Picture display method and device, computer equipment and computer readable storage medium
By determining the moving direction of the virtual camera based on the angle of the drag operation, the problem of the virtual camera fixed movement direction after sliding on the edge of the graphical user interface is solved, and the virtual camera follows the user's operation and moves in any direction, improving the user experience.
Patent Information
- Application Number
- CN202411158641.X
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-08-21
- Publication Date
- 2024-12-10
AI Technical Summary
In the game, when the virtual camera slides to the edge of the graphical user interface, the movement direction is fixed and cannot follow the user's operation, affecting the user experience.
By determining the moving direction of the virtual camera based on the current operation angle of the drag operation, it can move in any direction, and responding to the user's operation.
It realizes a sharp fit between the movement of the virtual camera and the user's operation, ensuring that the game screen expected by the user is captured, improving the user's gaming experience, and reducing the difficulty of technical implementation and equipment processing overhead.
Smart Images

Figure CN119097915A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of game technology, and in particular to a screen display method, device, computer equipment and computer-readable storage medium. Background Art
[0002] With the development of the Internet, a large number of different types of games have emerged to meet the daily entertainment needs of users. When a game is running, the virtual world of the game can be obtained according to the game installation package, and the game screen can be obtained by shooting the virtual world with a virtual camera, and then the captured game screen is displayed in the game's graphical user interface.
[0003] Since different game screens can be obtained by shooting the virtual world from different positions of the virtual camera, the user can change the position of the virtual camera by sliding, and then change the game screen displayed in the graphical user interface. However, the graphical user interface usually has a certain size limit, and the user cannot continue to slide after sliding to the edge of the graphical user interface. In this case, the screen partition where the sliding operation is located can be obtained, and the movement of the virtual camera can be controlled according to the movement direction pre-set for the screen partition.
[0004] It can be seen that after the user slides to the edge of the graphical user interface, the virtual camera can only move in a few fixed preset directions. The movement direction of the virtual camera does not match the direction of the user's operation, and the game screen expected by the user cannot be displayed in the graphical user interface, affecting the user's gaming experience. Summary of the invention
[0005] The embodiments of the present application provide a screen display method, apparatus, computer device and computer-readable storage medium. In response to a drag operation on an edge area of a graphical user interface, the movement direction of the virtual camera is determined according to the current operation angle of the drag operation, so that the movement of the virtual camera can follow the user operation, which not only realizes the sensitive fit between the movement of the virtual camera and the user operation, but also realizes the ability of the virtual camera to move in any direction, so as to ensure that the game screen expected by the user is captured and displayed, thereby improving the user's gaming experience.
[0006] The present application provides a screen display method, including: Displaying a first picture in a graphical user interface, wherein the first picture refers to a game picture obtained by shooting a virtual world at a first position by a virtual camera; In response to a drag operation on the graphical user interface, if the current operation position of the drag operation is located at an edge area of the graphical user interface, displaying a second picture in the graphical user interface, the second picture being a game picture obtained by photographing the virtual world while the virtual camera moves in a target direction; Among them, the target direction is determined based on the current operation angle of the drag operation, and the current operation angle refers to the angle between the target ray and the reference ray; the target ray refers to the ray pointing from the interface reference point of the graphical user interface to the current operation position; the reference ray takes the interface reference point as the starting point, and the reference ray is located in the plane where the graphical user interface is located.
[0007] Accordingly, an embodiment of the present application further provides a screen display device, the screen display device comprising: A first display unit, configured to display a first picture in a graphical user interface, wherein the first picture refers to a game picture obtained by shooting a virtual world at a first position with a virtual camera; A second display unit is used to respond to a drag operation on the graphical user interface. If the current operation position of the drag operation is located in the edge area of the graphical user interface, a second picture is displayed in the graphical user interface, and the second picture refers to a game picture obtained by shooting the virtual world while the virtual camera moves in a target direction; wherein the target direction is determined based on the current operation angle of the drag operation, and the current operation angle refers to the angle between a target ray and a reference ray; the target ray refers to a ray pointing from an interface reference point of the graphical user interface to the current operation position; the reference ray takes the interface reference point as a starting point, and the reference ray is located in the plane where the graphical user interface is located.
[0008] Correspondingly, an embodiment of the present application also provides a computer device, including a processor, a memory, and a computer program stored in the memory and capable of running on the processor, wherein the computer program implements any step of the screen display method when executed by the processor.
[0009] Correspondingly, an embodiment of the present application further provides a computer-readable storage medium, on which a computer program is stored, and when the computer program is executed by a processor, any step of the screen display method is implemented.
[0010] The embodiment of the present application provides a screen display method, device, computer equipment and computer-readable storage medium. By responding to a drag operation on a graphical user interface, if the drag operation is located in the edge area of the graphical user interface, the target direction is determined according to the current operation angle of the drag operation, the virtual camera is controlled to move in the target direction, and the virtual camera is controlled to shoot the virtual world during the movement to obtain the game screen, and the captured game screen is displayed in the graphical user interface. Among them, the current operation angle refers to the angle between the target ray and the reference ray, the target ray refers to the ray pointing from the interface reference point of the graphical user interface to the current operation position, and the reference ray is the ray starting from the interface reference point in the plane where the graphical user interface is located. In the embodiment of the present application, in response to the drag operation on the edge area of the graphical user interface, the moving direction of the virtual camera is determined according to the current operation angle of the drag operation, so that the movement of the virtual camera can follow the user operation, not only realizing the sensitive fit between the movement of the virtual camera and the user operation, but also realizing that the virtual camera can move in any direction to ensure that the game screen expected by the user is captured and displayed, thereby improving the user's gaming experience. Moreover, in the embodiment of the present application, the current operation angle is based on the interface reference point of the graphical user interface, and there is no need to obtain the operation starting point of the drag operation. For any drag operation, the current operation angle is calculated based on the fixed interface reference point, which not only reduces the difficulty and failure rate of technical implementation, but also reduces the processing overhead of the device, so that the device can calculate the current operation angle with a faster response speed. In addition, by calculating the current operation angle based on the interface reference point of the graphical user interface, the same current operation angle can be calculated for drag operations with different starting points but the same current operation position, so that the virtual camera moves in the same direction, making the movement direction of the virtual camera more stable and controllable, reducing the user's cognitive cost and operation threshold, and further improving the user's gaming experience. BRIEF DESCRIPTION OF THE DRAWINGS
[0011] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings required for use in the description of the embodiments will be briefly introduced below. Obviously, the drawings described below are only some embodiments of the present application. For those skilled in the art, other drawings can be obtained based on these drawings without creative work.
[0012] Figure 1 It is a scene schematic diagram of the screen display system provided in an embodiment of the present application.
[0013] Figure 2 It is a flow chart of the screen display method provided in an embodiment of the present application.
[0014] Figure 3It is a schematic diagram of an application scenario of the screen display method provided in an embodiment of the present application.
[0015] Figure 4 This is another application scenario schematic diagram of the screen display method provided in an embodiment of the present application.
[0016] Figure 5 This is another application scenario schematic diagram of the screen display method provided in an embodiment of the present application.
[0017] Figure 6 This is another application scenario schematic diagram of the screen display method provided in an embodiment of the present application.
[0018] Figure 7 This is another application scenario schematic diagram of the screen display method provided in an embodiment of the present application.
[0019] Figure 8 This is another application scenario schematic diagram of the screen display method provided in an embodiment of the present application.
[0020] Fig. 9 It is a structural schematic diagram of a picture display device provided in an embodiment of the present application.
[0021] Fig.10 It is a schematic diagram of the structure of a computer device provided in an embodiment of the present application. DETAILED DESCRIPTION
[0022] The following will be combined with the drawings in the embodiments of the present application to clearly and completely describe the technical solutions in the embodiments of the present application. Obviously, the described embodiments are only part of the embodiments of the present application, rather than all of the embodiments. Based on the embodiments in the present application, all other embodiments obtained by those skilled in the art without making creative work are within the scope of protection of the present application. At the same time, in the description of the embodiments of the present application, the terms "first", "second", etc. are only used to distinguish the descriptions and cannot be understood as indicating or implying relative importance. Thus, the features defined as "first" and "second" may explicitly or implicitly include one or more features. In the description of the embodiments of the present application, the meaning of "multiple" is two or more, unless otherwise clearly and specifically defined.
[0023] The embodiments of the present application provide a screen display method, device, computer equipment and computer-readable storage medium. Specifically, the screen display method provided in the embodiments of the present application can be executed by a computer device. Among them, the computer device can be a terminal or a server or other device. The terminal can be a terminal device such as a smart phone, a tablet computer, a laptop computer, a touch screen, a game console, a personal computer (PC, Personal Computer), a personal digital assistant (PDA, Personal Digital Assistant), etc. The terminal can also include a client, which can be a game application client, a browser client carrying a game program, or an instant messaging client, etc. The server can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, CDN, and big data and artificial intelligence platforms.
[0024] For example, when the screen display method is run on a terminal device, the terminal device stores a game application and is used to present a game screen. The terminal device is used to interact with the user through a graphical user interface, for example, the game application is downloaded and installed through the terminal device and run. The terminal device may provide the graphical user interface to the user in a variety of ways, for example, it may be rendered and displayed on the display screen of the terminal device, or the graphical user interface may be presented through holographic projection. For example, the terminal device may include a touch display screen and a processor, the touch display screen is used to present a graphical user interface and receive an operation instruction generated by a user acting on the graphical user interface, the graphical user interface displays a game screen, and the processor is used to run the game, generate a graphical user interface, respond to operation instructions, and control the display of the graphical user interface on the touch display screen.
