Method, apparatus, storage medium and electronic device for adjusting virtual lens

By detecting changes in the virtual game character's orientation and touch input, the virtual camera's orientation is automatically adjusted, solving the problem of poor gaming experience caused by the difficulty of adjusting the virtual camera's orientation and achieving smoother gameplay.

CN116549966BActive Publication Date: 2026-05-01NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
NETEASE (HANGZHOU) NETWORK CO LTD
Filing Date
2023-04-26
Publication Date
2026-05-01

AI Technical Summary

Technical Problem

In virtual 3D video games, the difficulty for players to adjust the virtual camera orientation leads to a poor gaming experience.

Method used

By acquiring the orientation of the virtual game character and the orientation area of ​​the virtual camera, changes in orientation are detected and responses to touch operations are made to automatically adjust the orientation of the virtual camera to assist player operation.

Benefits of technology

It reduces the difficulty of controlling the virtual camera orientation and enhances the gaming experience.

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Patent Text Reader

Abstract

The application discloses a method and device for adjusting a virtual lens, a storage medium and an electronic device. The method comprises the following steps: acquiring a first orientation of a virtual game character and a first orientation area of a virtual lens in a game scene; in response to the virtual game character changing from the first orientation to a second orientation, detecting whether the second orientation is beyond the first orientation area; in response to the second orientation being beyond the first orientation area, detecting whether a touch operation performed on a target control is received; and in response to the touch operation performed on the target control, adjusting the orientation of the virtual lens based on the second orientation. The application solves the technical problem of poor game experience of players caused by the difficulty of adjusting the orientation of the virtual lens in the related art.
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Description

Methods, apparatus, storage media and electronic devices for adjusting virtual camera. Technical Field

[0001] This application relates to the field of computer technology, and more specifically, to a method, apparatus, storage medium, and electronic device for adjusting a virtual camera. Background Technology

[0002] For game clients running on mobile devices, the player's perspective adjustment (i.e., virtual camera orientation adjustment) often relies on dragging virtual camera orientation controls. When the game scene is complex, such as in action or fighting games, this method of adjusting the virtual camera orientation increases the difficulty of operation for the player and reduces the gaming experience.

[0003] There is currently no effective solution to the above problems.

[0004] It should be noted that the information disclosed in the background section above is only used to enhance the understanding of the background of this application, and therefore may include information that does not constitute prior art known to those skilled in the art. Summary of the Invention

[0005] At least some embodiments of this application provide a method, apparatus, storage medium, and electronic device for adjusting a virtual camera, so as to at least solve the technical problem in the related art where the difficulty of adjusting the orientation of the virtual camera leads to a poor gaming experience for players.

[0006] According to one embodiment of this application, a method for adjusting a virtual camera is provided. A graphical user interface (GUI) is provided via a terminal device. The GUI displays content that at least partially includes a game scene and multiple controls. The game scene displays content that at least partially includes a virtual game character. The method includes: acquiring a first orientation of the virtual game character and a first orientation region of the virtual camera within the game scene, wherein the first orientation is the initial orientation of the virtual game character within the game scene, and the first orientation region is the initial orientation region corresponding to the first orientation; in response to the virtual game character changing from the first orientation to a second orientation, detecting whether the second orientation exceeds the first orientation region, wherein the second orientation is the adjusted orientation of the virtual game character within the game scene; in response to the second orientation exceeding the first orientation region, detecting whether a touch operation is received on a target control, wherein the target control is any one of multiple controls used to control the virtual game character to perform a target action; and in response to the touch operation on the target control, adjusting the orientation of the virtual camera based on the second orientation.

[0007] According to one embodiment of this application, an apparatus for adjusting a virtual camera is also provided. A graphical user interface (GUI) is provided via a terminal device. The GUI displays content that at least partially includes a game scene and multiple controls. The game scene displays content that at least partially includes a virtual game character. The apparatus includes: an acquisition module for acquiring a first orientation of the virtual game character and a first orientation area of ​​the virtual camera within the game scene, wherein the first orientation is the initial orientation of the virtual game character within the game scene, and the first orientation area is the initial orientation area corresponding to the first orientation; a first detection module for detecting whether the second orientation exceeds the first orientation area in response to the virtual game character changing from the first orientation to the second orientation, wherein the second orientation is the adjusted orientation of the virtual game character within the game scene; a second detection module for detecting whether a touch operation is received on a target control in response to the second orientation exceeding the first orientation area, wherein the target control is any one of multiple controls, and the target control is used to control the virtual game character to perform a target action; and an adjustment module for adjusting the orientation of the virtual camera based on the second orientation in response to the touch operation on the target control.

[0008] According to one embodiment of this application, a computer-readable storage medium is also provided, wherein a computer program is stored in the computer-readable storage medium, and the computer program is configured to execute the method of adjusting the virtual camera as described above when running.

[0009] According to one embodiment of this application, an electronic device is also provided, comprising: a memory and a processor, wherein the memory stores a computer program, and the processor is configured to run the computer program to perform the method of adjusting a virtual camera as described above.

[0010] In at least some embodiments of this application, a first orientation of the virtual game character and a first orientation area of ​​the virtual camera within the game scene are first obtained. The first orientation is the initial orientation of the virtual game character within the game scene, and the first orientation area is the initial orientation area corresponding to the first orientation. Further, in response to the virtual game character changing from the first orientation to a second orientation, it is detected whether the second orientation exceeds the first orientation area. The second orientation is the adjusted orientation of the virtual game character within the game scene. Further, in response to the second orientation exceeding the first orientation area, it is detected whether a touch operation is received on a target control. The target control is any one of multiple controls used to control the virtual game character to perform a target action. Based on this, in response to the touch operation on the target control, the orientation of the virtual camera is adjusted based on the second orientation. Therefore, the method for adjusting the virtual camera provided by this application achieves the purpose of automatically assisting and guiding the virtual camera orientation based on the orientation of the virtual game character, the orientation of the virtual camera, and the touch operation, thereby reducing the difficulty of controlling the virtual camera orientation in the game and improving the game experience. This solves the technical problem in related technologies where the difficulty of adjusting the virtual camera orientation leads to a poor player experience. Attached Figure Description

[0011] The accompanying drawings, which are included to provide a further understanding of this application and form part of this application, illustrate exemplary embodiments and are used to explain this application, but do not constitute an undue limitation of this application. In the drawings:

[0012] Figure 1 is a hardware structure block diagram of a mobile terminal according to one embodiment of the present application of a method for adjusting a virtual camera.

