained by the first virtual camera capturing the game scene according to the first camera state corresponding to the specified trigger operation or the second trigger operation of the rotation control.

[0132] In an optional embodiment, the step of controlling the switching of the second scene view to the third scene view obtained by the first virtual camera capturing the game scene according to the first camera state corresponding to the specified trigger operation or the second trigger operation of the rotation control in response to the specified trigger operation or the second trigger operation of the rotation control includes: determining the current field of view of the second virtual camera capturing the game scene in response to the specified trigger operation or the second trigger operation of the rotation control; determining the first camera state of the first virtual camera and the second virtual camera according to the current field of view; rotating the first virtual camera and the second virtual camera to the first camera state, and switching the second scene view to the third scene view obtained by the first virtual camera capturing the game scene according to the first camera state.

[0133] In an optional embodiment, the step of determining the first camera state of the first virtual camera and the second virtual camera based on the current field of view includes: adjusting the camera focal length of the first virtual camera based on the current field of view corresponding to the second virtual camera to obtain the adjusted focal length; and determining the first camera state of the first virtual camera and the second virtual camera based on the adjusted focal length and the current orientation of the first virtual camera.

[0134] In an optional embodiment, the second triggering operation described above includes a rotation operation for the rotation control.

[0135] Furthermore, Figure 10 The electronic device shown also includes a bus 102 and a communication interface 103, with the processor 101, the communication interface 103 and the memory 100 connected via the bus 102.

[0136] The memory 100 may include high-speed random access memory (RAM) or non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 103 (which can be wired or wireless), such as the Internet, wide area network, local area network, or metropolitan area network. The bus 102 may be an ISA bus, PCI bus, or EISA bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of representation, Figure 10 The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.

[0137] Processor 101 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of processor 101 or by instructions in software form. Processor 101 can be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it can also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this invention. The general-purpose processor can be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this invention can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software module can reside in a readily available storage medium in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 100, and processor 101 reads information from memory 100 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.

[0138] This invention also provides a computer-readable storage medium storing computer-executable instructions. When these computer-executable instructions are invoked and executed by a processor, they cause the processor to implement the aforementioned game screen control method. For specific implementation details, please refer to the method embodiments, which will not be repeated here.

[0139] Specifically, the method for controlling the game screen, provided by a terminal device through a graphical user interface, includes: the graphical user interface displaying a first scene image obtained by capturing the game scene through a first virtual camera, wherein the game scene includes editable objects, which are virtual objects set in the game scene in response to editing instructions; responding to a first trigger operation on a rotation control on the graphical user interface, controlling the rotation control to rotate to a preset target angle, and controlling the switching of the first scene image to a second scene image obtained by capturing the game scene through a second virtual camera according to the second camera state corresponding to the preset target angle; wherein the rotation control corresponds to the first virtual camera and the second virtual camera, and the rotation control is configured to adjust the camera state of the first virtual camera and the second virtual camera, the camera state including camera position and / or camera orientation.

[0140] The aforementioned game screen control method uses the in-game rotation controls to switch the virtual camera capturing the game scene, thereby saving space on the game interface and making camera switching easy. Furthermore, after switching the virtual camera, this method displays a game screen captured from a preset angle, facilitating editing of objects within the game scene.

[0141] In an optional embodiment, the steps of responding to the first trigger operation of the rotation control on the graphical user interface, controlling the rotation control to rotate to a preset target angle, and controlling the switching of the first scene screen to the second scene screen obtained by the second virtual camera capturing the game scene according to the second camera state corresponding to the preset target angle, include: responding to the first trigger operation of the rotation control, controlling the rotation control to rotate according to the first trigger operation, and when the rotation control rotates to the preset target angle, controlling the switching of the first scene screen to the second scene screen obtained by the second virtual camera capturing the game scene according to the second camera state corresponding to the preset target angle.

[0142] In an optional embodiment, the first triggering operation includes at least one of the following: a drag operation to rotate the rotation control to a preset target angle; and a click operation on the target position of the rotation control.