[0025] For example, when the screen display method is run on a server, it can be a cloud game. Cloud gaming refers to a gaming method based on cloud computing. In the operation mode of cloud gaming, the operating body of the game application and the game screen presentation body are separated, and the storage and operation of the screen display method are completed on the cloud gaming server. The game screen presentation is completed on the client of the cloud gaming. The cloud gaming client is mainly used for receiving and sending game data and presenting the game screen. For example, the cloud gaming client can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, a personal digital assistant, etc. However, the device for processing game data is a cloud gaming server in the cloud. When playing the game, the user operates the cloud gaming client to send an operation instruction to the cloud gaming server. The cloud gaming server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the cloud gaming client through the network. Finally, the cloud gaming client decodes and outputs the game screen.
[0026] See also Figure 1 , Figure 1 A scene diagram of a screen display system provided by an embodiment of the present application. The system may include at least one terminal, at least one server, at least one database, and a network. The terminal held by the user can be connected to the servers of different games through the network. The terminal is any device with computing hardware that can support and execute software products corresponding to the game. In addition, when the system includes multiple terminals, multiple servers, and multiple networks, different terminals can be connected to each other through different networks and different servers. The network can be a wireless network or a wired network, such as a wireless network such as a wireless local area network (WLAN), a local area network (LAN), a cellular network, a 2G network, a 3G network, a 4G network, a 5G network, etc. In addition, different terminals can also use their own Bluetooth network or hotspot network to connect to other terminals or to servers, etc. For example, multiple users can be online through different terminals and connected and synchronized with each other through appropriate networks to support multi-player games. In addition, the system may include multiple databases, multiple databases are coupled to different servers, and information related to the game environment can be continuously stored in the database when different users are online for multi-player games.
[0027] The embodiment of the present application provides a screen display method, which can be executed by a terminal or a server. The embodiment of the present application takes the screen display method executed by the terminal as an example for explanation. Among them, the terminal may include a touch display screen and a processor (of course, the terminal may also use peripherals such as a mouse and a keyboard as input devices, and only the touch display screen is used as an example for explanation here), and the touch display screen is used to present a graphical user interface and receive operation instructions generated by the user acting on the graphical user interface. When the user operates the graphical user interface through the touch display screen, the graphical user interface can control the local content of the terminal by responding to the received operation instructions, and can also control the content of the opposite server by responding to the received operation instructions. For example, the operation instructions generated by the user acting on the graphical user interface include instructions for starting a game application, and the processor is configured to start the game application after receiving the instructions for starting the game application provided by the user. In addition, the processor is configured to render and draw a graphical user interface associated with the game on the touch display screen. The touch display screen is a multi-touch sensitive screen that can sense touch or sliding operations performed simultaneously at multiple points on the screen. The user uses a finger to perform a touch operation on the graphical user interface, and when the graphical user interface detects the touch operation, the different virtual objects in the graphical user interface of the game are controlled to perform actions corresponding to the touch operation. For example, the game may be any of a casual game, an action game, a role-playing game, a strategy game, a sports game, a puzzle game, and the like. The game may include a virtual scene of the game drawn on a graphical user interface. In addition, the virtual scene of the game may include one or more virtual objects, such as virtual characters, controlled by a user (or player). In addition, the virtual scene of the game may also include one or more obstacles, such as railings, gullies, walls, etc., to limit the movement of virtual objects, such as limiting the movement of one or more objects to a specific area within the virtual scene. Optionally, the virtual scene of the game also includes one or more elements, such as skills, scores, character health status, energy, etc., to provide help to the player, provide virtual services, increase scores related to the player's performance, etc. In addition, the graphical user interface may also present one or more indicators to provide indication information to the player. For example, the game may include a virtual object controlled by a player and one or more other virtual objects (such as an enemy character). In one embodiment, one or more other virtual objects are controlled by other players of the game. For example, one or more other virtual objects may be controlled by a computer, such as a robot using an artificial intelligence (AI) algorithm, to achieve a human-computer battle mode. For example, a virtual object has various skills or abilities that a game player uses to achieve a goal. For example, a virtual object may have one or more weapons, props, tools, etc. that can be used to eliminate other objects from the game. Such skills or abilities can be activated by a player of the game using one of a plurality of preset touch operations with the touch display screen of the terminal.The processor may be configured to present a corresponding game screen in response to an operation instruction generated by a user's touch operation.
[0028] It should be noted that Figure 1 The scene diagram of the screen display system shown is only an example. The screen display system and scene described in the embodiment of the present application are intended to more clearly illustrate the technical solution of the embodiment of the present application, and do not constitute a limitation on the technical solution provided in the embodiment of the present application. Ordinary technicians in this field can know that with the emergence of new business scenarios, the technical solution provided in the embodiment of the present application is also applicable to similar technical problems.
[0029] Based on the above problems, the embodiments of the present application provide a screen display method, device, computer equipment and computer-readable storage medium. In response to the drag operation on the edge area of the graphical user interface, the movement direction of the virtual camera is determined according to the current operation angle of the drag operation, so that the movement of the virtual camera can follow the user operation, which not only realizes the sensitive fit between the movement of the virtual camera and the user operation, but also realizes that the virtual camera can move in any direction to ensure that the game screen expected by the user is captured and displayed, thereby improving the user's gaming experience. The following are described in detail. It should be noted that the description order of the following embodiments is not intended to limit the preferred order of the embodiments. Although the logical order is shown in the flowchart, in some cases, the steps shown or described may be performed in an order different from that shown in the accompanying drawings.
[0030] The embodiment of the present application provides a screen display method, which can be executed by a terminal or a server. The embodiment of the present application takes the screen display method executed by the terminal as an example for explanation, and a graphical user interface can be provided by the terminal. The graphical user interface can display the game screen obtained by shooting the virtual world (or virtual scene, game scene, etc.) by a virtual camera. The graphical user interface can present the entire virtual world, or only a part of the virtual world. The virtual world includes multiple static virtual objects, including ground, mountains, rocks, vegetation, buildings, etc. When the virtual world is relatively large, only the local content of the virtual world is displayed on the graphical user interface of the terminal during the game. Optionally, the virtual world contains game characters, which can be game characters controlled by players or NPCs (non-player characters), which are not limited by the embodiment of the present application.
[0031] In the embodiment of the present application, the virtual world is a virtual environment displayed (or provided) when the application is running on the terminal. The virtual environment can be a simulation environment of the real world, a semi-simulation and semi-fictitious three-dimensional environment, or a purely fictitious three-dimensional environment. The virtual environment is used for a game between at least two virtual characters. The virtual world may include one or more virtual characters, and a virtual character (or hero) refers to an active object in the virtual environment. A virtual character refers to a virtual object in the game that a user or player controls through a terminal.
[0032] See also Figure 2 , Figure 2 This is a flow chart of a screen display method provided in an embodiment of the present application. The specific flow of the screen display method may be as follows: step 110 to step 120.
[0033] Step 110: Display a first picture in a graphical user interface, where the first picture refers to a game picture obtained by shooting a virtual world at a first position with a virtual camera.
[0034] The virtual camera is used to shoot the virtual world to obtain a game screen. In the embodiment of the present application, the game screen is displayed in the graphical user interface for viewing by the user (or player). The game screen obtained by the virtual camera shooting the virtual world at the first position is called the first screen. After the first screen is generated, the first screen is displayed in the graphical user interface.
[0035] By changing the position of the virtual camera in the virtual world, the virtual camera can shoot the virtual world at different positions, thereby obtaining different game screens to meet the viewing needs of the user. The embodiment of the present application does not limit the way the position of the virtual camera is changed. Optionally, the user can input a sliding operation by sliding in the graphical user interface, and the position of the virtual camera can be changed according to the sliding operation. Of course, the movement of the virtual camera can also be achieved through controls, sliders, buttons, etc. displayed in the graphical user interface.
[0036] Step 120, in response to a drag operation on a graphical user interface, if the current operation position of the drag operation is located at an edge area of the graphical user interface, a second picture is displayed in the graphical user interface, the second picture refers to a game picture obtained by shooting the virtual world while the virtual camera moves in a target direction; wherein the target direction is determined based on the current operation angle of the drag operation, the current operation angle refers to the angle between the target ray and the reference ray; the target ray refers to a ray pointing from an interface reference point of the graphical user interface to the current operation position; the reference ray takes the interface reference point as a starting point, and the reference ray is located in the plane where the graphical user interface is located.
[0037] In an embodiment of the present application, the user can move the virtual camera by dragging. The drag operation refers to a sliding operation that is performed continuously after a click operation, and the sliding duration of the sliding operation is greater than a preset duration or the sliding distance is greater than a preset distance, that is, the drag operation includes a click operation and a sliding operation that are performed successively. For example, after the user clicks the screen with his finger, he does not leave the screen, and continues to press and slide for 0.5 milliseconds or slides 1 pixel, etc., which can be regarded as receiving a drag operation. Of course, the drag operation can also have other names, for example, the drag operation can be directly called a sliding operation, etc.
[0038] In response to a drag operation on the GUI, the current operation position of the drag operation may be determined in real time or at regular intervals (eg, 0.1 milliseconds), and then compared with the positional relationship between the current operation position of the drag operation and the edge region of the GUI.
[0039] The current operation position of the drag operation may refer to the current touch center of the drag operation, or may be an area including the current touch center, such as a circular area, a rectangular area, a triangular area, etc., which is not limited in the embodiments of the present application. For other descriptions of the current operation position, please refer to the following embodiments, which will not be elaborated here.
