Display control method, device and electronic equipment for a scene picture
By displaying the target scene outside the field of view of the controlled virtual object on the graphical user interface, the problem of blind spots in the vertical screen display of PC games is solved, improving the game experience and fairness.
Patent Information
- Application Number
- CN202311280592.2
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2023-09-28
- Publication Date
- 2026-08-25
- Estimated Expiration
- 2043-09-28
AI Technical Summary
After PC games switched from landscape to portrait mode, players could not predict enemy attacks from both sides of their field of vision, resulting in a poor gaming experience.
By displaying the target scene area outside the field of view of the controlled virtual object on the graphical user interface, with priority over the game scene screen, it helps players understand blind spots and anticipate enemy attacks in advance.
It improves the player's gaming experience and enhances the fairness and predictability of the game.
Smart Images

Figure CN117462944B_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of game technology, and in particular to a method, apparatus, and electronic device for controlling the display of scene images. Background Technology
[0002] Most current PC games are landscape games. If the game is changed from landscape to portrait mode, the horizontal display space is narrower. Players cannot see the areas on both sides in the portrait mode, so they cannot predict enemies that suddenly attack from the sides. This reduces the fairness of the game and results in a poor gaming experience in portrait mode. Summary of the Invention
[0003] In view of this, the purpose of this disclosure is to provide a method, device and electronic device for displaying scene images, which displays the target scene image in a target scene area that is not within the field of view of the controlled virtual object on a graphical user interface, so as to facilitate the player to understand the scene image in the blind spot, thereby enabling the player to predict the enemy's attack in advance and improve the player's gaming experience.
[0004] In a first aspect, embodiments of this disclosure provide a method for controlling the display of a scene screen. A graphical user interface (GUI) is provided via a terminal device. The GUI displays a game scene screen containing at least a portion of the game scene, including a controlled virtual object. The method includes: responding to an activation command for a specified display mode; determining a target scene area from the game scene based on the scene position of the controlled virtual object; wherein at least a portion of the scene area within the target scene area is not within the field of view of the controlled virtual object; displaying the target scene screen of the target scene area in a specified area of the GUI, or displaying the target scene screen of the target scene area in a specified area of the GUI in response to the target virtual object entering the target scene area; wherein the display priority of the target scene screen is higher than the display priority of the game scene screen.
[0005] Secondly, embodiments of this disclosure provide a scene display control device, which provides a graphical user interface (GUI) through a terminal device. The GUI displays a game scene screen containing at least a portion of the game scene, including a controlled virtual object. The device includes: a target scene area determination module, configured to determine a target scene area from the game scene based on the scene position of the controlled virtual object in response to an activation command of a specified display mode; wherein at least a portion of the scene area in the target scene area is not within the field of view of the controlled virtual object; and a target scene screen display module, configured to display the target scene screen of the target scene area in a specified area of the GUI, or to display the target scene screen of the target scene area in a specified area of the GUI in response to the target virtual object entering the target scene area; wherein the display priority of the target scene screen is higher than the display priority of the game scene screen.
[0006] Thirdly, embodiments of this disclosure provide an electronic device, including a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the scene display control method of any of the first aspects.
[0007] Fourthly, embodiments of this disclosure provide a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are invoked and executed by a processor, the computer-executable instructions cause the processor to implement the scene display control method of any one of the first aspects.
[0008] The embodiments disclosed herein bring the following beneficial effects:
[0009] This disclosure provides a method, apparatus, and electronic device for controlling the display of scene images. In response to an activation command for a specified display mode, a target scene area is determined from the game scene based on the scene position of a controlled virtual object. At least a portion of the target scene area is outside the field of view of the controlled virtual object. The target scene image of the target scene area is displayed in a designated area of the graphical user interface (GUI), or in response to a target virtual object entering the target scene area, the target scene image of the target scene area is displayed in a designated area of the GUI. The display priority of the target scene image is higher than that of the game scene image. In this method, a target scene area outside the field of view of the controlled virtual object is determined. If a target virtual object appears in this target scene area, the target scene image of the target scene area is displayed on the GUI, allowing players to understand the scene in blind spots, anticipate enemy attacks, and improve the player's gaming experience.