[0143] In an optional embodiment, the steps of responding to the first trigger operation of the rotation control on the graphical user interface, controlling the rotation control to rotate to a preset target angle, and controlling the switching of the first scene image to the second scene image obtained by the second virtual camera capturing the game scene according to the second camera state corresponding to the preset target angle, include: responding to the first trigger operation of the rotation control, switching the first virtual camera capturing the game scene to the second virtual camera, and obtaining the rotation parameters of the rotation control, and controlling the rotation of the rotation control based on the rotation parameters; during the rotation of the rotation control, displaying the scene image obtained by the second virtual camera capturing the game scene according to the camera state corresponding to the rotation parameters in the graphical user interface; wherein, the rotation parameters include the rotation angle and rotation speed corresponding to the rotation control rotating to the preset target angle; and responding to the rotation control rotating to the preset target angle, controlling the display of the second scene image obtained by the second virtual camera capturing the game scene according to the second camera state corresponding to the preset target angle in the graphical user interface.

[0144] In an optional embodiment, the first triggering operation includes: a click operation on the target position of the rotation control; wherein each position in the rotation control corresponds to a preset angle to which the rotation control is about to rotate; wherein the preset angle is used to indicate the camera status of the first virtual camera and the second virtual camera when capturing the front view of an editable object in the game scene.

[0145] In an optional embodiment, the camera states of the first and second virtual cameras are adjusted synchronously while the rotation control is rotated.

[0146] In an optional embodiment, the positions of the first virtual camera and the second virtual camera are mutually bound.

[0147] In an optional embodiment, the first virtual camera is a projection camera; the second virtual camera is an orthogonal camera.

[0148] In an optional embodiment, the rotation control is a polyhedron control; each face of the polyhedron control corresponds to a preset angle, which is used to indicate the camera orientation of the first virtual camera and the second virtual camera when capturing the front view of an editable object in the game scene; wherein, the front views of the editable objects corresponding to different faces of the polyhedron control are different; the steps of responding to the first trigger operation of the rotation control on the graphical user interface, controlling the rotation control to rotate to the preset target angle, and controlling the switching of the first scene screen to the second scene screen obtained by the second virtual camera capturing the game scene according to the second camera state corresponding to the preset target angle, include: responding to the first trigger operation of the rotation control, determining the preset target angle corresponding to the rotation control, and the target orientation of the first virtual camera and the second virtual camera according to the face of the polyhedron control triggered by the final trigger position of the first trigger operation; determining the target position of the first virtual camera and the second virtual camera in the game scene based on the target orientation and the camera focal length of the first virtual camera before the first trigger operation; rotating the rotation control to the preset target angle, and adjusting the first virtual camera and the second virtual camera to the target position and target orientation, and controlling the switching of the first scene screen to the second scene screen obtained by the second virtual camera capturing the game scene according to the target orientation and target position.

[0149] In an optional embodiment, the step of controlling the switching of the first scene view to the second scene view obtained by the second virtual camera based on the target orientation and target position includes: obtaining the camera focal length and field of view of the first virtual camera; determining the target field of view range of the second virtual camera for capturing the game scene based on the camera focal length and field of view; switching the first virtual camera for capturing the game scene to the second virtual camera; and switching the first scene view to the second scene view obtained by the second virtual camera when it is located at the target orientation and target position, which matches the size of the target field of view range.

[0150] In an optional embodiment, after the second scene is displayed in the graphical user interface, the camera states of the first and second virtual cameras remain unchanged during the process of capturing the game scene through the second virtual camera.

[0151] In an optional embodiment, after the above response is to the first trigger operation of the rotation control on the graphical user interface, controlling the rotation control to rotate to a preset target angle, and controlling the switching of the first scene screen to the second scene screen obtained by the second virtual camera capturing the game scene according to the second camera state corresponding to the preset target angle, the above method further includes: responding to the scaling operation acting on the second scene screen, adjusting the field of view of the second virtual camera capturing the game scene, and determining the fourth scene screen obtained by the second virtual camera capturing the game scene according to the second camera state based on the adjusted field of view.