[0013] Figure 2 is a flowchart of a method for adjusting a virtual camera according to one embodiment of this application;

[0014] Figure 3 is a schematic diagram of an optional initial game scene according to one embodiment of this application;

[0015] Figure 4 is a schematic diagram of an optional virtual game character orientation change according to one embodiment of this application;

[0016] Figure 5 is a schematic diagram of a game scene with an optional virtual camera orientation adjustment according to one embodiment of this application;

[0017] Figure 6 is a structural block diagram of a device for adjusting a virtual camera according to one embodiment of this application;

[0018] Figure 7 is a structural block diagram of an optional device for adjusting a virtual camera according to one embodiment of this application;

[0019] Figure 8 is a structural block diagram of another optional device for adjusting a virtual camera according to one embodiment of this application;

[0020] Figure 9 is a structural block diagram of another optional device for adjusting a virtual camera according to one embodiment of this application;

[0021] Figure 10 is a schematic diagram of an electronic device according to one embodiment of the present application. Detailed Implementation

[0022] In existing technologies, the method for players to adjust the virtual camera orientation in virtual 3D video games is as follows: taking mobile touch games as an example, one finger is used to control the virtual camera orientation control to adjust the real-time orientation of the virtual camera. The drawbacks of this method are: the game operation is difficult for the player, the finger used to control the virtual camera orientation control is occupied and cannot be used for other operations, and conversely, it is difficult to have a free finger to control the virtual camera orientation control when performing other game operations; the operation of controlling the virtual camera orientation is highly dependent on the player's experience, resulting in a poor gaming experience. To address the above-mentioned problems of existing technologies, no effective solution has been proposed prior to this application.

[0023] To enable those skilled in the art to better understand the present application, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of the present application, and not all embodiments. Based on the embodiments in the present application, all other embodiments obtained by those of ordinary skill in the art without creative effort should fall within the scope of protection of the present application.

[0024] It should be noted that the terms "first," "second," etc., in the specification, claims, and accompanying drawings of this application are used to distinguish similar objects and are not necessarily used to describe a specific order or sequence. It should be understood that such data can be interchanged where appropriate so that the embodiments of this application described herein can be implemented in orders other than those illustrated or described herein. Furthermore, the terms "comprising" and "having," and any variations thereof, are intended to cover non-exclusive inclusion; for example, a process, method, system, product, or apparatus that comprises a series of steps or units is not necessarily limited to those steps or units explicitly listed, but may include other steps or units not explicitly listed or inherent to such processes, methods, products, or apparatus.

[0025] It should be noted that, in the specification of this application, the word "for example" is used to mean "used as an example, illustration, or description." Any embodiment described as "for example" in this application is not necessarily to be construed as being more preferred or advantageous than other embodiments. The following description is provided to enable any person skilled in the art to make and use this application. In the following description, details are set forth for purposes of explanation. It should be understood that those skilled in the art will recognize that this application can be made without using these specific details. In other instances, well-known structures and processes will not be described in detail to avoid unnecessarily obscuring the description of this application. Therefore, this application is not intended to be limited to the embodiments shown, but is consistent with the broadest scope of the principles and features disclosed in this application.

[0026] The methods described in this application can be executed in a terminal device (e.g., a mobile terminal, a computer terminal, or a similar computing device). Taking a mobile terminal as an example, the mobile terminal can be a smartphone, tablet computer, PDA, mobile internet device, PAD, game console, or other terminal device.

[0027] Figure 1 is a hardware structure block diagram of a mobile terminal according to one embodiment of the present application of a method for adjusting a virtual camera. As shown in Figure 1, the mobile terminal may include one or more (only one is shown in Figure 1) processors 102, memory 104, transmission devices 106, input / output devices 108, and display devices 110. Taking the method for adjusting a virtual camera applied to a video game scene through this mobile terminal as an example, the processor 102 calls and runs the computer program stored in the memory 104 to execute the method for adjusting the virtual camera. The adjustment result of the virtual camera orientation in the generated video game scene is transmitted to the input / output devices 108 and / or the display devices 110 through the transmission devices 106, thereby providing the adjustment result of the virtual camera orientation to the player.

[0028] As still shown in Figure 1, the processor 102 may include, but is not limited to, processing devices such as: Central Processing Unit (CPU), Graphics Processing Unit (GPU), Digital Signal Processing (DSP) chip, Microcontroller Unit (MCU), Field Programmable Gate Array (FPGA), Neural-Network Processing Unit (NPU), Tensor Processing Unit (TPU), Artificial Intelligence (AI) type processor, etc.

[0029] Those skilled in the art will understand that the structure shown in FIG1 is merely illustrative and does not limit the structure of the mobile terminal described above. For example, the mobile terminal may include more or fewer components than shown in FIG1, or have a different configuration than that shown in FIG1.

[0030] In some optional embodiments primarily focused on gaming scenarios, the aforementioned terminal device may also provide a human-computer interaction interface with a touch-sensitive surface. This interface can sense finger contact and / or gestures to interact with a graphical user interface (GUI). The human-computer interaction functions may include the following: creating web pages, drawing, word processing, creating electronic documents, playing games, video conferencing, instant messaging, sending and receiving emails, call interfaces, playing digital videos, playing digital music, and / or web browsing, etc. Executable instructions for performing the aforementioned human-computer interaction functions are configured / stored in one or more processor-executable computer program products or readable storage media.

[0031] The methods described in this application can also be executed on a server. The server can be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery networks (CDNs), and big data and artificial intelligence platforms. Taking the method of adjusting the virtual camera angle applied to a video game scene via a video game server as an example, the video game server can generate an adjustment result for the virtual camera angle orientation in the video game scene based on this method, and provide this adjustment result to the player (e.g., by rendering it on the player's terminal display screen, or by providing it to the player through holographic projection, etc.).

[0032] According to one embodiment of this application, an embodiment of a method for adjusting a virtual camera is provided. It should be noted that the steps shown in the flowchart in the accompanying drawings can be executed in a computer system such as a set of computer-executable instructions. Furthermore, although a logical order is shown in the flowchart, in some cases, the steps shown or described may be performed in a different order than that shown here.