[0040] The edge area of the graphical user interface may refer to the interface edge of the graphical user interface, or may refer to a portion of the interface area in the graphical user interface close to the interface edge, which is not limited in the embodiments of the present application. When the edge area is a portion of the interface area in the graphical user interface, the effectiveness and sensitivity of edge detection can be improved. For other descriptions of the edge area of the graphical user interface, please refer to the following embodiments, which will not be elaborated here.
[0041] When the current operation position of the drag operation is located in the edge area of the graphical user interface, the target direction is determined according to the current operation angle of the drag operation, the virtual camera is controlled to move in the target direction, and the virtual camera is controlled to shoot the virtual world during the movement. For an introduction to determining whether the current operation position is located in the edge area, please refer to the following embodiments, which will not be described in detail here. In the embodiment of the present application, the game screen obtained by shooting the virtual world in the process of the virtual camera moving in the target direction is called the second screen, and after the second screen is generated, the second screen is displayed in the graphical user interface for the user to watch.
[0042] The current operation angle of the drag operation refers to the angle between the target ray and the reference ray, and the target ray refers to the ray pointing from the interface reference point of the graphical user interface to the current operation position. Optionally, when the current operation position of the drag operation is located at the edge area of the graphical user interface, the current operation angle can be continuously determined to respond to the change of the current operation position of the drag operation in real time.
[0043] In the embodiment of the present application, the interface reference point of the graphical user interface can be located at any position of the graphical user interface. Optionally, the interface reference point of the graphical user interface is the interface center of the graphical user interface; or, the interface reference point of the graphical user interface is the upper left vertex, lower left vertex, upper right vertex or lower right vertex of the graphical user interface. Optionally, when the current operation position is an area including the current touch center, the ray pointing from the interface reference point to the current operation position may refer to the ray pointing from the interface reference point to the current touch center, or may refer to the ray pointing from the interface reference point to any position in the current operation position.
[0044] The reference ray is located in the plane where the graphical user interface is located. The embodiment of the present application does not limit the setting method of the reference ray. Optionally, the reference ray is a ray starting from any point in the graphical user interface, for example, the reference ray starts from the interface reference point of the graphical user interface. Optionally, the reference ray can be consistent with the horizontal direction of the graphical user interface, or it can be consistent with the vertical direction of the graphical user interface. The embodiment of the present application does not limit this. The embodiment of the present application does not limit the extension direction of the reference ray. Optionally, the interface reference point of the graphical user interface is used as the origin, the horizontal direction is used as one coordinate axis, and the vertical direction is used as the other coordinate axis to establish a screen coordinate system corresponding to the graphical user interface, so that the reference ray can coincide with the positive direction of the horizontal coordinate axis of the screen coordinate system, or can coincide with the negative direction of the horizontal coordinate axis of the screen coordinate system, or can coincide with the positive direction of the vertical coordinate axis of the screen coordinate system, or can coincide with the negative direction of the vertical coordinate axis of the screen coordinate system.
[0045] In the embodiment of the present application, the target direction based on which the virtual camera is moved is determined based on the current operation angle, and the current operation angle can be mapped to the virtual world to further determine the target direction. Based on this, in one example, the above step 120 includes: in response to a drag operation on a graphical user interface, if the current operation position of the drag operation is located at the edge area of the graphical user interface, then determining the target direction, the target direction is determined based on the current moving angle of the virtual camera, and the current moving angle is consistent with the current operation angle of the drag operation; displaying a second picture in the graphical user interface, the second picture refers to the game picture obtained by shooting the virtual world while the virtual camera moves in the target direction.
[0046] Since the current operation angle of the drag operation is the angle between the target ray and the reference ray, in order to realize the mapping from the current operation angle of the drag operation to the current moving angle of the virtual camera, it is necessary to determine the mapping object of the reference ray in the virtual world. The embodiment of the present application does not limit the mapping object of the reference ray in the virtual world. Optionally, there may be a mapping relationship between the reference ray and any ray in the virtual world that starts from the virtual camera, that is, the mapping object of the reference ray in the virtual world may be any ray in the virtual world that starts from the virtual camera. For example, there is a mapping relationship between the reference ray and the visual center ray of the virtual camera, or there is a mapping relationship between the reference ray and the horizontal component of the visual center ray of the virtual camera, or there is a mapping relationship between the reference ray and the vertical component of the visual center ray of the virtual camera.
[0047] In some embodiments, the reference ray starts from the interface reference point of the graphical user interface, and there is a mapping relationship between the reference ray and the target component of the visual center ray of the virtual camera, and the target component refers to the ray component of the visual center ray projected on the horizontal plane of the virtual world; the above-mentioned response to the drag operation on the graphical user interface, if the current operation position of the drag operation is located in the edge area of the graphical user interface, then the target direction is determined, including: in response to the drag operation on the graphical user interface, if the current operation position of the drag operation is located in the edge area of the graphical user interface, then the target direction is determined on the horizontal plane of the virtual world, and the angle between the target direction and the target component is the current moving angle.
[0048] Among them, the current operation angle and the current movement angle include not only specific angle values, but also the relative position relationship between the corresponding two rays, so that the current movement angle is consistent with the current operation angle, including not only the consistency of their specific angle values, but also the consistency of the relative position relationship between their respective corresponding two rays. For example, if the target ray is located on the left side of the reference ray, and the angle between the target ray and the reference ray is 15°, since the mapping object of the reference ray in the virtual world is the target component, the target direction is located on the left side of the target component, and the angle between the target direction and the target component is 15°. It should be understood that the starting point of the target component is the same as the target direction, that is, taking the starting point of the target component as the rotation center, the extension direction of the target component is rotated by the current movement angle on the horizontal plane of the virtual world to obtain the target direction.
[0049] To facilitate determination of the target direction, the device can construct a screen coordinate system corresponding to the graphical user interface and a lens coordinate system corresponding to the virtual world, respectively, and then map the reference ray based on the screen coordinate system and the current operation angle to the target component and the current movement angle based on the lens coordinate system, respectively. The screen coordinate system takes the interface reference point of the graphical user interface as its origin, and the reference ray coincides with any coordinate axis of the screen coordinate system. That is, the angle formed by the target ray formed from the interface reference point of the graphical user interface to the current operation position of the drag operation and the specified coordinate axis of the screen coordinate system is the current operation angle of the drag operation. The lens coordinate system takes the current position of the virtual camera as its origin. That is, the lens coordinate system takes the starting point of the visual center ray of the virtual camera as its origin; in addition, one of the coordinate axes of the lens coordinate system coincides with the projection of the visual center ray on the horizontal plane of the virtual world. That is, the angle between the target direction and the corresponding coordinate axis of the lens coordinate system is the current movement angle of the virtual camera. The embodiment of the present application does not limit the dimensions of the screen coordinate system and the lens coordinate system. Optionally, the screen coordinate system may be a two-dimensional coordinate system, and the lens coordinate system may be a two-dimensional coordinate system or a three-dimensional coordinate system.
[0050] It should be understood that the virtual camera usually observes the virtual world from an oblique downward perspective, so that the target component of the visual center ray of the virtual camera can be projected on the horizontal plane of the virtual world. However, this does not constitute a limitation on the embodiments of the present application. In practical applications, the virtual camera can also observe the virtual world vertically downward, that is, the visual center ray of the virtual camera is perpendicular to the horizontal plane of the virtual world, so that the mapping object of the reference ray in the virtual world can be set by other settings. For example, when the visual center ray of the virtual camera is perpendicular to the horizontal plane of the virtual world, there can be a mapping relationship between the reference ray and the boundary ray, the starting point of the boundary ray coincides with the starting point of the visual center ray of the virtual camera, and the boundary ray is parallel to any boundary of the virtual world; based on this, in response to the drag operation on the graphical user interface, if the current operation position of the drag operation is located in the edge area of the graphical user interface, the target direction is determined, including: in response to the drag operation on the graphical user interface, if the current operation position of the drag operation is located in the edge area of the graphical user interface, the boundary ray is offset by the current moving angle on the horizontal plane of the virtual world to obtain the target direction.
[0051] In summary, the screen display method provided by the embodiment of the present application responds to the drag operation on the graphical user interface. If the drag operation is located in the edge area of the graphical user interface, the target direction is determined according to the current operation angle of the drag operation, the virtual camera is controlled to move in the target direction, and the virtual camera is controlled to shoot the virtual world during the movement to obtain the game screen, and the captured game screen is displayed in the graphical user interface. Among them, the current operation angle refers to the angle between the target ray and the reference ray, the target ray refers to the ray pointing from the interface reference point of the graphical user interface to the current operation position, and the reference ray is the ray starting from the interface reference point in the plane where the graphical user interface is located. In the embodiment of the present application, in response to the drag operation on the edge area of the graphical user interface, the moving direction of the virtual camera is determined according to the current operation angle of the drag operation, so that the movement of the virtual camera can follow the user operation, which not only realizes the sensitive fit between the movement of the virtual camera and the user operation, but also realizes that the virtual camera can move in any direction to ensure that the game screen expected by the user is captured and displayed, thereby improving the user's gaming experience. Moreover, in the embodiment of the present application, the current operation angle is based on the interface reference point of the graphical user interface, and there is no need to obtain the operation starting point of the drag operation. For any drag operation, the current operation angle is calculated based on the fixed interface reference point, which not only reduces the difficulty and failure rate of technical implementation, but also reduces the processing overhead of the device, so that the device can calculate the current operation angle with a faster response speed. In addition, by calculating the current operation angle based on the interface reference point of the graphical user interface, the same current operation angle can be calculated for drag operations with different starting points but the same current operation position, so that the virtual camera moves in the same direction, making the movement direction of the virtual camera more stable and controllable, reducing the user's cognitive cost and operation threshold, and further improving the user's gaming experience.