[0152] In an optional embodiment, after the steps of responding to the first trigger operation of the rotation control on the graphical user interface, controlling the rotation control to rotate to a preset target angle, and controlling the switching of the first scene screen to the second scene screen obtained by the second virtual camera capturing the game scene according to the second camera state corresponding to the preset target angle, the method further includes: responding to the specified trigger operation or the second trigger operation of the rotation control, controlling the switching of the second scene screen to the third scene screen obtained by the first virtual camera capturing the game scene according to the first camera state corresponding to the specified trigger operation or the second trigger operation of the rotation control.

[0153] In an optional embodiment, the step of controlling the switching of the second scene view to the third scene view obtained by the first virtual camera capturing the game scene according to the first camera state corresponding to the specified trigger operation or the second trigger operation of the rotation control in response to the specified trigger operation or the second trigger operation of the rotation control includes: determining the current field of view of the second virtual camera capturing the game scene in response to the specified trigger operation or the second trigger operation of the rotation control; determining the first camera state of the first virtual camera and the second virtual camera according to the current field of view; rotating the first virtual camera and the second virtual camera to the first camera state, and switching the second scene view to the third scene view obtained by the first virtual camera capturing the game scene according to the first camera state.

[0154] In an optional embodiment, the step of determining the first camera state of the first virtual camera and the second virtual camera based on the current field of view includes: adjusting the camera focal length of the first virtual camera based on the current field of view corresponding to the second virtual camera to obtain the adjusted focal length; and determining the first camera state of the first virtual camera and the second virtual camera based on the adjusted focal length and the current orientation of the first virtual camera.

[0155] In an optional embodiment, the second triggering operation described above includes a rotation operation for the rotation control.

[0156] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this invention, essentially, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, a terminal device, or a network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this invention. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0157] In the description of this invention, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings. They are used only for the convenience of describing the invention and for simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation. Therefore, they should not be construed as limitations on the invention. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.

[0158] Finally, it should be noted that the above-described embodiments are merely specific implementations of the present invention, used to illustrate the technical solutions of the present invention, and not to limit it. The scope of protection of the present invention is not limited thereto. Although the present invention 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 still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments within the technical scope disclosed in the present invention, or make equivalent substitutions for some of the technical features; and these modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should all be covered within the scope of protection of the present invention. Therefore, the scope of protection of the present invention should be determined by the scope of the claims.

Claims

1. A method for controlling a game screen, characterized in that, The method includes providing a graphical user interface via a terminal device; the method includes: The graphical user interface displays a first scene image obtained by capturing the game scene through a first virtual camera. The game scene includes editable objects, which are virtual objects set in the game scene in response to editing commands. In response to a first trigger operation on a rotation control on the graphical user interface, the rotation control is controlled to rotate to a preset target angle, and the first scene view is switched to a second scene view obtained by a second virtual camera capturing the game scene according to the second camera state corresponding to the preset target angle; wherein, the rotation control corresponds to the first virtual camera and the second virtual camera, and the rotation control is configured to adjust the camera state of the first virtual camera and the second virtual camera, the camera state including camera position and / or camera orientation; the rotation control is a polyhedron control; each face of the polyhedron control corresponds to a preset angle, the preset angle being used to indicate: when capturing the front view of an editable object in the game scene, the camera orientation of the first virtual camera and the second virtual camera; wherein, the front views of the editable object corresponding to different faces of the polyhedron control are different; The response to the first trigger operation of the rotation control on the graphical user interface, controlling the rotation control to rotate to a preset target angle, and controlling the switching of the first scene view to the second scene view obtained by the second virtual camera capturing the game scene according to the second camera state corresponding to the preset target angle, includes the following steps: In response to a first trigger operation for the rotation control, based on the face of the polyhedron control triggered by the final trigger position of the first trigger operation, a preset target angle corresponding to the rotation control, and the target orientation of the first virtual camera and the second virtual camera are determined; Based on the target orientation and the camera focal length of the first virtual camera before the first triggering operation, determine the target positions of the first virtual camera and the second virtual camera in the game scene; Rotate the control to the preset target angle, and adjust the first virtual camera and the second virtual camera to the target position and the target orientation. Control the switching of the first scene view to the second scene view obtained by the second virtual camera capturing the game scene according to the target orientation and the target position.