[0033] This embodiment provides a method for adjusting a virtual camera running on the aforementioned mobile terminal. The terminal device provides a graphical user interface (GUI), the content of which at least partially includes a game scene and multiple controls. The game scene at least partially includes a virtual game character. Figure 2 is a flowchart of a method for adjusting a virtual camera according to one embodiment of this application. As shown in Figure 2, the method includes the following steps:

[0034] Step S21: Obtain the first orientation of the virtual game character and the first orientation area of ​​the virtual camera in the game scene, wherein the first orientation is the initial orientation of the virtual game character in the game scene, and the first orientation area is the initial orientation area corresponding to the first orientation.

[0035] Step S22: In response to the virtual game character changing from the first orientation to the second orientation, detect whether the second orientation exceeds the area of ​​the first orientation, wherein the second orientation is the orientation of the virtual game character after adjustment within the game scene;

[0036] Step S23: In response to the second orientation exceeding the first orientation area, detect whether a touch operation is received on the target control, wherein the target control is any one of multiple controls, and the target control is used to control the virtual game character to perform a target action;

[0037] Step S24: In response to a touch operation performed on the target control, adjust the orientation of the virtual camera based on the second orientation.

[0038] The aforementioned terminal devices can be computer devices (PCs) and mobile terminal devices (such as smartphones, tablets, game consoles, and smart wearable devices). The graphical user interface provided by the aforementioned terminal devices can be a user interface (UI) corresponding to the game scene. The aforementioned graphical user interface includes at least the aforementioned game scene and the aforementioned multiple controls, which are used to control the scene parameters of the aforementioned game scene or to control the virtual game character in the aforementioned game scene. The virtual game character displayed in the aforementioned game scene is the game character currently controlled by the player.

[0039] The game types corresponding to the above game scenarios can be: action games (e.g., first-person or third-person shooter games, 2D or 3D fighting games, war action games, and sports action games), adventure games (e.g., exploration games, collection games, puzzle games), simulation games (e.g., simulation sandbox games, simulation management games, strategy simulation games, city building simulation games, business simulation games), role-playing games, and casual games (e.g., board games, casual competitive games, music rhythm games, dress-up and simulation games), etc.

[0040] The first orientation mentioned above is the initial orientation of the virtual game character within the game scene. The virtual game character frequently needs to change its orientation within the game scene; for example, when walking, running, driving a vehicle, turning, or looking left and right, the virtual game character's orientation changes. The first orientation mentioned above is the virtual game character's orientation before the orientation change. Correspondingly, the second orientation mentioned above is the virtual game character's orientation after adjustment within the game scene.

[0041] The aforementioned virtual camera is a pre-set observation camera within the aforementioned game scene. The game scene area captured by the aforementioned virtual camera (including the scene and the virtual game characters, virtual prop models, etc. displayed within the scene) is displayed within the aforementioned graphical user interface. The aforementioned first orientation area is the orientation area of ​​the virtual camera within the game scene when the virtual game character is in the first orientation, that is, the initial orientation area corresponding to the first orientation.

[0042] In this embodiment, the orientation area of ​​the virtual camera corresponds to the orientation of the virtual game character. An optional implementation is as follows: the orientation of the virtual camera is consistent with and follows the orientation of the virtual game character; when the display mode of the virtual game character is set to always be displayed at the center point of the graphical user interface, the orientation area of ​​the virtual camera within the game scene is the central fan-shaped area of ​​the current graphical user interface of the game scene.

[0043] When a virtual game character is detected changing from a first orientation to a second orientation, it is monitored whether the second orientation exceeds the first orientation area of ​​the virtual camera. If the second orientation of the virtual game character does not exceed the first orientation area of ​​the virtual camera, it indicates that the orientation of the virtual camera does not need to be adjusted.

[0044] If the virtual game character's second orientation after the orientation change exceeds the first orientation area of ​​the virtual camera, a check is performed to determine whether a touch operation on a target control is received. The target control is any control specified from among the multiple controls used to control the virtual game character to perform a target action. The target action can be an action pre-set as a "core operation," such as: basic attack, movement, jump, and skill activation. Correspondingly, the multiple controls include: a basic attack button, a movement joystick, a jump button, and a skill button.

[0045] When the virtual game character's second orientation exceeds the aforementioned first orientation area and a touch operation is received on the target control, it indicates that the orientation of the virtual camera needs adjustment. At this time, the orientation of the virtual camera is adjusted based on the second orientation. In an optional implementation, the orientation of the virtual camera is adjusted to be consistent with the second orientation.

[0046] The method provided in this application reduces the difficulty of controlling the virtual camera orientation in games by using a virtual camera orientation traction assistance mechanism. During gameplay, the system determines whether to trigger virtual camera orientation traction assistance based on whether the virtual game character's current orientation has moved out of the virtual camera orientation area and whether the virtual game character has performed core button operations.

[0047] In at least some embodiments of this application, a first orientation of the virtual game character and a first orientation area of ​​the virtual camera within the game scene are first obtained. The first orientation is the initial orientation of the virtual game character within the game scene, and the first orientation area is the initial orientation area corresponding to the first orientation. Further, in response to the virtual game character changing from the first orientation to a second orientation, it is detected whether the second orientation exceeds the first orientation area. The second orientation is the adjusted orientation of the virtual game character within the game scene. Further, in response to the second orientation exceeding the first orientation area, it is detected whether a touch operation is received on a target control. The target control is any one of multiple controls used to control the virtual game character to perform a target action. Based on this, in response to the touch operation on the target control, the orientation of the virtual camera is adjusted based on the second orientation. Therefore, the method for adjusting the virtual camera provided by this application achieves the purpose of automatically assisting and guiding the virtual camera orientation based on the orientation of the virtual game character, the orientation of the virtual camera, and the touch operation, thereby reducing the difficulty of controlling the virtual camera orientation in the game and improving the game experience. This solves the technical problem in related technologies where the difficulty of adjusting the virtual camera orientation leads to a poor player experience.

[0048] The following example, using the automatic adjustment of the virtual camera orientation for a virtual character in a free-view scene of a role-playing game, further illustrates the technical solution of this application embodiment.

[0049] Optionally, in step S21, obtaining the first orientation area of ​​the virtual camera within the game scene may include the following steps:

[0050] Step S211: Obtain the third orientation of the virtual camera, wherein the third orientation is the initial orientation of the virtual camera in the game scene, and the third orientation corresponds to the first orientation;

[0051] Step S212: Determine the first orientation region based on the preset angle range with the third orientation as the baseline.