[0010] Other features and advantages of this disclosure will be set forth in the following description and will be apparent in part from the description or may be learned by practicing the disclosure. The objects and other advantages of this disclosure are realized and obtained through the structures particularly pointed out in the description, claims and drawings.
[0011] To make the above-mentioned objects, features and advantages of this disclosure more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description
[0012] To more clearly illustrate the technical solutions in the specific embodiments of this disclosure or 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 this disclosure. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.
[0013] Figure 1 A flowchart illustrating a method for controlling the display of a scene screen according to an embodiment of this disclosure;
[0014] Figure 2 A schematic diagram of a target scene area provided in an embodiment of this disclosure;
[0015] Figure 3 A schematic diagram of another target scene area provided in an embodiment of this disclosure;
[0016] Figure 4 This is a schematic diagram of a target scene provided in an embodiment of the present disclosure;
[0017] Figure 5 This is a schematic diagram of another target scene provided in an embodiment of this disclosure;
[0018] Figure 6 This is a schematic diagram of another target scene provided in an embodiment of this disclosure;
[0019] Figure 7 This is a schematic diagram of another target scene provided in an embodiment of this disclosure;
[0020] Figure 8 A schematic diagram of the structure of a scene display control device provided in an embodiment of this disclosure;
[0021] Figure 9 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this disclosure. Detailed Implementation
[0022] To make the objectives, technical solutions, and advantages of the embodiments of this disclosure clearer, the technical solutions of this disclosure will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this disclosure, and not all embodiments. Based on the embodiments of this disclosure, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this disclosure.
[0023] Most current PC games are landscape-oriented. If the game's landscape display is converted to portrait mode, the horizontal display space becomes narrower, preventing players from seeing the areas on both sides. This makes it difficult for players to anticipate enemies attacking from the sides, reducing game fairness and resulting in a poor gaming experience in portrait mode. Therefore, this disclosure provides a method, apparatus, and electronic device for controlling scene display, applicable to devices such as mobile phones, computers, laptops, and tablets.
[0024] In one embodiment of this disclosure, the scene display control method can run on a local terminal device or a server. When the scene display control method 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.
[0025] 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 scene display 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.
[0026] 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.
[0027] In one possible implementation, embodiments of the present invention provide a method for controlling the display of a game scene, which provides a graphical user interface 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 graphical user interface displays a game scene screen containing at least a portion of the game scene, including controlled virtual objects, such as… Figure 1 As shown, the method includes the following steps:
[0028] Step S102: In response to the command to enable the specified display mode, determine the target scene area from the game scene based on the scene position of the controlled virtual object; wherein at least part of the scene area in the target scene area is not within the field of view of the controlled virtual object;
[0029] The aforementioned specified display method refers to the picture-in-picture display method. Optionally, the activation command can be a trigger operation in response to the activation control displayed in the graphical user interface, or a setting operation performed in the settings interface before or during the game. The aforementioned target scene area can be a continuous scene area or multiple non-contiguous scene areas; the shape of the aforementioned target scene area can be a rectangle, square, circle, etc.
[0030] The target scene area can be located on the left or right sides of the controlled virtual object, or on the rear side of the controlled virtual object, such as a rectangular scene area located at a first distance to the left, right or rear of the controlled virtual object; or it can be a scene area within a certain range centered on the controlled virtual object, such as a circular scene area with a first distance as the radius centered on the controlled virtual object, or a rectangular scene area within a second distance centered on the controlled virtual object.
[0031] Step S104: Display the target scene screen of the target scene area in a designated area of the graphical user interface, or display the target scene screen of the target scene area in a designated area of the graphical user interface in response to the target virtual object entering the target scene area; wherein, the display priority of the target scene screen is higher than the display priority of the game scene screen.
[0032] The aforementioned target virtual object can be an enemy virtual object controlled by other players, or a virtual object not controlled by players (enemy minions, monsters, etc.), or even a teammate virtual object, or a virtual weapon with a fixed position (such as a defense tower). The aforementioned designated area can be a continuous area or multiple non-contiguous areas, and the shape of the designated area usually matches the shape of the target scene area.