2. The method according to claim 1, characterized in that, The response to the first trigger operation of the rotation control on the graphical user interface, controlling the rotation control to rotate to a preset target angle, and controlling the switching of the first scene view to the second scene view obtained by the second virtual camera capturing the game scene according to the second camera state corresponding to the preset target angle, includes the following steps: In response to a first trigger operation on the rotation control, the rotation control is controlled to rotate according to the first trigger operation. When the rotation control rotates to a preset target angle, the first scene screen is switched to a second scene screen obtained by the second virtual camera capturing the game scene according to the second camera state corresponding to the preset target angle.

3. The method according to claim 2, characterized in that, The first triggering operation includes at least one of the following: a drag operation to rotate the rotation control to the preset target angle; and a click operation on the target position of the rotation control.

4. The method according to claim 1, characterized in that, The response to the first trigger operation of the rotation control on the graphical user interface, controlling the rotation control to rotate to a preset target angle, and controlling the switching of the first scene view to the second scene view obtained by the second virtual camera capturing the game scene according to the second camera state corresponding to the preset target angle, includes the following steps: In response to a first trigger operation on the rotation control, the first virtual camera capturing the game scene is switched to the second virtual camera, and the rotation parameters of the rotation control are obtained. The rotation control is then controlled to rotate based on the rotation parameters. During the rotation of the rotation control, the scene image captured by the second virtual camera according to the camera state corresponding to the rotation parameters is displayed in the graphical user interface. The rotation parameters include the rotation angle and rotation speed corresponding to the rotation control rotating to a preset target angle. In response to the rotation control being rotated to a preset target angle, the graphical user interface is controlled to display the second scene image obtained by the second virtual camera capturing the game scene according to the second camera state corresponding to the preset target angle.

5. The method according to claim 4, characterized in that, The first triggering operation includes: a click operation on the target position of the rotation control; wherein each position in the rotation control corresponds to a preset angle to which the rotation control is about to rotate; wherein the preset angle is used to indicate the camera status of the first virtual camera and the second virtual camera when capturing the front view of the editable object in the game scene.

6. The method according to claim 1, characterized in that, While the rotation control is rotating, the camera states of the first virtual camera and the second virtual camera are adjusted synchronously.

7. The method according to claim 1, characterized in that, The positions of the first virtual camera and the second virtual camera are mutually bound.

8. The method according to claim 1, characterized in that, The first virtual camera is a projection camera; the second virtual camera is an orthogonal camera.

9. The method according to claim 1, characterized in that, The step of controlling the switching of the first scene view to the second scene view obtained by the second virtual camera capturing the game scene based on the target orientation and the target position includes: Obtain the camera focal length and field of view of the first virtual camera, and determine the target field of view range of the game scene captured by the second virtual camera based on the camera focal length and the field of view. The first virtual camera capturing the game scene is switched to the second virtual camera, and the first scene view is switched to a second scene view that matches the target's field of view size when the second virtual camera is located in the target's orientation and position.

10. The method according to claim 1, characterized in that, After the second scene is displayed in the graphical user interface, the camera states of the first and second virtual cameras remain unchanged during the process of capturing the game scene through the second virtual camera.