[0052] The third orientation corresponds to the first orientation. The third orientation is the initial orientation of the virtual camera in the game scene, and the first orientation is the initial orientation of the virtual game character in the game scene. That is, in an optional implementation, in the default state, the initial orientations of the virtual camera and the virtual game character in the game scene correspond to each other, which means that the center of the virtual game character's field of vision is located in the center of the screen of the graphical user interface displaying the game scene.

[0053] Based on the third orientation of the virtual lens and the preset angle range, the first orientation region of the virtual lens is determined. The preset angle range is determined by a preset angle parameter and a preset range parameter. For example, when the preset angle range is a fan-shaped region, the preset angle parameter is the central angle corresponding to the fan-shaped region, and the preset range parameter is the radius of the fan-shaped region. The direction of the perpendicular bisector of the chord of the fan-shaped region is the orientation of the virtual lens.

[0054] Figure 3 is a schematic diagram of an optional initial game scene according to one embodiment of this application. As shown in Figure 3, the orientation of the virtual character (as indicated by the black arrow in Figure 3, corresponding to the first orientation mentioned above) is consistent with the orientation of the virtual camera (corresponding to the third orientation mentioned above). The orientation area of ​​the virtual camera (corresponding to the first orientation area mentioned above) is a fan-shaped area in the center of the graphical user interface, and the boundary of the area is determined by the two radii of the fan-shaped area. The orientation of the virtual camera is the direction of the perpendicular bisector of the chord corresponding to the fan-shaped area. In a free-view scene, the orientation of the virtual camera is set to always be snapped to the center of the screen. The game scene displayed in the graphical user interface when the virtual character is in the initial orientation shown in Figure 3 is denoted as scene image 1.

[0055] During the game, when the virtual character is detected to turn 90 degrees to the right, the system monitors whether the adjusted orientation of the virtual character exceeds the fan-shaped area shown in Figure 3.

[0056] Optionally, the above method for adjusting the virtual camera may further include the following steps:

[0057] Step S25: In response to the second orientation not exceeding the first orientation area, control the virtual camera to remain in the third orientation.

[0058] Taking the automatic adjustment of the virtual camera orientation for a virtual character in a free-view scene of a role-playing game as an example, when the adjusted orientation of the virtual character does not exceed the fan-shaped area shown in Figure 3, it means that the scene image currently displayed by the graphical user interface does not need to be adjusted, and the orientation of the virtual camera is kept at its original orientation, which is the orientation of the virtual camera corresponding to the orientation of the virtual character before the orientation adjustment.

[0059] Figure 4 is a schematic diagram of an optional virtual game character orientation change according to one embodiment of this application. As shown in Figure 4, during gameplay, the virtual character performs game tasks in the game scene, which often involves changes in the virtual character's orientation. When the adjusted orientation of the virtual character exceeds the fan-shaped area shown in Figure 3, as shown in Figure 4, the black arrow moves out of the fan-shaped area (Figure 4 uses a virtual character model turning 90 degrees to the right as an example). At this time, the graphical user interface still displays scene image 1. However, according to the objective laws of the real world, the scene image observed after the virtual character turns 90 degrees to the right should also be 90 degrees to the right centered on the virtual character. Therefore, it is necessary to adjust the virtual camera orientation so that the player can obtain the game scene view observed from the adjusted orientation of the virtual character through the graphical user interface.

[0060] Optionally, in step S24, adjusting the orientation of the virtual lens based on the second orientation in response to a touch operation performed on the target control may include the following steps:

[0061] Step S241: In response to receiving a touch operation on the target control within a preset time period, adjust the orientation of the virtual camera based on the second orientation.

[0062] Optionally, adjusting the orientation of the virtual lens based on the second orientation in step S241 may include the following steps:

[0063] Step S2411: Based on the second orientation, control the virtual camera to rotate at a preset rate until the virtual camera rotates to the fourth orientation, wherein the fourth orientation is the orientation of the virtual camera after adjustment in the game scene, and the fourth orientation corresponds to the second orientation.

[0064] The aforementioned fourth orientation is determined by the adjusted orientation of the virtual game character (i.e., the second orientation). In an optional implementation, the fourth orientation corresponds to the second orientation, pointing to a position in the game scene corresponding to the center of the graphical user interface, so that the orientation area corresponding to the virtual camera is located at the center of the area displayed by the graphical user interface. The aforementioned preset rate is the angular rate at which the virtual lens changes orientation; this preset rate can be specified by a technician or set by the player through game preference settings.

[0065] Optionally, the above method for adjusting the virtual camera may further include the following steps:

[0066] Step S26: Based on a preset angle range with the fourth orientation as the baseline, determine the second orientation region, and update the first orientation region based on the second orientation region.

[0067] The aforementioned fourth orientation is the adjusted virtual lens orientation. Based on this fourth orientation, a preset angle range is determined to obtain the second orientation region. For example, when the preset angle range is a fan-shaped region centered on the fourth orientation, the fan-shaped region corresponding to the virtual lens orientation before adjustment is adjusted according to the fourth orientation to obtain the aforementioned second orientation region. The perpendicular bisector of the chord of the fan-shaped region corresponding to the second orientation region is consistent with the fourth orientation.

[0068] It is easy to understand that during the process of updating the first orientation area based on the second orientation area, the visual change on the graphical user interface is as follows: the central area displayed by the graphical user interface changes from the first orientation area of ​​the game scene to the second orientation area.

[0069] Taking the automatic adjustment of the virtual camera orientation for a virtual character in a free-view scene of a role-playing game as an example, Figure 5 is a schematic diagram of a game scene after optional virtual camera orientation adjustment according to one embodiment of this application. As shown in Figure 5, when the player controlling the virtual character performs a touch operation on the core controls displayed in the graphical user interface, the orientation area of ​​the virtual camera will change at a smooth rate and re-attach to the orientation of the virtual character model (i.e., the black arrow). As shown in Figure 5, the result of the above-mentioned virtual camera orientation adjustment is reflected in the graphical user interface as follows: the currently displayed scene screen changes from scene screen 1 to scene screen 2, where scene screen 2 is the scene screen obtained by rotating scene screen 1 90 degrees to the right with the virtual character as the center. For example, after the virtual character changes from facing due north to facing due east, the scene screen displayed in the graphical user interface should switch from the due north scene screen to the due east scene screen.

[0070] In this example, the core controls mentioned above may include skill release controls and attack controls displayed in the graphical user interface. The skill release controls include: skill 1 button, skill 2 button, and skill 3 button. That is, when the player controls the virtual character to turn to a position beyond the fan-shaped area shown in Figure 3, and further touches at least one of the skill 1 button, skill 2 button, skill 3 button, and attack control, the orientation of the virtual camera is adjusted according to the method provided in the embodiments of this application.