[0033] Optionally, virtual objects in the target scene area can be detected in real time. Once a target virtual object appears, the target scene screen of the target scene area is displayed in the specified area. Specifically, the target scene screen is displayed on top of the game scene screen. The target scene screen usually obscures part of the game scene screen. In other words, the part of the game scene screen that is obscured by the target scene screen will not be displayed.
[0034] Optionally, in another embodiment, once the player enables the specified display mode, the target scene screen of the target scene area is displayed in the specified area.
[0035] This disclosure provides a method for controlling the display of a scene. In response to an instruction to enable a specified display mode, a target scene area is determined from the game scene based on the location of the controlled virtual object. At least a portion of the target scene area is outside the field of view of the controlled virtual object. The target scene image of the target scene area is displayed in a designated area of the graphical user interface (GUI), or in response to the target virtual object entering the target scene area, the target scene image of the target scene area is displayed in a designated area of the GUI. The display priority of the target scene image is higher than that of the game scene image. In this method, a target scene area outside the field of view of the controlled virtual object is determined. If a target virtual object appears in this target scene area, the target scene image of the target scene area will be displayed on the GUI, allowing players to understand the scene in blind spots, anticipate enemy attacks, and improve the player's gaming experience.
[0036] One possible implementation of the above steps for determining the target scene area from the game scene based on the scene location of the controlled virtual object is as follows: Determine a first scene area from the game scene that is a first distance threshold from the controlled virtual object.
[0037] The aforementioned first scene area is either a circular scene area centered on the controlled virtual object and with a first distance threshold as its radius, or a rectangular scene area centered on the controlled virtual object and with the distances from the first distance threshold to each corner. For example,... Figure 2 As shown, the first scene area is rectangular, and the controlled virtual object is located in the center of the first scene area. The first scene area includes the scene area currently displayed on the graphical user interface, as well as a part of the scene area in the blind spot of the controlled virtual object, that is, the scene area not displayed on the graphical user interface.
[0038] Another possible implementation: From the game scene, determine a second scene area located to the left of the controlled virtual object and a third scene area located to the right of the controlled virtual object.
[0039] The second and third scene areas mentioned above can be rectangular, circular, semi-circular, sector-shaped, etc. For example, ... Figure 3 The second and third scene areas are both rectangular, located to the left and right of the controlled virtual object, respectively. Some scenes in the second and third scene areas are within the field of view of the controlled virtual object, while others are not.
[0040] The aforementioned target scene area is the first scene area; one possible implementation of the step of displaying the target scene image of the target scene area in a designated area of the graphical user interface is: displaying the scene image of the first scene area in a first designated area of the graphical user interface.
[0041] For example, such as Figure 4 As shown, the scene of the first scene area is displayed in the top area of the graphical user interface. It should be noted that when the controlled virtual object is moved, the scene content in the first scene area will also change as the controlled virtual object moves, and the scene screen of the first scene area displayed in the first designated area will also change.
[0042] To avoid obscuring the game scene and reduce content duplication between the first scene and the game scene, another possible implementation is to display the scene of the second scene area in a second designated area of the graphical user interface, and display the scene of the third scene area in a third designated area of the graphical user interface.
[0043] For example, such as Figure 5As shown, the scene of the second scene area is displayed on the left side of the upper half of the graphical user interface (corresponding to the second designated area mentioned above), and the scene of the third scene area is displayed on the right side (corresponding to the third designated area mentioned above). This splits the first scene area into left and right parts, displaying them on opposite sides, further reducing the obstruction of the game scene. It should be noted that when the controlled virtual object moves, the scene content in the second and third scene areas will change accordingly, and the scene images of the second and third scene areas displayed in the second and third designated areas will also change.
[0044] The target scene area mentioned above is the first scene area, or the target scene area is the second scene area and the third scene area; the first scene area includes the second scene area and the third scene area. Optionally, the second scene area is the left part of the first scene area, and the third scene area is the right part of the first scene area.