11. The method according to claim 10, characterized in that, After the steps of responding to a first trigger operation of a rotation control on the graphical user interface, controlling the rotation control to rotate to a preset target angle, and controlling the switching of the first scene view to a second scene view obtained by the second virtual camera capturing the game scene according to the second camera state corresponding to the preset target angle, the method further includes: In response to the scaling operation applied to the second scene image, the field of view of the second virtual camera capturing the game scene is adjusted, and the fourth scene image obtained by the second virtual camera capturing the game scene according to the adjusted field of view is determined based on the second camera state.

12. The method according to claim 1, characterized in that, After the steps of responding to a first trigger operation of a rotation control on the graphical user interface, controlling the rotation control to rotate to a preset target angle, and controlling the switching of the first scene view to a second scene view obtained by the second virtual camera capturing the game scene according to the second camera state corresponding to the preset target angle, the method further includes: In response to a specified trigger operation or a second trigger operation for the rotation control, the control switches the second scene view to a third scene view obtained by the first virtual camera capturing the game scene according to the first camera state corresponding to the specified trigger operation or the second trigger operation for the rotation control.

13. The method according to claim 12, characterized in that, The step of controlling the switching of the second scene view to a third scene view obtained by the first virtual camera capturing the game scene according to the first camera state corresponding to the specified trigger operation or the second trigger operation for the rotation control in response to a specified trigger operation or a second trigger operation for the rotation control includes: In response to a specified trigger operation or a second trigger operation for the rotation control, determine the current field of view of the game scene captured by the second virtual camera; Based on the current field of view, determine the first camera status of the first virtual camera and the second virtual camera; Rotate the first virtual camera and the second virtual camera to the first camera state, and switch the second scene view to the third scene view captured by the first virtual camera according to the first camera state.

14. The method according to claim 13, characterized in that, The step of determining the first camera state of the first virtual camera and the second virtual camera based on the current field of view includes: Based on the current field of view of the second virtual camera, adjust the focal length of the first virtual camera to obtain the adjusted focal length; Based on the adjusted focal length and the current orientation of the first virtual camera, the first camera state of the first virtual camera and the second virtual camera is determined.

15. The method according to claim 12, characterized in that, The second triggering operation includes a rotation operation on the rotation control.

16. A control device for a game screen, characterized in that, A graphical user interface is provided via a terminal device; the device includes: A scene acquisition module is used to display a first scene image obtained by capturing a game scene through a first virtual camera in the graphical user interface. The game scene includes editable objects, which are virtual objects set in the game scene in response to editing instructions. A camera switching module is used to respond to a first trigger operation on a rotation control on the graphical user interface, control the rotation control to rotate to a preset target angle, and control the switching of the first scene view to a second scene view obtained by a second virtual camera capturing the game scene according to the second camera state corresponding to the preset target angle; wherein, the rotation control corresponds to the first virtual camera and the second virtual camera, and the rotation control is configured to adjust the camera state of the first virtual camera and the second virtual camera, the camera state including camera position and / or camera orientation; the rotation control is a polyhedron control; each face of the polyhedron control corresponds to a preset angle, the preset angle being used to indicate: when capturing the front view of an editable object in the game scene, the camera orientation of the first virtual camera and the second virtual camera; wherein, the front views of the editable object corresponding to different faces of the polyhedron control are different; The camera switching module is further configured to: respond to a first trigger operation on the rotation control; determine a preset target angle corresponding to the rotation control and the target orientation of the first virtual camera and the second virtual camera based on the face of the polyhedron control triggered by the final trigger position of the first trigger operation; determine the target position of the first virtual camera and the second virtual camera in the game scene based on the target orientation and the camera focal length of the first virtual camera before the first trigger operation; rotate the rotation control to the preset target angle and adjust the first virtual camera and the second virtual camera to the target position and the target orientation; and control the switching of the first scene image to a second scene image obtained by the second virtual camera capturing the game scene based on the target orientation and the target position.

17. An electronic device, characterized in that, The electronic device includes a processor and a memory, the memory storing machine-executable instructions that can be executed by the processor, the processor executing the machine-executable instructions to implement the game screen control method according to any one of claims 1 to 15.

18. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the game screen control method according to any one of claims 1 to 15.