[0071] Similarly, when the virtual character in the game scene is turned at any angle (usually between 0 and 360 degrees), the above method can be used to adjust the virtual camera orientation to the angle corresponding to the adjusted orientation of the virtual character. That is, the scene currently displayed in the graphical user interface is adjusted to the scene corresponding to the adjusted orientation of the virtual character.

[0072] Optionally, in the above method for adjusting the virtual lens, the height of the virtual lens remains unchanged during the process of adjusting the orientation of the virtual lens based on the second orientation.

[0073] In order to ensure the smooth transition of the scene displayed in the graphical user interface, the height of the virtual camera remains unchanged during the process of adjusting the orientation of the virtual camera based on the adjusted orientation of the virtual game character (i.e., the second orientation). That is, the eye level of the virtual game character remains unchanged. Correspondingly, in the scene displayed in the graphical user interface, the virtual models displayed at the same height have the same game space height coordinates in the game scene.

[0074] Optionally, the above method for adjusting the virtual camera may further include the following steps:

[0075] In step S27, in response to no touch operation on the target control being received within a preset time period, the virtual game character is controlled to remain in the second orientation, and the virtual camera is controlled to remain in the first orientation area.

[0076] Taking the automatic adjustment of the virtual camera orientation for a virtual character in a free-view scene of a role-playing game as an example, as shown in Figure 4, when it is detected that the adjusted orientation of the virtual character exceeds the fan-shaped area shown in Figure 3, and the player performs a touch operation on the target control among the multiple controls displayed in the graphical user interface, the orientation of the virtual camera is adjusted, resulting in the scene shown in Figure 5. However, when it is detected that the adjusted orientation of the virtual character exceeds the fan-shaped area shown in Figure 3, but the player does not perform a touch operation on the target control among the multiple controls displayed in the graphical user interface within a preset time, the content displayed in the graphical user interface remains as shown in Figure 4. That is, the orientation of the virtual character model is still the adjusted orientation (equivalent to the second orientation mentioned above), and the virtual camera remains in the orientation area before adjustment (equivalent to the first orientation area mentioned above).

[0077] Therefore, the technical solution provided in this application provides automatic assistance in guiding the orientation of the virtual camera. This avoids the problem of players needing to allocate fingers to control the virtual camera's orientation while simultaneously performing game operations.

[0078] It is noteworthy that in virtual 3D game scenes, especially in free-view game scenes, the judgment conditions for virtual camera orientation changes provided in this application embodiment can be applied to most game operation processes, thereby achieving auxiliary guidance of virtual camera orientation in the game scene and improving the smoothness of player operation. Furthermore, for mobile games, the method for adjusting the virtual camera provided in this application embodiment can achieve synchronization between virtual camera orientation control and game operation, that is, it reduces the operational difficulty for players to control the virtual camera orientation while performing game operations, lowers the player's operational costs, and allows players to have a better immersive experience during the game.

[0079] It is easy to understand that the key point of the technical solution provided in this application is: to trigger the automatic adjustment of the virtual camera orientation by means of the positional relationship between the orientation of the virtual game character and the orientation area of ​​the virtual camera, and the touch operation of multiple controls corresponding to the virtual game character.

[0080] Through the above description of the embodiments, those skilled in the art can clearly understand that the methods according to the above embodiments can be implemented by means of software plus necessary general-purpose hardware platforms. Of course, they can also be implemented by hardware, but in many cases the former is a better implementation method. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, can be embodied in the form of a software product. This computer software product is stored in a storage medium (such as a magnetic disk or optical disk) and includes several instructions to cause a terminal device (which may be a mobile phone, computer, server, or network device, etc.) to execute the methods described in the various embodiments of this application.

[0081] This embodiment also provides a device for adjusting a virtual camera, which is used to implement the above embodiments and preferred embodiments; details already described will not be repeated. As used below, the term "module" can refer to a combination of software and / or hardware that performs a predetermined function. Although the device described in the following embodiments is preferably implemented in software, hardware implementation, or a combination of software and hardware, is also possible and contemplated.

[0082] Figure 6 is a structural block diagram of a device for adjusting a virtual camera according to one embodiment of this application. A graphical user interface is provided through a terminal device. The content displayed by the graphical user interface at least partially includes a game scene and multiple controls. The displayed content of the game scene at least partially includes a virtual game character. As shown in Figure 6, the device includes: an acquisition module 601, used to acquire a first orientation of the virtual game character and a first orientation area of ​​the virtual camera in the game scene, wherein the first orientation is the initial orientation of the virtual game character in the game scene, and the first orientation area is the initial orientation area corresponding to the first orientation; a first detection module 602, used to detect whether the second orientation exceeds the first orientation area in response to the virtual game character changing from the first orientation to the second orientation, wherein the second orientation is the orientation of the virtual game character after adjustment in the game scene; a second detection module 603, used to detect whether a touch operation is received on a target control in response to the second orientation exceeding the first orientation area, wherein the target control is any one of multiple controls, and the target control is used to control the virtual game character to perform a target action; and an adjustment module 604, used to adjust the orientation of the virtual camera based on the second orientation in response to the touch operation on the target control.

[0083] Optionally, the acquisition module 601 is further configured to: acquire the third orientation of the virtual camera, wherein the third orientation is the initial orientation of the virtual camera in the game scene, and the third orientation corresponds to the first orientation; and determine the first orientation region based on a preset angle range with the third orientation as the baseline.

[0084] Optionally, FIG7 is a structural block diagram of an optional device for adjusting a virtual lens according to one embodiment of the present application. As shown in FIG7, in addition to all the modules shown in FIG6, the device further includes: a holding module 605, for controlling the virtual lens to remain in a third orientation in response to the second orientation not exceeding the first orientation area.

[0085] Optionally, the adjustment module 604 is further configured to: respond to a touch operation received for a target control within a preset time period and adjust the orientation of the virtual lens based on a second orientation.

[0086] Optionally, the adjustment module 604 is further configured to: control the virtual lens to rotate at a preset rate based on the second orientation until the virtual lens rotates to the fourth orientation, wherein the fourth orientation is the orientation of the virtual lens after adjustment in the game scene, and the fourth orientation corresponds to the second orientation.