[0052] It should be understood that the position of the virtual camera includes the coordinate position and / or the orientation position. In the embodiment of the present application, controlling the virtual camera to move in the target direction may refer to changing the coordinate position of the virtual camera, but this does not constitute a limitation on the embodiment of the present application. In practical applications, it may also include changing the orientation position of the virtual camera. Figure 3As shown, the spatial coordinate system in the virtual world is mapped to the real world, and the coordinate system perceptible to the user is shown as the spatial coordinate system XYZO, wherein the X-axis of the spatial coordinate system is determined based on the vertical direction of the graphical user interface, the Y-axis of the spatial coordinate system is determined based on the horizontal direction of the graphical user interface, the Z-axis is the coordinate axis perpendicular to the coordinate plane XOY, and the origin O of the spatial coordinate system XYZO is located at the lower left corner of the terminal. In the embodiment of the present application, the movement of the virtual camera perceived by the user may refer to the movement of the virtual camera in the coordinate plane XOY. Of course, in actual applications, movement on the coordinate axis Z may also be involved, thereby realizing changes in the orientation of the virtual camera, etc.
[0053] In some embodiments, taking the edge area as a part of the interface area in the graphical user interface as an example, the outer edge of the edge area is the interface edge of the graphical user interface, and the vertical distance between the outer edge and the inner edge of the edge area is the first preset distance. Among them, the outer edge of the edge area is close to the interface edge of the graphical user interface, and the inner edge of the edge area is far away from the interface edge of the graphical user interface. Optionally, the outer edge of the edge area is close to the interface edge of the graphical user interface, which may mean that the outer edge of the edge area is directly the interface edge of the graphical user interface, or it may mean that the outer edge of the edge area is a certain distance away from the interface edge of the graphical user interface, such as 5 pixels or 10 pixels. The specific value of the first preset distance can be determined according to actual needs and / or the interface size of the graphical user interface, etc., and the embodiment of the present application is not limited to this. For example, the first preset distance can be 30 pixels or 60 pixels. The embodiment of the present application sets the edge area in an area close to the interface edge, which can improve the effectiveness and sensitivity of edge detection.
[0054] For example, taking the graphical user interface as a rectangle, the outer edge and inner edge of the edge area are also rectangles, the rectangle corresponding to the outer edge can be the same size as the graphical user interface, and the distance between the corresponding sides of the rectangle corresponding to the outer edge and the rectangle corresponding to the inner edge is the first preset distance, or it can be said that each side of the rectangle corresponding to the outer edge is indented inward by the first preset distance to obtain the rectangle corresponding to the inner edge. It should be understood that in the case where the graphical user interface includes multiple interface edges, the vertical distance between the outer edge and the inner edge of the edge area may be unequal. For example, the graphical user interface is a rectangle, the outer edge and the inner edge of the edge area are also rectangles, the upper edge and the lower edge of the outer edge are indented inward by the second preset distance to obtain the upper edge and the lower edge of the inner edge; the left edge and the right edge of the outer edge are indented inward by the third preset distance to obtain the left edge and the right edge of the inner edge; wherein the first preset distance includes the second preset distance and the third preset distance.
[0055] In actual application, there may be a specific area in the graphical user interface, at least part of which does not display the game screen, for example, the specific area includes a fringe area, a safety zone, etc. The embodiment of the present application includes the specific area in the edge area so that the user can also operate smoothly in the specific area. Based on this, in some embodiments, when there is a specific area in the graphical user interface, the edge area includes the specific area, and the vertical distance between the inner edge of the edge area and the inner edge of the specific area is a first preset distance. Among them, the outer edge of the specific area and the outer edge of the edge area are both interface edges of the graphical user interface. Optionally, there may be only a specific area near a part of the edge of the interface edge of the graphical user interface, so that the vertical distance between the first inner edge of the edge area and the inner edge of the specific area is the first preset distance, and the vertical distance between the second inner edge of the edge area and the interface edge of the graphical user interface is the first preset distance or other preset distances. Among them, the first inner edge refers to the inner edge of the part close to the specific area, and the second inner edge refers to the inner edge of the part away from the specific area.
[0056] For example, Figure 4 As shown, the graphical user interface includes a specific area 420, and a portion of the specific area 420 does not display the game screen. Figure 4 As shown, the outer edge of the specific area 420 and the outer edge of the edge area 430 are both interface edges of the graphical user interface, and the vertical distance between the inner edge 421 of the specific area 420 and the inner edge 431 of the edge area 430 can be a first preset distance, such as 60 pixels. Figure 4 As shown in the left figure in , when the terminal displays the graphical user interface in landscape mode, the specific area 420 is only located near the left and right edges of the graphical user interface, and the vertical distances between the inner edge 421 of the specific area 420 and the left and right edges of the inner edge 431 of the edge area 430 are respectively the first preset distances, and the upper and lower edges of the inner edge 431 of the edge area 430 can be the first preset distance from the interface edge of the graphical user interface. Figure 4 As shown in the right-hand figure in , when the terminal displays the graphical user interface in portrait mode, the specific area 420 is only located near the upper and lower edges of the graphical user interface, and the vertical distances between the upper and lower edges of the inner edge 421 of the specific area 420 and the inner edge 431 of the edge area 430 are respectively the first preset distances, and the left and right edges of the inner edge 431 of the edge area 430 can be at a first preset distance from the interface edge of the graphical user interface.
[0057] It should be understood that the user is unaware of the edge area, central area, division of specific areas, etc. described in the drawings of the embodiments of the present application. They are only marked in the drawings for description purposes, and the user will not actually see the division of edge areas and central areas, etc.
[0058] In some embodiments, taking the current operation position of the drag operation as an example, which is an area including the current touch center of the drag operation, the above step 120 includes: in response to the drag operation on the graphical user interface, if the current operation position of the drag operation intersects with the edge area of the graphical user interface, then displaying the second screen in the graphical user interface. That is to say, in the embodiment of the present application, when the current operation position intersects with the edge area, it is deemed that the current operation position is located in the edge area, thereby triggering the calculation of the current operation angle and the target direction, etc., to control the virtual camera to move in the target direction. Among them, the current operation position of the drag operation intersects with the edge area of the graphical user interface means that the intersection of the current operation position and the edge area is not empty.
[0059] Regarding the determination of the current operation position, in some embodiments, the above step 120 includes: in response to the drag operation on the graphical user interface, determining the current operation position of the drag operation, the current operation position being an area formed with the current touch center of the drag operation as a reference; if the current operation position of the drag operation is located in the edge area of the graphical user interface (such as the current operation position of the drag operation intersects with the edge area of the graphical user interface), then displaying the second screen in the graphical user interface. Among them, the current operation position is based on the current touch center, which means that the center of the current operation position is the current touch center.
[0060] The embodiment of the present application does not limit the shape of the area of the current operation position. Optionally, the current operation position of the drag operation is a rectangular area, and the center of the rectangular area is the current touch center of the drag operation, that is, the current operation position is a rectangular area formed with the current touch center of the drag operation as a reference. The rectangular area can be implemented as a square area, for example, with the current touch center as a reference, a preset distance is added to the top, bottom, left and right of the current touch center, such as 30 pixels are added, to obtain a square area, and the side length of the square area is 60 pixels.
[0061] For example, Figure 5As shown, the current operation position 510 of the drag operation is a square area, and the center 511 of the square area is the current touch center of the drag operation. When determining whether the current operation position 510 is located in the edge area 520 of the graphical user interface, the embodiment of the present application determines whether the current operation position 510 intersects with the edge area 520. If so, it is determined that the current operation position 510 is located in the edge area 520. Of course, in actual applications, it is also possible to determine that the current operation position 510 is located in the edge area 520 only when the current operation position 510 enters the edge area 520 in its entirety, or it is possible to determine that the current operation position 510 is located in the edge area 520 only when the center 511 of the current operation position 510 enters the edge area 520.
[0062] The embodiment of the present application can improve the effectiveness of edge detection by expanding around the current touch center to obtain the current operation position, and determining whether the current operation position is located in the edge area based on whether the current operation position intersects with the edge area. In addition, in the embodiment of the present application, the current operation position can be a rectangular area formed with the current touch center as a reference, which is highly consistent with the graphical user interface display technology developed based on pixel points, and can avoid some unpredictable technical failures. However, this does not constitute a limitation on the embodiment of the present application. In actual applications, the current operation position can also be implemented as a circular area or other shaped area.
[0063] In some embodiments, the second picture refers to the game picture obtained by shooting the virtual world while the virtual camera moves in the target direction and at a preset speed. The preset speed can be determined according to actual needs, etc., and the embodiments of the present application do not limit this. For example, the preset speed can be 180 pixels per second, etc. After determining the target direction, the virtual camera can be controlled to move in the target direction at a preset speed, and the virtual camera can be controlled to shoot the virtual world during the movement to obtain the second picture.