[0045] The specified area mentioned above is a first specified area, or the specified area is a second specified area and a third specified area; the first specified area includes the second specified area and the third specified area. Optionally, the second specified area is the left part of the first specified area, and the third specified area is the right part of the first specified area.
[0046] The above method further includes: in response to the first virtual object entering a game scene screen that is obscured by the target scene screen, adjusting the display parameters of the target scene screen to control the first virtual object from being obscured by the target scene screen.
[0047] Optionally, the display area of the target scene can be adjusted, such as controlling the target scene to be displayed in other areas of the graphical user area; or the transparency of the target scene can be adjusted.
[0048] An alternative implementation: Determine a first scene frame that occludes the first virtual object from the target scene frame; adjust the display parameters of the first scene frame to highlight the first virtual object.
[0049] The aforementioned first virtual object can be an enemy virtual object controlled by other players, a non-player-controlled virtual object (enemy minions, monsters, etc.), a teammate virtual object, or a virtual weapon with a fixed position (such as a defense tower). The aforementioned display parameters can be transparency values or display positions. Optionally, the system can detect in real-time whether the first virtual object appears in the game scene screen obscured by the target scene screen. If the first virtual object enters the game scene screen obscured by the target scene screen, the system can determine the first scene screen obscuring the first virtual object from the target scene screen, control the first scene screen to display transparently, or adjust the display position of the first scene screen or the target scene screen to prevent the first virtual object from being obscured by the target scene screen.
[0050] For example, such as Figure 6 and Figure 7 As shown, the first virtual object is occluded by the first scene frame. The first scene frame that occludes the first virtual object is determined from the target scene frame, as follows: Figure 6 and Figure 7 The dotted area in the image represents the first scene. The transparency of the first scene can be adjusted to control its transparent display, thereby revealing the game scene and the first virtual object within it.
[0051] In the above method, since the target scene screen will partially obscure the original game scene screen, in order to solve the obscuring problem, it is necessary to detect in real time whether there is an obscured first virtual object in the original game scene screen. If so, the display parameters of the first scene screen that obscures the first virtual object are adjusted so that the first virtual object is not obscured by the target scene screen, thus avoiding the obscuring problem and further improving the player's gaming experience.
[0052] One possible implementation of the above-mentioned step of adjusting the display parameters of the first scene screen to highlight the target virtual object is as follows: in response to the second virtual object entering the first scene screen, the importance of the first virtual object and the second virtual object is determined; in response to the first virtual object being more important than the second virtual object, the display parameters of the first scene screen are adjusted to highlight the first virtual object.
[0053] The second virtual object can be the same as or different from the first virtual object. It can be an enemy virtual object controlled by another player, a virtual object not controlled by the player (enemy minions, monsters, etc.), a teammate virtual object, or a virtual weapon with a fixed position (such as a turret). Typically, a weight value is pre-set for each type of virtual object. The importance of the first and second virtual objects is determined based on this weight value; generally, the higher the weight value, the greater the importance. If the first virtual object is more important than the second, the display parameters of the first scene are adjusted to highlight the first virtual object. If the first virtual object is less important than the second, no adjustment is made. If the first virtual object is equal to the second, the display parameters of the first scene are adjusted to highlight the first virtual object.
[0054] In the above method, by comparing the importance of virtual objects in the same display position but different display layers, the virtual object that is more important to the player is displayed last, thus preventing the player from missing more important targets and further improving the player's gaming experience.
[0055] The above method also includes: in response to the first virtual object leaving the game scene screen that is obscured by the target scene screen, controlling the display parameters of the target scene screen to be restored to the initial display parameters.
[0056] Typically, the first virtual object will move, and the first scene screen will be updated according to its new position, thereby updating the display parameters of the first scene screen. For example, if the first virtual object moves from the first position to the second position, the first scene screen that occludes the first virtual object will be determined from the target scene screen in real time, and the display parameters of the first scene screen will be adjusted in real time. Of course, after the first virtual object leaves the current first scene screen, the display parameters of the first scene screen will also be restored to the initial display parameters in real time.