[0087] Optionally, FIG8 is a structural block diagram of another optional device for adjusting a virtual lens according to one embodiment of the present application. As shown in FIG8, in addition to all the modules shown in FIG7, the device further includes: a determining module 606, used to determine a second orientation region based on a preset angle range with the fourth orientation as a reference line, so as to update the first orientation region based on the second orientation region.

[0088] Optionally, in the device for adjusting the virtual lens, the height of the virtual lens remains constant during the process of adjusting the orientation of the virtual lens based on the second orientation.

[0089] Optionally, FIG9 is a structural block diagram of another optional device for adjusting a virtual camera according to one embodiment of the present application. As shown in FIG9, in addition to all the modules shown in FIG8, the device also includes: a touch module 607, which is used to control the virtual game character to remain in a second orientation and control the virtual camera to remain in a first orientation area in response to not receiving a touch operation performed on the target control within a preset time.

[0090] It should be noted that the above modules can be implemented by software or hardware. For the latter, they can be implemented in the following ways, but are not limited to: all the above modules are located in the same processor; or, the above modules are located in different processors in any combination.

[0091] Embodiments of this application also provide a computer-readable storage medium storing a computer program, wherein the computer program is configured to execute the steps in any of the above method embodiments when run.

[0092] Optionally, in this embodiment, the computer-readable storage medium may include, but is not limited to, various media capable of storing computer programs, such as USB flash drives, read-only memory (ROM), random access memory (RAM), portable hard drives, magnetic disks, or optical disks.

[0093] Optionally, in this embodiment, the computer-readable storage medium may be located in any computer terminal in a group of computer terminals in a computer network, or in any mobile terminal in a group of mobile terminals.

[0094] Optionally, in this embodiment, the computer-readable storage medium may be configured to store a computer program for performing the following steps:

[0095] S1, obtain the first orientation of the virtual game character and the first orientation area of ​​the virtual camera in the game scene, wherein the first orientation is the initial orientation of the virtual game character in the game scene, and the first orientation area is the initial orientation area corresponding to the first orientation;

[0096] S2, in response to the virtual game character changing from the first orientation to the second orientation, detect whether the second orientation exceeds the area of ​​the first orientation, wherein the second orientation is the orientation of the virtual game character after adjustment within the game scene;

[0097] S3, in response to the second orientation exceeding the first orientation area, detect whether a touch operation is received on the target control, wherein the target control is any one of multiple controls, and the target control is used to control the virtual game character to perform a target action;

[0098] S4, in response to a touch operation performed on the target control, adjusts the orientation of the virtual camera based on the second orientation.

[0099] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: obtaining a third orientation of the virtual camera, wherein the third orientation is the initial orientation of the virtual camera within the game scene, and the third orientation corresponds to the first orientation; determining the first orientation region based on a preset angle range with the third orientation as a baseline.

[0100] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: in response to the second orientation not exceeding the area of ​​the first orientation, controlling the virtual camera to remain in the third orientation.

[0101] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: in response to receiving a touch operation on a target control within a preset duration, adjusting the orientation of the virtual lens based on a second orientation.

[0102] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: controlling the virtual lens to rotate at a preset rate based on the second orientation until the virtual lens rotates to the fourth orientation, wherein the fourth orientation is the orientation of the virtual lens after adjustment within the game scene, and the fourth orientation corresponds to the second orientation.

[0103] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: determining a second orientation region based on a preset angle range with the fourth orientation as a reference line, so as to update the first orientation region based on the second orientation region.

[0104] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: during the process of adjusting the orientation of the virtual lens based on a second orientation, the height of the virtual lens remains unchanged.

[0105] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: in response to no touch operation on the target control being received within a preset time period, controlling the virtual game character to remain in a second orientation, and controlling the virtual camera to remain in the first orientation area.

[0106] In the computer-readable storage medium of the above embodiments, a technical solution is provided for implementing a method for adjusting a virtual camera. First, a first orientation of the virtual game character and a first orientation region of the virtual camera within the game scene are obtained. The first orientation is the initial orientation of the virtual game character within the game scene, and the first orientation region is the initial orientation region corresponding to the first orientation. Further, in response to the virtual game character changing from the first orientation to a second orientation, it is detected whether the second orientation exceeds the first orientation region. The second orientation is the adjusted orientation of the virtual game character within the game scene. Further, in response to the second orientation exceeding the first orientation region, it is detected whether a touch operation is received on a target control. The target control is any one of multiple controls used to control the virtual game character to perform a target action. Based on this, in response to the touch operation on the target control, the orientation of the virtual camera is adjusted based on the second orientation. Therefore, the method for adjusting the virtual camera provided by this application achieves the purpose of automatically assisting and guiding the virtual camera orientation based on the orientation of the virtual game character, the orientation of the virtual camera, and the touch operation, thereby reducing the difficulty of controlling the virtual camera orientation in the game and improving the game experience. This solves the technical problem in related technologies where the difficulty of adjusting the virtual camera orientation leads to a poor player experience.

[0107] Through the above description of the embodiments, those skilled in the art will readily understand that the exemplary embodiments described herein can be implemented by software or by combining software with necessary hardware. Therefore, the technical solutions according to the embodiments of this application can be embodied in the form of a software product, which can be stored in a computer-readable storage medium (such as a CD-ROM, USB flash drive, external hard drive, etc.) or on a network, including several instructions to cause a computing device (such as a personal computer, server, terminal device, or network device, etc.) to execute the methods according to the embodiments of this application.

[0108] In exemplary embodiments of this application, a computer-readable storage medium stores a program product capable of implementing the methods described above in this embodiment. In some possible implementations, various aspects of the embodiments of this application may also be implemented as a program product including program code, which, when the program product is run on a terminal device, causes the terminal device to perform the steps described in the "Exemplary Methods" section of this embodiment according to various exemplary embodiments of this application.

[0109] The program product for implementing the above-described method according to embodiments of this application may employ a portable compact disc read-only memory (CD-ROM) and include program code, and may run on a terminal device, such as a personal computer. However, the program product of the embodiments of this application is not limited thereto. In the embodiments of this application, the computer-readable storage medium may be any tangible medium containing or storing a program that may be used by or in conjunction with an instruction execution system, apparatus, or device.

[0110] The aforementioned program product may take the form of any combination of one or more computer-readable media. Such computer-readable storage media may be, for example, but not limited to, electrical, magnetic, optical, electromagnetic, infrared, or semiconductor systems, apparatuses, or devices, or any combination thereof. More specific examples (not exhaustive) of computer-readable storage media include: electrical connections having one or more wires, portable disks, hard disks, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), optical fibers, portable compact disk read-only memory (CD-ROM), optical storage devices, magnetic storage devices, or any suitable combination thereof.