[0064] In order to meet the personalized needs of users and enhance their gaming experience, the moving speed of the virtual camera can be changed according to the user's drag operation. Based on this, in some embodiments, the above step 120 includes: in response to a drag operation on a graphical user interface, if the current operation position of the drag operation is located at the edge area of the graphical user interface, then determining a target speed, the target speed is determined based on the current operation force of the drag operation and / or the current drag speed of the drag operation; displaying a second picture in the graphical user interface, the second picture refers to the game picture obtained by shooting the virtual world in the process of the virtual camera moving in the target direction and at the target speed.
[0065] Among them, the target speed is determined based on the current operation force of the drag operation, which can be expressed as a positive correlation between the target speed and the current operation force, that is, the greater the current operation force, the greater the target speed; or it can also be expressed as a negative correlation between the target speed and the current operation force, that is, the smaller the current operation force, the greater the target speed. The target speed is determined based on the current drag speed of the drag operation, which can be expressed as a positive correlation between the target speed and the current drag speed, that is, the greater the current drag speed, the greater the target speed; or it can also be expressed as a negative correlation between the target speed and the current drag speed, that is, the smaller the current drag speed, the greater the target speed. Optionally, with the change of the current operation force and / or the current drag speed of the drag operation, the target speed can be continuously changed or discretely changed. For example, a mapping relationship is established between the operation force in different intervals and different speeds, and / or a mapping relationship is established between the drag speed in different intervals and different speeds. If the change of the current operation force and / or the current drag speed does not exceed the current interval, the target speed is always the speed corresponding to the current interval, otherwise the target speed is updated.
[0066] Below, based on Figure 4 The edge region shown in , and Figure 5 The method of judging whether the current operation position is in the edge area is shown in the figure, and the movement method and movement effect of the virtual camera are introduced and explained.
[0067] like Figure 6 As shown, the current operation position 610 of the drag operation is a square area. If the current operation position 610 intersects with the edge area 620 of the graphical user interface, it is determined that the current operation position 610 is located in the edge area 620. Then, taking the interface reference point of the graphical user interface (such as the interface center 630) as a reference, taking the ray pointing from the interface center 630 to the current touch center 611 of the drag operation as the target ray, and taking the interface center 630 as the origin to construct a reference ray, the reference ray coincides with the horizontal direction of the graphical user interface and the ray extension direction points to the left side of the graphical user interface, then the angle between the target ray and the reference ray is the current operation angle of the drag operation. Figure 6 As shown in the left figure in , the current operating angle can be 35 degrees; Figure 6 As shown in the figure on the right side of the figure, the current operating angle can be 115 degrees.
[0068] Afterwards, the ray component projected by the visual center ray of the virtual camera on the horizontal plane of the virtual world is taken as the target component, a mapping relationship is established between the reference ray and the target component, the current moving angle consistent with the current operation angle is determined, and the target direction is determined on the horizontal plane of the virtual world. The angle between the target direction and the target component is the current moving angle, and then the virtual camera is controlled to move in the target direction. Figure 6 As shown in the left figure in , the current moving angle is consistent with the current operating angle, which is 35 degrees. The angle between the target direction and the target component on the horizontal plane of the virtual world is 35 degrees; Figure 6 As shown in the figure on the right side of the figure, the current movement angle is consistent with the current operation angle, which is 115 degrees. The angle between the target direction and the target component on the horizontal plane of the virtual world is 115 degrees.
[0069] In addition, for example, Figure 6 As shown, when the current operation position 610 of the drag operation is located at the edge area 620, if the current operation position 610 is offset to the left, the current operation angle of the drag operation becomes smaller, so that the moving direction of the virtual camera will be offset to the upper left accordingly. Based on this, Figure 7 It shows the changes of the game screen obtained by shooting the virtual world with a virtual camera.
[0070] In some embodiments, the screen display method provided in the embodiments of the present application further includes the following step 131 after the above step 120.
[0071] Step 131: if the current operation position of the drag operation is out of the edge area of the graphical user interface, a third picture is displayed in the graphical user interface, and the third picture refers to the game picture obtained by the virtual camera shooting the virtual world at the second position; wherein, if the current operation position of the drag operation is out of the edge area of the graphical user interface, the virtual camera stops moving in the target direction, and the second position refers to the position where the virtual camera stops moving in the target direction.
[0072] After the current operation position of the drag operation enters the edge area of the graphical user interface, it can be determined again in real time or at regular intervals whether the current operation position is out of the edge area. The embodiment of the present application does not limit the specific method for determining whether the current operation position is out of the edge area. Optionally, if the current operation position is determined to be in the edge area when the current operation position intersects the edge area, then when the current operation position does not intersect the edge area, it is determined that the current operation position is out of the edge area; if the current operation position is determined to be in the edge area when the current operation position enters the edge area in its entirety, then when the current operation position partially or completely leaves the edge area, it is determined that the current operation position is out of the edge area; if the current operation position is determined to be in the edge area when the center of the current operation position enters the edge area, then when the center of the current operation position leaves the edge area, it is determined that the current operation position is out of the edge area.
[0073] For example, based on Figure 5The current operation position 510 of the drag operation shown in FIG. 5 can be determined to be located in the edge region 520 when the current operation position 510 intersects the edge region 520; and when the current operation position 510 no longer intersects the edge region 520, it is determined that the current operation position 510 is out of the edge region 520. For example, Figure 4 As shown, the graphical user interface also includes a central area 440 surrounded by an edge area 430, and the area edge of the central area 440 overlaps with the inner edge of the edge area 430. If the current operation position of the drag operation completely enters the central area 440, it can be determined that the current operation position is out of the edge area 430; or, outside the graphical user interface is an invalid area, and the invalid area has no overlapping area with the graphical user interface. If the current operation position of the drag operation completely enters the invalid area, it can be determined that the current operation position is out of the edge area 430.
[0074] It should be understood that based on Figure 4 The area division shown in the figure shows that the current operation position of the drag operation is out of the edge area of the graphical user interface, including that the current operation position is located in the central area of the graphical user interface, or that the current operation position is located in an invalid area. When the current operation position is located in the invalid area, the terminal no longer detects the drag operation, that is, no longer detects the current operation position, and thus the current operation position is no longer located in the edge area.
[0075] In response to the current operation position of the drag operation leaving the edge area of the graphical user interface, the target direction is stopped from being determined, and the control of the virtual camera to move in the target direction is stopped. At this time, the position of the virtual camera is the second position, and the game screen shot by the virtual camera at the second position is the third screen. The embodiment of the present application displays the third screen in the graphical user interface without rebounding the lens.
[0076] One thing that needs to be explained is that Figure 4 Taking the area division shown in the figure as an example, if the current operation position is out of the edge area, including the current operation position being in the invalid area, the virtual camera can stop moving directly; if the current operation position is out of the edge area, including the current operation position being in the center area, the virtual camera stops moving in the target direction, and can stop moving directly or continue to move in other directions. For example, the drag operation includes a click operation and a slide operation that are performed continuously. If the current operation position of the drag operation is in the center area, a slide operation for the center area can be received. At this time, if the movement of the virtual camera can be achieved by the slide operation for the center area, the movement direction of the virtual camera continues to be determined according to the operation position parameters of the slide operation.
[0077] It can be seen from the above embodiments that when the current operation position of the drag operation is located in the central area of the graphical user interface, the virtual camera can also move according to the drag operation. Based on this, in some embodiments, the above screen display method also includes: if the current operation position of the drag operation is located in the central area of the graphical user interface, then displaying a sixth screen in the graphical user interface, the sixth screen refers to the game screen obtained by shooting the virtual world in the process of the virtual camera moving in the first direction; the first direction is determined based on the first operation angle of the drag operation, the first operation angle refers to the angle between the first ray and the second ray, and the first ray refers to the ray pointing from the operation starting point of the drag operation to the current operation position of the drag operation.
[0078] Optionally, if the current operation position of the drag operation is located in the central area of the graphical user interface, a sixth screen is displayed in the graphical user interface, including: if the current operation position of the drag operation is located in the central area of the graphical user interface, a first direction is determined, and the first direction is determined based on a first moving angle of the virtual camera, and the first moving angle is consistent with the first operation angle of the drag operation; a sixth screen is displayed in the graphical user interface, and the sixth screen refers to a game screen obtained by shooting the virtual world while the virtual camera moves in the first direction.
[0079] Optionally, the starting point of the second ray coincides with the operation starting point of the drag operation, and there is a mapping relationship between the second ray and the target component of the visual center ray of the virtual camera, and the target component refers to the ray component of the visual center ray projected on the horizontal plane of the virtual world; if the current operation position of the drag operation is located in the central area of the graphical user interface, then the first direction is determined, including: if the current operation position of the drag operation is located in the central area of the graphical user interface, then the first direction is determined on the horizontal plane of the virtual world, and the angle between the first direction and the target component is the first moving angle.
[0080] The operation starting point of the drag operation may refer to the operation starting point when the terminal first receives the drag operation, that is, if the drag operation includes a click operation and a slide operation that are performed continuously, the operation starting point of the drag operation may refer to the operation position of the click operation; or, the operation starting point of the drag operation may refer to the operation position where the drag operation is located when it is initially located in the center area, for example, if the drag operation enters the center area from the edge area, the operation starting point of the drag operation refers to the operation position where the drag operation is located when it leaves the edge area. It should be understood that the current operation position of the drag operation being located in the center area includes: the current operation position of the drag operation is located in the center area before being located in the edge area, or the current operation position of the drag operation is located in the center area after leaving the edge area.