[0057] Corresponding to the above method embodiments, this disclosure provides a scene display control device, which provides a graphical user interface through a terminal device. The graphical user interface displays a game scene screen containing at least a portion of the game scene, and the game scene includes controlled virtual objects, such as... Figure 8 As shown, the device includes:
[0058] The target scene area determination module 81 is used to determine the target scene area from the game scene based on the scene position of the controlled virtual object in response to the start command of the specified display mode; wherein at least part of the scene area in the target scene area is not within the field of view of the controlled virtual object;
[0059] The target scene display module 82 is used to display the target scene image of the target scene area in a specified area of the graphical user interface, or to display the target scene image of the target scene area in a specified area of the graphical user interface in response to the target virtual object entering the target scene area; wherein, the display priority of the target scene image is higher than the display priority of the game scene image.
[0060] This disclosure provides a scene display control device that, in response to an activation command for a specified display mode, determines a target scene area from the game scene based on the scene position of a controlled virtual object. At least a portion of the target scene area is outside the field of view of the controlled virtual object. The target scene area's image is displayed in a designated area of the graphical user interface (GUI), or in response to a target virtual object entering the target scene area, the target scene image is displayed in a designated area of the GUI. The display priority of the target scene image is higher than that of the game scene image. In this method, a target scene area outside the field of view of the controlled virtual object is determined. If a target virtual object appears in this target scene area, its image is displayed on the GUI, allowing players to understand the scene in blind spots, anticipate enemy attacks, and improve the player's gaming experience.
[0061] The aforementioned device further includes a display parameter adjustment module, used to: in response to the first virtual object entering a game scene screen occluded by a target scene screen, determine the first scene screen occluding the first virtual object from the target scene screen; and adjust the display parameters of the first scene screen to highlight the first virtual object.
[0062] The aforementioned display parameter adjustment module is also used to: in response to the second virtual object entering the first scene screen, determine the importance of the first virtual object and the second virtual object; in response to the first virtual object being more important than the second virtual object, adjust the display parameters of the first scene screen to highlight the first virtual object.
[0063] The aforementioned display parameter adjustment module is also used to: adjust the transparency of the first scene image to control the transparent display of the first scene image.
[0064] The aforementioned device further includes a display parameter recovery module, used to: in response to the first virtual object leaving the game scene screen that is obscured by the target scene screen, control the display parameters of the target scene screen to be restored to the initial display parameters.
[0065] The aforementioned target scene area determination module is also used to: determine a first scene area from the game scene that is a first distance threshold from the controlled virtual object.
[0066] The aforementioned target scene area determination module is also used to: determine a second scene area located to the left of the controlled virtual object and a third scene area located to the right of the controlled virtual object from the game scene.
[0067] The aforementioned target scene display module is also used to: display the scene screen of the first scene area in the first designated area of the graphical user interface.
[0068] The aforementioned target scene display module is also used to: display the scene of the second scene area in the second designated area of the graphical user interface, and display the scene of the third scene area in the third designated area of the graphical user interface.
[0069] The aforementioned target scene area is either the first scene area or the second and third scene areas; the first scene area includes the second and third scene areas.
[0070] The specified area mentioned above is the first specified area, or the specified area is the second specified area and the third specified area; the first specified area includes the second specified area and the third specified area.
[0071] The scene display control device provided in this embodiment has the same technical features as the scene display control method provided in the above embodiments, so it can also solve the same technical problems and achieve the same technical effects.
[0072] This embodiment also provides an electronic device, including a processor and a memory. The memory stores machine-executable instructions that can be executed by the processor. The processor executes the machine-executable instructions to implement the above-described scene display control method. This electronic device can be a server or a terminal device.
[0073] See Figure 9 As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores machine-executable instructions that can be executed by the processor 100. The processor 100 executes the machine-executable instructions to implement the above-mentioned display control method for the scene screen.
[0074] Furthermore, Figure 9 The electronic device shown also includes a bus 102 and a communication interface 103, with the processor 100, the communication interface 103 and the memory 101 connected via the bus 102.