[0111] It should be noted that the program code contained on the computer-readable storage medium can be transmitted using any suitable medium, including but not limited to wireless, wired, optical fiber, RF, etc., or any suitable combination thereof.

[0112] Embodiments of this application also provide an electronic device including a memory and a processor, wherein the memory stores a computer program and the processor is configured to run the computer program to perform the steps in any of the above method embodiments.

[0113] Optionally, the electronic device may further include a transmission device and an input / output device, wherein the transmission device is connected to the processor and the input / output device is connected to the processor.

[0114] Optionally, in this embodiment, the processor can be configured to perform the following steps via a computer program:

[0115] S1, obtain the first orientation of the virtual game character and the first orientation area of ​​the virtual camera in the game scene, wherein the first orientation is the initial orientation of the virtual game character in the game scene, and the first orientation area is the initial orientation area corresponding to the first orientation;

[0116] S2, in response to the virtual game character changing from the first orientation to the second orientation, detect whether the second orientation exceeds the area of ​​the first orientation, wherein the second orientation is the orientation of the virtual game character after adjustment within the game scene;

[0117] S3, in response to the second orientation exceeding the first orientation area, detect whether a touch operation is received on the target control, wherein the target control is any one of multiple controls, and the target control is used to control the virtual game character to perform a target action;

[0118] S4, in response to a touch operation performed on the target control, adjusts the orientation of the virtual camera based on the second orientation.

[0119] Optionally, the processor may also be configured to perform the following steps via a computer program: obtaining the third orientation of the virtual camera, wherein the third orientation is the initial orientation of the virtual camera in the game scene and corresponds to the first orientation; and determining the first orientation region based on a preset angle range with the third orientation as the baseline.

[0120] Optionally, the processor may also be configured to perform the following steps via a computer program: in response to the second orientation not exceeding the first orientation area, control the virtual camera to remain in the third orientation.

[0121] Optionally, the processor may also be configured to perform the following steps via a computer program: in response to receiving a touch operation on a target control within a preset time period, adjust the orientation of the virtual lens based on a second orientation.

[0122] Optionally, the processor may also be configured to perform the following steps via a computer program: control the virtual lens to rotate at a preset rate based on the second orientation until the virtual lens rotates to the fourth orientation, wherein the fourth orientation is the orientation of the virtual lens after adjustment within the game scene, and the fourth orientation corresponds to the second orientation.

[0123] Optionally, the processor may also be configured to perform the following steps via a computer program: determining a second orientation region based on a preset angle range with the fourth orientation as a reference line, so as to update the first orientation region based on the second orientation region.

[0124] Optionally, the processor may also be configured to perform the following steps via a computer program: during the process of adjusting the orientation of the virtual lens based on the second orientation, the height of the virtual lens remains unchanged.

[0125] Optionally, the processor may also be configured to perform the following steps via a computer program: in response to no touch operation on the target control being received within a preset time period, controlling the virtual game character to remain in a second orientation and controlling the virtual camera to remain in the first orientation area.

[0126] In the electronic device described in the above embodiments, a technical solution is provided for implementing a method for adjusting a virtual camera. First, a first orientation of the virtual game character and a first orientation region of the virtual camera within the game scene are acquired. The first orientation is the initial orientation of the virtual game character within the game scene, and the first orientation region is the initial orientation region corresponding to the first orientation. Further, in response to the virtual game character changing from the first orientation to a second orientation, it is detected whether the second orientation exceeds the first orientation region. The second orientation is the adjusted orientation of the virtual game character within the game scene. Further, in response to the second orientation exceeding the first orientation region, it is detected whether a touch operation is received on a target control. The target control is any one of multiple controls used to control the virtual game character to perform a target action. Based on this, in response to the touch operation on the target control, the orientation of the virtual camera is adjusted based on the second orientation. Therefore, the method for adjusting a virtual camera provided by this application achieves the purpose of automatically assisting and guiding the virtual camera orientation based on the orientation of the virtual game character, the orientation of the virtual camera, and the touch operation, thereby reducing the difficulty of controlling the virtual camera orientation in the game and improving the game experience. This solves the technical problem in related technologies where the difficulty of adjusting the virtual camera orientation leads to a poor player experience.

[0127] Figure 10 is a schematic diagram of an electronic device according to one embodiment of this application. As shown in Figure 10, the electronic device 1000 is merely an example and should not impose any limitation on the function and scope of use of the embodiments of this application.

[0128] As shown in Figure 10, the electronic device 1000 is presented in the form of a general-purpose computing device. The components of the electronic device 1000 may include, but are not limited to: at least one processor 1010, at least one memory 1020, a bus 1030 connecting different system components (including memory 1020 and processor 1010), and a display 1040.

[0129] The memory 1020 stores program code that can be executed by the processor 1010, causing the processor 1010 to perform the steps described in the method section of the embodiments of this application according to various exemplary implementations of this application.

[0130] The memory 1020 may include a readable medium in the form of volatile memory cells, such as random access memory (RAM) 10201 and / or cache memory 10202, and may further include read-only memory (ROM) 10203, and may also include non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory.

[0131] In some instances, memory 1020 may also include programs / utilities 10204 having a set (at least one) of program modules 10205, including but not limited to: an operating system, one or more application programs, other program modules, and program data. Each or some combination of these examples may include an implementation of a network environment. Memory 1020 may further include memory remotely located relative to processor 1010, which can be connected to electronic device 1000 via a network. Examples of such networks include, but are not limited to, the Internet, intranets, local area networks, mobile communication networks, and combinations thereof.

[0132] Bus 1030 can represent one or more of several types of bus structures, including a memory cell bus or memory cell controller, peripheral bus, graphics acceleration port, processor 1010, or a local bus using any of the various bus structures.

[0133] The display 1040 may be, for example, a touch-screen liquid crystal display (LCD) that allows a user to interact with the user interface of the electronic device 1000.