[0081] For the description of the first ray, please refer to the description of the target ray, and their implementation principles are the same; the difference between the target ray and the first ray here is that the target ray refers to the ray pointing from the interface reference point of the graphical user interface to the current operation position of the drag operation, while the first ray here refers to the ray pointing from the operation starting point of the drag operation to the current operation position of the drag operation. In addition, for the description of the second ray, please refer to the description of the reference ray, and their implementation principles are the same; the difference between the reference ray and the second ray here is that the starting point of the reference ray coincides with the interface reference point of the graphical user interface, while the starting point of the second ray here coincides with the operation starting point of the drag operation. That is to say, when the drag operation is located in the edge area of the graphical user interface, the target ray and the reference ray are calculated based on the relatively fixed interface reference point of the graphical user interface; and when the drag operation is located in the central area of the graphical user interface, the first ray and the second ray are calculated based on the relatively random operation starting point of the drag operation.
[0082] For the determination method of the first direction, please refer to the description of the determination method of the target direction mentioned above, and their implementation principles are the same. The difference between the above target direction and the first aspect here is that the angle between the above target direction and the target component of the visual center ray of the virtual camera is the current moving angle, which is consistent with the current operating angle, and the angle value is equal to the angle value between the target ray and the reference ray; and the angle between the first direction and the target component of the visual center ray of the virtual camera here is the first moving angle, which is consistent with the first operating angle, and the angle value is equal to the angle value between the first ray and the second ray.
[0083] In order to facilitate the user to cancel the drag operation at any time and expand and enrich the user's autonomous operation methods, in some embodiments, the screen display method provided in the embodiment of the present application also includes the following step 132 after the above step 120.
[0084] Step 132: In response to a preset operation on the graphical user interface, a fourth picture is displayed in the graphical user interface, and the fourth picture refers to a game picture obtained by the virtual camera shooting the virtual world at a third position; wherein, in response to a preset operation on the graphical user interface, the virtual camera stops moving, and the third position refers to the position of the virtual camera when it stops moving.
[0085] In the embodiment of the present application, when a drag operation is received for the graphical user interface, and during the continuous receiving of the drag operation, if a preset operation for the graphical user interface is also received, the drag operation can be canceled, and the control of the movement of the virtual camera can be stopped. At this time, the position of the virtual camera is the third position, and the game screen shot by the virtual camera at the third position is the fourth screen. In the embodiment of the present application, the fourth screen is displayed in the graphical user interface, and no rebound shot is performed.
[0086] The preset operation may be a click operation, a double-click operation, a preset gesture operation, or a voice operation, etc., which is not limited in the embodiments of the present application. Optionally, the preset operation may be a user operation at any position in the graphical user interface, or a user operation at a specific area or position in the graphical user interface, etc., which is not limited in the embodiments of the present application. For example, taking the preset operation as a click operation at any position in the graphical user interface as an example, Figure 8 As shown, user A's finger inputs a drag operation. While continuing to receive the drag operation on the graphical user interface, if the user uses B finger to input a click operation at any position in the graphical user interface, the drag operation will be canceled immediately. At this time, even if user A's finger still remains on the graphical user interface, it will not respond to the user operation.
[0087] It should be understood that in response to receiving a drag operation on the edge area of the graphical user interface, if the graphical user interface also includes some buttons, sliders and other controls, the interactivity of these controls can be shielded, that is, when the user operates these controls, no corresponding interaction events will be triggered.
[0088] One point that needs to be explained is that, in the embodiment of the present application, in the process of continuously receiving the drag operation for the edge area of the graphical user interface, if the virtual camera moves to the edge of the virtual world, the virtual camera cannot continue to move in the target direction. At this time, the target direction is decomposed into the direction parallel to the edge to obtain the component direction, and then the virtual camera is controlled to move in the component direction. In the process of the virtual camera moving in the component direction, the virtual camera is controlled to shoot the virtual world to obtain the fifth picture, and then the fifth picture is displayed in the graphical user interface. For example, in the case where the visual center of the virtual camera is perpendicular to the horizontal direction of the virtual world, if the virtual camera reaches the upper edge of the virtual world, when the drag operation slides left and right on the upper edge of the graphical user interface, the virtual camera no longer moves upward, but can move left and right in the virtual world following the current operation position of the drag operation; if the virtual camera reaches the left edge of the virtual world, when the drag operation slides up and down on the left edge of the graphical user interface, the virtual camera no longer moves to the left, but can move up and down in the virtual world following the current operation position of the drag operation.
[0089] In order to better implement the screen display method provided in the embodiment of the present application, the embodiment of the present application also provides a screen display device based on the screen display method. The meanings of the terms are the same as those in the screen display method, and the specific implementation details can refer to the description in the method embodiment.
[0090] See also Fig. 9 , Fig. 9 A schematic diagram of the structure of a screen display device provided in an embodiment of the present application, the device comprising: A first display unit 910 is used to display a first picture in a graphical user interface, where the first picture refers to a game picture obtained by shooting a virtual world at a first position with a virtual camera; The second display unit 920 is used to respond to a drag operation on the graphical user interface. If the current operation position of the drag operation is located in the edge area of the graphical user interface, a second picture is displayed in the graphical user interface, and the second picture refers to a game picture obtained by shooting the virtual world while the virtual camera moves in the target direction; wherein the target direction is determined based on the current operation angle of the drag operation, and the current operation angle refers to the angle between the target ray and the reference ray; the target ray refers to a ray pointing from the interface reference point of the graphical user interface to the current operation position; the reference ray takes the interface reference point as the starting point, and the reference ray is located in the plane where the graphical user interface is located.
[0091] In some embodiments, the interface reference point of the graphical user interface is the interface center of the graphical user interface.
[0092] In some embodiments, the second display unit 920 is further used to: in response to a drag operation on the graphical user interface, if the current operation position of the drag operation intersects with the edge area of the graphical user interface, display the second screen in the graphical user interface.
[0093] In some embodiments, the second display unit 920 is further used to: in response to a drag operation on the graphical user interface, determine a current operation position of the drag operation, where the current operation position is an area formed with the current touch center of the drag operation as a reference; if the current operation position intersects with an edge area of the graphical user interface, display the second screen in the graphical user interface.
[0094] In some embodiments, the current operation position of the drag operation is a rectangular area formed with the current touch center of the drag operation as a reference.
[0095] In some embodiments, the second display unit 920 is further used to: respond to a drag operation on the graphical user interface, if the current operation position of the drag operation is located in the edge area of the graphical user interface, determine the target direction, and the target direction is determined according to the current moving angle of the virtual camera, and the current moving angle is consistent with the current operation angle of the drag operation; display a second picture in the graphical user interface, and the second picture refers to the game picture obtained by shooting the virtual world while the virtual camera moves in the target direction.
[0096] In some embodiments, there is a mapping relationship between the reference ray and the target component of the visual center ray of the virtual camera, and the target component refers to the ray component of the visual center ray projected on the horizontal plane of the virtual world; the second display unit 920 is also used to: respond to a drag operation on the graphical user interface, if the current operation position of the drag operation is located in the edge area of the graphical user interface, then determine the target direction on the horizontal plane of the virtual world, and the angle between the target direction and the target component is the current moving angle.
[0097] In some embodiments, the second picture refers to a game picture obtained by photographing the virtual world while the virtual camera moves in the target direction and at a preset speed.
[0098] In some embodiments, the second display unit 920 is further used to: respond to a drag operation on the graphical user interface, if the current operation position of the drag operation is located in the edge area of the graphical user interface, determine a target speed, and the target speed is determined based on the current operation force of the drag operation and / or the current drag speed of the drag operation; display the second picture in the graphical user interface, and the second picture refers to the game picture obtained by shooting the virtual world while the virtual camera moves in the target direction and at the target speed.
[0099] In some embodiments, the screen display device also includes a third display unit, which is used to: display a third screen in the graphical user interface if the current operation position is out of the edge area, and the third screen refers to the game screen obtained by the virtual camera shooting the virtual world at a second position; wherein, if the current operation position is out of the edge area, the virtual camera stops moving in the target direction, and the second position refers to the position where the virtual camera stops moving in the target direction.
[0100] In some embodiments, the screen display device also includes a fourth display unit, which is used to: display a fourth screen in the graphical user interface in response to a preset operation on the graphical user interface, and the fourth screen refers to a game screen obtained by the virtual camera shooting the virtual world at a third position; wherein, in response to the preset operation, the virtual camera stops moving, and the third position refers to the position of the virtual camera when it stops moving.
[0101] In some embodiments, if there is a specific area in the graphical user interface, the edge area includes the specific area, and the vertical distance between the inner edge of the edge area and the inner edge of the specific area is a first preset distance; wherein, part of the specific area does not display the game screen, and the outer edge of the specific area and the outer edge of the edge area are both interface edges of the graphical user interface.