[0075] The memory 101 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, metropolitan area network, etc. The bus 102 may be an ISA (Industry Standard Architecture) bus, a PCI (Peripheral Component Interconnect) bus, or an EISA (Extended Industry Standard Architecture) bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of representation, Figure 9 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.
[0076] The processor 100 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 the processor 100 or by instructions in software form. The processor 100 may be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it may 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 disclosure. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this disclosure 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 101, and the processor 100 reads the information from memory 101 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.
[0077] The processor in the aforementioned electronic device, by executing machine-executable instructions, can perform the following operations in the display control method for the aforementioned scene:
[0078] In response to an instruction to enable a specified display mode, a target scene area is determined from the game scene based on the scene location of the controlled virtual object; wherein at least a portion of the scene area is not within the field of view of the controlled virtual object; the target scene image of the target scene area is displayed in a specified area of the graphical user interface, or in response to the target virtual object entering the target scene area, the target scene image of the target scene area is displayed in a specified area of the graphical user interface; wherein the display priority of the target scene image is higher than the display priority of the game scene image.
[0079] The method further includes: in response to the first virtual object entering a game scene screen occluded by a target scene screen, determining the first scene screen occluding the first virtual object from the target scene screen; and adjusting the display parameters of the first scene screen to highlight the first virtual object.
[0080] The steps described above for adjusting the display parameters of the first scene screen to highlight the target virtual object include: in response to the second virtual object entering the first scene screen, determining the importance of the first virtual object and the second virtual object; and in response to the first virtual object being more important than the second virtual object, adjusting the display parameters of the first scene screen to highlight the first virtual object.
[0081] The steps for adjusting the display parameters of the first scene image mentioned above include: adjusting the transparency of the first scene image to control the transparent display of the first scene image.
[0082] The above method also includes: in response to the first virtual object leaving the game scene screen that is obscured by the target scene screen, controlling the display parameters of the target scene screen to be restored to the initial display parameters.
[0083] The steps described above for determining the target scene area from the game scene based on the scene location of the controlled virtual object include: determining a first scene area from the game scene that is a first distance threshold from the controlled virtual object.
[0084] The steps described above for determining the target scene area from the game scene based on the scene location of the controlled virtual object include: determining a second scene area located to the left of the controlled virtual object and a third scene area located to the right of the controlled virtual object from the game scene.
[0085] The aforementioned target scene area is the first scene area; the step of displaying the target scene screen of the target scene area in a specified area of the graphical user interface includes: displaying the scene screen of the first scene area in a first specified area of the graphical user interface.
[0086] The aforementioned target scene areas are the second scene area and the third scene area; the step of displaying the target scene screen of the target scene area in a specified area of the graphical user interface includes: displaying the scene screen of the second scene area in the second specified area of the graphical user interface, and displaying the scene screen of the third scene area in the third specified area of the graphical user interface.
[0087] The aforementioned target scene area is either the first scene area or the second and third scene areas; the first scene area includes the second and third scene areas.
[0088] The specified area mentioned above is the first specified area, or the specified area is the second specified area and the third specified area; the first specified area includes the second specified area and the third specified area.
[0089] In this method, a target scene area that is not within the field of view of the controlled virtual object is identified. If a target virtual object appears in the target scene area, the target scene screen of the target scene area will be displayed on the graphical user interface to help players understand the scene screen in the blind spot, predict enemy attacks in advance, and improve the player's gaming experience.
[0090] This embodiment also provides a machine-readable storage medium storing machine-executable instructions. When the machine-executable instructions are called and executed by the processor, the machine-executable instructions cause the processor to implement the above-described scene display control method.
[0091] The machine-executable instructions stored in the aforementioned machine-readable storage medium can be executed to perform the following operations in the above-mentioned scene display control method:
[0092] In response to an instruction to enable a specified display mode, a target scene area is determined from the game scene based on the scene location of the controlled virtual object; wherein at least a portion of the scene area is not within the field of view of the controlled virtual object; the target scene image of the target scene area is displayed in a specified area of the graphical user interface, or in response to the target virtual object entering the target scene area, the target scene image of the target scene area is displayed in a specified area of the graphical user interface; wherein the display priority of the target scene image is higher than the display priority of the game scene image.