[0134] Optionally, the electronic device 1000 can also communicate with one or more external devices 1100 (e.g., keyboard, pointing device, Bluetooth device, etc.), one or more devices that enable a user to interact with the electronic device 1000, and / or any device that enables the electronic device 1000 to communicate with one or more other computing devices (e.g., router, modem, etc.). This communication can be performed via the input / output (I / O) interface 1050. Furthermore, the electronic device 1000 can also communicate with one or more networks (e.g., local area network (LAN), wide area network (WAN), and / or public networks, such as the Internet) via the network adapter 1060. As shown in FIG10, the network adapter 1060 communicates with other modules of the electronic device 1000 via the bus 1030. It should be understood that, although not shown in Figure 10, other hardware and / or software modules may be used in conjunction with electronic device 1000, including but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, Redundant Arrays of Independent Disks (RAID) systems, tape drives, and data backup storage systems.

[0135] The aforementioned electronic device 1000 may further include: a keyboard, a cursor control device (such as a mouse), an input / output interface (I / O interface), a network interface, a power supply, and / or a camera.

[0136] It will be understood by those skilled in the art that the structure shown in FIG10 is merely illustrative and does not limit the structure of the electronic device described above. For example, the electronic device 1000 may include more or fewer components than shown in FIG10, or have a different configuration than shown in FIG10. The memory 1020 can be used to store computer programs and corresponding data, such as the computer program and corresponding data corresponding to the method for adjusting the virtual lens in the embodiments of this application. The processor 1010 executes various functional applications and data processing by running the computer program stored in the memory 1020, thereby implementing the above-described method for adjusting the virtual lens.

[0137] The sequence numbers of the embodiments in this application are for descriptive purposes only and do not represent the superiority or inferiority of the embodiments.

[0138] In the above embodiments of this application, the descriptions of each embodiment have different focuses. For parts not described in detail in a certain embodiment, please refer to the relevant descriptions of other embodiments.

[0139] In the several embodiments provided in this application, it should be understood that the disclosed technical content can be implemented in other ways. The device embodiments described above are merely illustrative; for example, the division of units can be a logical functional division, and in actual implementation, there may be other division methods. For instance, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Furthermore, the displayed or discussed mutual coupling, direct coupling, or communication connection may be through some interfaces; the indirect coupling or communication connection between units or modules may be electrical or other forms.

[0140] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.

[0141] Furthermore, the functional units in the various embodiments of this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit. The integrated unit can be implemented in hardware or as a software functional unit.

[0142] If the integrated unit is implemented as a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or all or part of the technical solution, can be embodied in the form of a software product. 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, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this application. The aforementioned storage medium includes various media capable of storing program code, such as a USB flash drive, read-only memory (ROM), random access memory (RAM), portable hard drive, magnetic disk, or optical disk.

[0143] The above description is only a preferred embodiment of this application. It should be noted that for those skilled in the art, several improvements and modifications can be made without departing from the principle of this application, and these improvements and modifications should also be considered within the scope of protection of this application.

Claims

1. A method for adjusting a virtual camera, characterized in that, A graphical user interface (GUI) is provided through a terminal device. The GUI displays content that at least partially includes a game scene and multiple controls. The game scene displays content that at least partially includes a virtual game character. The method includes: obtaining a first orientation of the virtual game character, wherein the first orientation is the initial orientation of the virtual game character within the game scene; obtaining a third orientation of a virtual camera within the game scene, wherein the third orientation is the initial orientation of the virtual camera within the game scene and corresponds to the first orientation; determining a first orientation region based on a preset angle range with the third orientation as a baseline, wherein the first orientation region is the initial orientation region corresponding to the first orientation; detecting whether the second orientation exceeds the first orientation region in response to the virtual game character changing from the first orientation to a second orientation, wherein the second orientation is the adjusted orientation of the virtual game character within the game scene; detecting whether a touch operation is received on a target control in response to the second orientation exceeding the first orientation region, wherein the target control is any one of the multiple controls, and the target control is used to control the virtual game character to perform a target action; and adjusting the orientation of the virtual camera based on the second orientation in response to the touch operation on the target control.

2. The method according to claim 1, characterized in that, The method further includes: in response to the second orientation not exceeding the first orientation region, controlling the virtual camera to remain in the third orientation.

3. The method according to claim 1, characterized in that, Responding to a touch operation performed on the target control, adjusting the orientation of the virtual lens based on the second orientation includes: responding to receiving a touch operation on the target control within a preset time period, and adjusting the orientation of the virtual lens based on the second orientation.

4. The method according to claim 1, characterized in that, Adjusting the orientation of the virtual camera based on the second orientation includes: controlling the virtual camera to rotate at a preset rate based on the second orientation until the virtual camera rotates to a fourth orientation, wherein the fourth orientation is the orientation of the virtual camera after adjustment within the game scene, and the fourth orientation corresponds to the second orientation.

5. The method according to claim 4, characterized in that, The method further includes: determining a second orientation region based on a preset angle range with the fourth orientation as a reference line, and updating the first orientation region based on the second orientation region.

6. The method according to claim 1, characterized in that, During the process of adjusting the orientation of the virtual lens based on the second orientation, the height of the virtual lens remains unchanged.

7. A device for adjusting a virtual camera, characterized in that, A graphical user interface (GUI) is provided through a terminal device. The GUI displays content that at least partially includes a game scene and multiple controls. The game scene displays content that at least partially includes a virtual game character. The device includes: an acquisition module, configured to acquire a first orientation of the virtual game character, wherein the first orientation is the initial orientation of the virtual game character within the game scene; acquire a third orientation of a virtual camera within the game scene, wherein the third orientation is the initial orientation of the virtual camera within the game scene and corresponds to the first orientation; and determine a first orientation region based on a preset angle range with the third orientation as a baseline, wherein the first orientation region is the... The system comprises: an initial orientation region corresponding to the first orientation; a first detection module, configured to detect whether the second orientation exceeds the first orientation region in response to the virtual game character changing from the first orientation to the second orientation, wherein the second orientation is the orientation of the virtual game character after adjustment within the game scene; a second detection module, configured to detect whether a touch operation is received on a target control in response to the second orientation exceeding the first orientation region, wherein the target control is any one of the plurality of controls, and the target control is used to control the virtual game character to perform a target action; and an adjustment module, configured to adjust the orientation of the virtual camera based on the second orientation in response to the touch operation on the target control.

8. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program, wherein the computer program is configured to execute, when run by a processor, the method for adjusting a virtual camera as described in any one of claims 1 to 6.

9. An electronic device comprising a memory and a processor, characterized in that, The memory stores a computer program, and the processor is configured to run the computer program to perform the method of adjusting the virtual camera as described in any one of claims 1 to 6.

Citation Information

Patent Citations

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