[0102] The embodiment of the present application discloses a screen display device, which responds to a drag operation on a graphical user interface. If the drag operation is located in the edge area of the graphical user interface, the target direction is determined according to the current operation angle of the drag operation, the virtual camera is controlled to move in the target direction, and the virtual camera is controlled to shoot the virtual world during the movement to obtain the game screen, and the captured game screen is displayed in the graphical user interface. Among them, the current operation angle refers to the angle between the target ray and the reference ray, the target ray refers to the ray pointing from the interface reference point of the graphical user interface to the current operation position, and the reference ray is the ray starting from the interface reference point in the plane where the graphical user interface is located. In the embodiment of the present application, in response to the drag operation on the edge area of the graphical user interface, the movement direction of the virtual camera is determined according to the current operation angle of the drag operation, so that the movement of the virtual camera can follow the user operation, which not only realizes the sensitive fit between the movement of the virtual camera and the user operation, but also realizes that the virtual camera can move in any direction to ensure that the game screen expected by the user is captured and displayed, thereby improving the user's gaming experience. Moreover, in the embodiment of the present application, the current operation angle is based on the interface reference point of the graphical user interface, and there is no need to obtain the operation starting point of the drag operation. For any drag operation, the current operation angle is calculated based on the fixed interface reference point, which not only reduces the difficulty and failure rate of technical implementation, but also reduces the processing overhead of the device, so that the device can calculate the current operation angle with a faster response speed. In addition, by calculating the current operation angle based on the interface reference point of the graphical user interface, the same current operation angle can be calculated for drag operations with different starting points but the same current operation position, so that the virtual camera moves in the same direction, making the movement direction of the virtual camera more stable and controllable, reducing the user's cognitive cost and operation threshold, and further improving the user's gaming experience.
[0103] Accordingly, the embodiment of the present application also provides a computer device, which may be a terminal or a server, and the terminal may be a smart phone, a tablet computer, a laptop computer, a touch screen, a game console, a personal computer (PC), a personal digital assistant (PDA), or other terminal devices. Fig.10 As shown, Fig.10 A schematic diagram of the structure of a computer device provided in an embodiment of the present application. The computer device 1000 includes a processor 1001 having one or more processing cores, a memory 1002 having one or more computer-readable storage media, and a computer program stored in the memory 1002 and executable on the processor. The processor 1001 is electrically connected to the memory 1002. Those skilled in the art will appreciate that the computer device structure shown in the figure does not constitute a limitation on the computer device, and may include more or fewer components than shown in the figure, or combine certain components, or arrange components differently.
[0104] Processor 1001 is the control center of computer device 1000. It uses various interfaces and lines to connect various parts of the entire computer device 1000, executes various functions of computer device 1000 and processes data by running or loading software programs and / or modules stored in memory 1002, and calling data stored in memory 1002, thereby monitoring computer device 1000 as a whole.
[0105] In the embodiment of the present application, the processor 1001 in the computer device 1000 will load instructions corresponding to the processes of one or more application programs into the memory 1002 according to the following steps, and the processor 1001 will run the application programs stored in the memory 1002 to implement various functions: Displaying a first picture in a graphical user interface, wherein the first picture refers to a game picture obtained by shooting a virtual world at a first position by a virtual camera; In response to a drag operation on the graphical user interface, if the current operation position of the drag operation is located at an edge area of the graphical user interface, displaying a second picture in the graphical user interface, the second picture being a game picture obtained by photographing the virtual world while the virtual camera moves in a target direction; Among them, the target direction is determined based on the current operation angle of the drag operation, and the current operation angle refers to the angle between the target ray and the reference ray; the target ray refers to the ray pointing from the interface reference point of the graphical user interface to the current operation position; the reference ray takes the interface reference point as the starting point, and the reference ray is located in the plane where the graphical user interface is located.
[0106] In some embodiments, the interface reference point of the graphical user interface is the interface center of the graphical user interface.
[0107] In some embodiments, in response to the drag operation on the graphical user interface, if the current operation position of the drag operation is located in an edge area of the graphical user interface, displaying a second screen in the graphical user interface includes: In response to a drag operation on the graphical user interface, if a current operation position of the drag operation intersects with an edge area of the graphical user interface, the second screen is displayed in the graphical user interface.
[0108] In some embodiments, in response to the drag operation on the graphical user interface, if the current operation position of the drag operation intersects with the edge area of the graphical user interface, displaying the second screen in the graphical user interface includes: In response to a drag operation on the graphical user interface, determining a current operation position of the drag operation, wherein the current operation position is an area formed with a current touch center of the drag operation as a reference; If the current operation position intersects with an edge area of the graphical user interface, the second picture is displayed in the graphical user interface.
[0109] In some embodiments, the current operation position of the drag operation is a rectangular area formed with the current touch center of the drag operation as a reference.
[0110] In some embodiments, in response to the drag operation on the graphical user interface, if the current operation position of the drag operation is located in an edge area of the graphical user interface, displaying a second screen in the graphical user interface includes: In response to a drag operation on the graphical user interface, if a current operation position of the drag operation is located at an edge area of the graphical user interface, determining a target direction, wherein the target direction is determined according to a current movement angle of the virtual camera, wherein the current movement angle is consistent with a current operation angle of the drag operation; A second picture is displayed in the graphical user interface, where the second picture refers to a game picture obtained by photographing the virtual world while the virtual camera moves in the target direction.
[0111] In some embodiments, there is a mapping relationship between the reference ray and a target component of the visual center ray of the virtual camera, and the target component refers to a ray component of the visual center ray projected on a horizontal plane of the virtual world; In response to the drag operation on the graphical user interface, if the current operation position of the drag operation is located in the edge area of the graphical user interface, determining the target direction includes: In response to a drag operation on the graphical user interface, if the current operation position of the drag operation is located at an edge area of the graphical user interface, the target direction is determined on a horizontal plane of the virtual world, and an angle between the target direction and the target component is the current movement angle.
[0112] In some embodiments, the second picture refers to a game picture obtained by photographing the virtual world while the virtual camera moves in the target direction and at a preset speed.
[0113] In some embodiments, in response to the drag operation on the graphical user interface, if the current operation position of the drag operation is located in an edge area of the graphical user interface, displaying a second screen in the graphical user interface includes: In response to a drag operation on the graphical user interface, if a current operation position of the drag operation is located at an edge area of the graphical user interface, determining a target speed, wherein the target speed is determined based on a current operation force of the drag operation and / or a current drag speed of the drag operation; The second picture is displayed in the graphical user interface, where the second picture refers to a game picture obtained by photographing the virtual world while the virtual camera moves in the target direction and at the target speed.
[0114] In some embodiments, in response to the drag operation on the graphical user interface, if the current operation position of the drag operation is located in the edge area of the graphical user interface, after displaying the second screen in the graphical user interface, the method further includes: If the current operation position is out of the edge area, a third picture is displayed in the graphical user interface, wherein the third picture refers to a game picture obtained by the virtual camera shooting the virtual world at the second position; Wherein, if the current operation position leaves the edge area, the virtual camera stops moving in the target direction, and the second position refers to the position of the virtual camera when it stops moving in the target direction.
[0115] In some embodiments, in response to the drag operation on the graphical user interface, if the current operation position of the drag operation is located in the edge area of the graphical user interface, after displaying the second screen in the graphical user interface, the method further includes: In response to a preset operation on the graphical user interface, a fourth picture is displayed in the graphical user interface, wherein the fourth picture refers to a game picture obtained by the virtual camera shooting the virtual world at a third position; Wherein, in response to the preset operation, the virtual camera stops moving, and the third position refers to the position of the virtual camera when it stops moving.
[0116] In some embodiments, if there is a specific area in the graphical user interface, the edge area includes the specific area, and a vertical distance between an inner edge of the edge area and an inner edge of the specific area is a first preset distance; Part of the specific area does not display the game screen, and the outer edge of the specific area and the outer edge of the edge area are both interface edges of the graphical user interface.
[0117] The specific implementation of the above operations can be found in the previous embodiments, which will not be described in detail here.
[0118] Optional, such as Fig.10 As shown, the computer device 1000 further includes: a touch screen 1003, a radio frequency circuit 1004, an audio circuit 1005, an input unit 1006, and a power supply 1007. The processor 1001 is electrically connected to the touch screen 1003, the radio frequency circuit 1004, the audio circuit 1005, the input unit 1006, and the power supply 1007, respectively. Those skilled in the art can understand that Fig.10 The computer device structure shown in the figure does not constitute a limitation on the computer device, and may include more or less components than shown in the figure, or combine certain components, or arrange the components differently.
[0119] The touch display screen 1003 can be used to display a graphical user interface and receive operation instructions generated by the user acting on the graphical user interface. The touch display screen 1003 may include a display panel and a touch panel. Among them, the display panel can be used to display information input by the user or information provided to the user and various graphical user interfaces of the computer device, which can be composed of graphics, text, icons, videos and any combination thereof. Optionally, the display panel can be configured in the form of a liquid crystal display (LCD, Liquid Crystal Display), an organic light-emitting diode (OLED, Organic Light-Emitting Diode), etc. The touch panel can be used to collect the user's touch operations on or near it (such as the user's operation on the touch panel or near the touch panel using any suitable object or accessory such as a finger, stylus, etc.), and generate corresponding operation instructions, and the operation instructions execute the corresponding program. Optionally, the touch panel may include two parts: a touch detection device and a touch controller. Among them, the touch detection device detects the user's touch orientation, detects the signal brought by the touch operation, and transmits the signal to the touch controller; the touch controller receives the touch information from the touch detection device, converts it into the touch point coordinates, and then sends it to the processor 1001, and can receive the command sent by the processor 1001 and execute it. The touch panel can cover the display panel. When the touch panel detects a touch operation on or near it, it is transmitted to the processor 1001 to determine the type of touch event, and then the processor 1001 provides a corresponding visual output on the display panel according to the type of touch event. In an embodiment of the present application, the touch panel and the display panel can be integrated into the touch display screen 1003 to realize the input and output functions. However, in some embodiments, the touch panel and the touch panel can be used as two independent components to realize the input and output functions. That is, the touch display screen 1003 can also be used as a part of the input unit 1006 to realize the input function.