[0093] The method further includes: in response to the first virtual object entering a game scene screen occluded by a target scene screen, determining the first scene screen occluding the first virtual object from the target scene screen; and adjusting the display parameters of the first scene screen to highlight the first virtual object.
[0094] The steps described above for adjusting the display parameters of the first scene screen to highlight the target virtual object include: in response to the second virtual object entering the first scene screen, determining the importance of the first virtual object and the second virtual object; and in response to the first virtual object being more important than the second virtual object, adjusting the display parameters of the first scene screen to highlight the first virtual object.
[0095] The steps for adjusting the display parameters of the first scene image mentioned above include: adjusting the transparency of the first scene image to control the transparent display of the first scene image.
[0096] The above method also includes: in response to the first virtual object leaving the game scene screen that is obscured by the target scene screen, controlling the display parameters of the target scene screen to be restored to the initial display parameters.
[0097] The steps described above for determining the target scene area from the game scene based on the scene location of the controlled virtual object include: determining a first scene area from the game scene that is a first distance threshold from the controlled virtual object.
[0098] The steps described above for determining the target scene area from the game scene based on the scene location of the controlled virtual object include: determining a second scene area located to the left of the controlled virtual object and a third scene area located to the right of the controlled virtual object from the game scene.
[0099] The aforementioned target scene area is the first scene area; the step of displaying the target scene screen of the target scene area in a specified area of the graphical user interface includes: displaying the scene screen of the first scene area in a first specified area of the graphical user interface.
[0100] The aforementioned target scene areas are the second scene area and the third scene area; the step of displaying the target scene screen of the target scene area in a specified area of the graphical user interface includes: displaying the scene screen of the second scene area in the second specified area of the graphical user interface, and displaying the scene screen of the third scene area in the third specified area of the graphical user interface.
[0101] The aforementioned target scene area is either the first scene area or the second and third scene areas; the first scene area includes the second and third scene areas.
[0102] The specified area mentioned above is the first specified area, or the specified area is the second specified area and the third specified area; the first specified area includes the second specified area and the third specified area.
[0103] In this method, a target scene area that is not within the field of view of the controlled virtual object is identified. If a target virtual object appears in the target scene area, the target scene screen of the target scene area will be displayed on the graphical user interface to help players understand the scene screen in the blind spot, predict enemy attacks in advance, and improve the player's gaming experience.
[0104] The computer program product of the scene display control method, device and system provided in the embodiments of this disclosure includes a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods described in the preceding method embodiments. For specific implementation, please refer to the method embodiments, which will not be repeated here.
[0105] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working process of the system and apparatus described above can be referred to the corresponding process in the foregoing method embodiments, and will not be repeated here.
[0106] Furthermore, in the description of the embodiments of this disclosure, unless otherwise expressly specified and limited, the terms "installation," "connection," and "linking" should be interpreted broadly. For example, they can refer to a fixed connection, a detachable connection, or an integral connection; they can refer to a mechanical connection or an electrical connection; they can refer to a direct connection or an indirect connection through an intermediate medium; and they can refer to the internal connection of two components. Those skilled in the art can understand the specific meaning of the above terms in this disclosure based on the specific circumstances.
[0107] 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 disclosure, in essence, 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, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this disclosure. 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.
[0108] In the description of this disclosure, 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, and are only for the convenience of describing this disclosure and 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, and therefore should not be construed as a limitation of this disclosure. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.
[0109] Finally, it should be noted that the above embodiments are merely specific implementations of this disclosure, used to illustrate the technical solutions of this disclosure, and not to limit it. The protection scope of this disclosure is not limited thereto. Although this disclosure 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, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this disclosure. Such 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 this disclosure, and should all be covered within the protection scope of this disclosure. Therefore, the protection scope of this disclosure should be determined by the protection scope of the claims.
Claims
1. A method for controlling the display of a scene, characterized in that, The method includes providing a graphical user interface (GUI) via a terminal device, the GUI displaying game scene screens showing at least a portion of the game scene, the game scene including controlled virtual objects, the method comprising: In response to an instruction to enable a specified display mode, a target scene area is determined from the game scene based on the scene location of the controlled virtual object; wherein at least a portion of the target scene area is outside the field of view of the controlled virtual object; In response to a target virtual object entering the target scene area, a target scene screen of the target scene area is displayed in a designated area of the graphical user interface; wherein the display priority of the target scene screen is higher than the display priority of the game scene screen.
2. The method according to claim 1, characterized in that, The method further includes: In response to the first virtual object entering a game scene screen that is obscured by the target scene screen, the display parameters of the target scene screen are adjusted to control the first virtual object from being obscured by the target scene screen.
3. The method according to claim 2, characterized in that, The steps for adjusting the display parameters of the target scene include: Determine the first scene scene that occludes the first virtual object from the target scene scene; Adjust the display parameters of the first scene to highlight the first virtual object.
4. The method according to claim 3, characterized in that, The step of adjusting the display parameters of the first scene to highlight the target virtual object includes: In response to the second virtual object entering the first scene screen, determine the importance of the first virtual object and the second virtual object; In response to the fact that the importance of the first virtual object is greater than that of the second virtual object, the display parameters of the first scene screen are adjusted to highlight the first virtual object.
5. The method according to claim 3 or 4, characterized in that, The steps for adjusting the display parameters of the first scene image include: Adjust the transparency of the first scene image to control the transparent display of the first scene image.
6. The method according to claim 2, characterized in that, The method further includes: In response to the first virtual object leaving the game scene screen that is obscured by the target scene screen, the display parameters of the target scene screen are restored to the initial display parameters.
7. The method according to claim 1, characterized in that, The step of determining the target scene area from the game scene based on the scene location of the controlled virtual object includes: From the game scene, determine a first scene region that is a first distance threshold from the controlled virtual object.
8. The method according to claim 1, characterized in that, The step of determining the target scene area from the game scene based on the scene location of the controlled virtual object includes: From the game scene, a second scene area located to the left of the controlled virtual object and a third scene area located to the right of the controlled virtual object are determined.
9. The method according to claim 1, characterized in that, The target scene area is the first scene area; The step of displaying the target scene image of the target scene area in a designated area of the graphical user interface includes: The scene of the first scene area is displayed in the first designated area of the graphical user interface.
10. The method according to claim 1, characterized in that, The target scene area is the second scene area and the third scene area; The step of displaying the target scene image of the target scene area in a designated area of the graphical user interface includes: The scene of the second scene area is displayed in the second designated area of the graphical user interface, and the scene of the third scene area is displayed in the third designated area of the graphical user interface.
11. The method according to claim 1, characterized in that, The target scene area is either a first scene area or a second and a third scene area. The first scene area includes the second scene area and the third scene area.
12. The method according to claim 1, characterized in that, The designated area is either a first designated area or a second and a third designated area. The first designated area includes the second designated area and the third designated area.
13. A display control device for a scene image, characterized in that, A graphical user interface is provided via a terminal device, the graphical user interface displaying game scene screens showing at least a portion of the game scene, the game scene including controlled virtual objects, the device comprising: The target scene area determination module is used to determine the target scene area from the game scene based on the scene position of the controlled virtual object in response to the start command of the specified display mode; wherein at least part of the scene area in the target scene area is not within the field of view of the controlled virtual object; The target scene display module is used to display the target scene screen of the target scene area in a designated area of the graphical user interface in response to the target virtual object entering the target scene area; wherein the display priority of the target scene screen is higher than the display priority of the game scene screen.
14. An electronic device, characterized in that, The device includes a processor and a memory, the memory storing computer-executable instructions that can be executed by the processor, the processor executing the computer-executable instructions to implement the scene display control method according to any one of claims 1-12.
15. 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 scene display control method according to any one of claims 1-12.
Citation Information
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