[0120] In the embodiment of the present application, the processor 1001 executes the game application to generate a graphical user interface on the touch screen 1003. The touch screen 1003 is used to present the graphical user interface and receive operation instructions generated by the user acting on the graphical user interface.
[0121] The radio frequency circuit 1004 may be used to send and receive radio frequency signals, so as to establish wireless communication with a network device or other computer devices through wireless communication, and to send and receive signals between the network device or other computer devices.
[0122] The audio circuit 1005 can be used to provide an audio interface between the user and the computer device through a speaker and a microphone. The audio circuit 1005 can transmit the electrical signal converted from the received audio data to the speaker, which is converted into a sound signal for output; on the other hand, the microphone converts the collected sound signal into an electrical signal, which is received by the audio circuit 1005 and converted into audio data, and then the audio data is output to the processor 1001 for processing, and then sent to another computer device through the radio frequency circuit 1004, or the audio data is output to the memory 1002 for further processing. The audio circuit 1005 may also include an earphone jack to provide communication between an external headset and the computer device.
[0123] The input unit 1006 may be used to receive input numbers, character information or user feature information (such as fingerprint, iris, facial information, etc.), and generate keyboard, mouse, joystick, optical or trackball signal input related to user settings and function control.
[0124] The power supply 1007 is used to supply power to various components of the computer device 1000. Optionally, the power supply 1007 can be logically connected to the processor 1001 through a power management system, so as to manage charging, discharging, and power consumption through the power management system. The power supply 1007 can also include one or more DC or AC power supplies, recharging systems, power failure detection circuits, power converters or inverters, power status indicators, and other arbitrary components.
[0125] although Fig.10 Not shown, the computer device 1000 may also include a camera, a sensor, a wireless fidelity module, a Bluetooth module, etc., which will not be described in detail here.
[0126] In the above embodiments, the description of each embodiment has its own emphasis. For parts that are not described in detail in a certain embodiment, reference can be made to the relevant descriptions of other embodiments.
[0127] As can be seen from the above, the computer device provided in this embodiment responds to the drag operation on the graphical user interface. If the drag operation is located in the edge area of the graphical user interface, the target direction is determined according to the current operation angle of the drag operation, the virtual camera is controlled to move in the target direction, and the virtual camera is controlled to shoot the virtual world during the movement to obtain the game screen, and the captured game screen is displayed in the graphical user interface. Among them, the current operation angle refers to the angle between the target ray and the reference ray, the target ray refers to the ray pointing from the interface reference point of the graphical user interface to the current operation position, and the reference ray is the ray starting from the interface reference point in the plane where the graphical user interface is located. In the embodiment of the present application, in response to the drag operation on the edge area of the graphical user interface, the moving direction of the virtual camera is determined according to the current operation angle of the drag operation, so that the movement of the virtual camera can follow the user operation, which not only realizes the sensitive fit between the movement of the virtual camera and the user operation, but also realizes that the virtual camera can move in any direction to ensure that the game screen expected by the user is captured and displayed, thereby improving the user's gaming experience. Moreover, in the embodiment of the present application, the current operation angle is based on the interface reference point of the graphical user interface, and there is no need to obtain the operation starting point of the drag operation. For any drag operation, the current operation angle is calculated based on the fixed interface reference point, which not only reduces the difficulty and failure rate of technical implementation, but also reduces the processing overhead of the device, so that the device can calculate the current operation angle with a faster response speed. In addition, by calculating the current operation angle based on the interface reference point of the graphical user interface, the same current operation angle can be calculated for drag operations with different starting points but the same current operation position, so that the virtual camera moves in the same direction, making the movement direction of the virtual camera more stable and controllable, reducing the user's cognitive cost and operation threshold, and further improving the user's gaming experience.
[0128] A person of ordinary skill in the art will appreciate that all or part of the steps in the various methods of the above embodiments may be completed by instructions, or by controlling related hardware through instructions. The instructions may be stored in a computer-readable storage medium and loaded and executed by a processor.
[0129] To this end, an embodiment of the present application provides a computer-readable storage medium, in which multiple computer programs are stored, and the computer program can be loaded by a processor to execute the steps in any screen display method provided in the embodiment of the present application. For example, the computer program can execute the following steps: Displaying a first picture in a graphical user interface, wherein the first picture refers to a game picture obtained by shooting a virtual world at a first position by a virtual camera; In response to a drag operation on the graphical user interface, if the current operation position of the drag operation is located at an edge area of the graphical user interface, displaying a second picture in the graphical user interface, the second picture being a game picture obtained by photographing the virtual world while the virtual camera moves in a target direction; Among them, the target direction is determined based on the current operation angle of the drag operation, and the current operation angle refers to the angle between the target ray and the reference ray; the target ray refers to the ray pointing from the interface reference point of the graphical user interface to the current operation position; the reference ray takes the interface reference point as the starting point, and the reference ray is located in the plane where the graphical user interface is located.
[0130] The specific implementation of the above operations can be found in the previous embodiments, which will not be described in detail here.
[0131] The storage medium may include: a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk, etc.
[0132] The computer program stored in the storage medium can respond to a drag operation on a graphical user interface. If the drag operation is located in the edge area of the graphical user interface, the target direction is determined according to the current operation angle of the drag operation, the virtual camera is controlled to move in the target direction, and the virtual camera is controlled to shoot the virtual world during the movement to obtain the game screen, and the captured game screen is displayed in the graphical user interface. Among them, the current operation angle refers to the angle between the target ray and the reference ray, the target ray refers to the ray pointing from the interface reference point of the graphical user interface to the current operation position, and the reference ray is the ray starting from the interface reference point in the plane where the graphical user interface is located. In the embodiment of the present application, in response to the drag operation on the edge area of the graphical user interface, the movement direction of the virtual camera is determined according to the current operation angle of the drag operation, so that the movement of the virtual camera can follow the user operation, which not only realizes the sensitive fit between the movement of the virtual camera and the user operation, but also realizes that the virtual camera can move in any direction to ensure that the game screen expected by the user is captured and displayed, thereby improving the user's gaming experience. Moreover, in the embodiment of the present application, the current operation angle is based on the interface reference point of the graphical user interface, and there is no need to obtain the operation starting point of the drag operation. For any drag operation, the current operation angle is calculated based on the fixed interface reference point, which not only reduces the difficulty and failure rate of technical implementation, but also reduces the processing overhead of the device, so that the device can calculate the current operation angle with a faster response speed. In addition, by calculating the current operation angle based on the interface reference point of the graphical user interface, the same current operation angle can be calculated for drag operations with different starting points but the same current operation position, so that the virtual camera moves in the same direction, making the movement direction of the virtual camera more stable and controllable, reducing the user's cognitive cost and operation threshold, and further improving the user's gaming experience.
[0133] In the above embodiments, the description of each embodiment has its own emphasis. For parts that are not described in detail in a certain embodiment, reference can be made to the relevant descriptions of other embodiments.
[0134] The above is a detailed introduction to a screen display method, device, computer equipment and computer-readable storage medium provided in the embodiments of the present application. Specific examples are used in this article to illustrate the principles and implementation methods of the present application. The description of the above embodiments is only used to help understand the technical solution and its core idea of the present application. Ordinary technicians in this field should understand that they can still modify the technical solutions recorded in the aforementioned embodiments, or replace some of the technical features therein with equivalents; and these modifications or replacements do not make the essence of the corresponding technical solution deviate from the scope of the technical solution of the embodiments of the present application.
Claims
1. A screen display method, It is characterized in that include: Displaying a first picture in a graphical user interface, wherein the first picture refers to a game picture obtained by shooting a virtual world at a first position by a virtual camera; In response to a drag operation on the graphical user interface, if the current operation position of the drag operation is located at an edge area of the graphical user interface, displaying a second picture in the graphical user interface, the second picture being a game picture obtained by photographing the virtual world while the virtual camera moves in a target direction; Among them, the target direction is determined based on the current operation angle of the drag operation, and the current operation angle refers to the angle between the target ray and the reference ray; the target ray refers to the ray pointing from the interface reference point of the graphical user interface to the current operation position; the reference ray takes the interface reference point as the starting point, and the reference ray is located in the plane where the graphical user interface is located.
2. The screen display method according to claim 1, It is characterized in that The interface reference point of the graphical user interface is the interface center of the graphical user interface.
3. The screen display method according to claim 1, It is characterized in that In response to the drag operation on the graphical user interface, if the current operation position of the drag operation is located in the edge area of the graphical user interface, displaying a second picture in the graphical user interface includes: In response to a drag operation on the graphical user interface, if a current operation position of the drag operation intersects with an edge area of the graphical user interface, the second screen is displayed in the graphical user interface.
4. The screen display method according to claim 3, It is characterized in that In response to the drag operation on the graphical user interface, if the current operation position of the drag operation intersects with the edge area of the graphical user interface, displaying the second screen in the graphical user interface includes: In response to a drag operation on the graphical user interface, determining a current operation position of the drag operation, wherein the current operation position is an area formed with a current touch center of the drag operation as a reference; If the current operation position intersects with an edge area of the graphical user interface, the second picture is displayed in the graphical user interface.
5. The screen display method according to claim 4, It is characterized in that The current operation position of the drag operation is a rectangular area formed with the current touch center of the drag operation as a reference.
6. The screen display method according to claim 1, It is characterized in that In response to the drag operation on the graphical user interface, if the current operation position of the drag operation is located in the edge area of the graphical user interface, displaying a second picture in the graphical user interface includes: In response to a drag operation on the graphical user interface, if a current operation position of the drag operation is located at an edge area of the graphical user interface, determining a target direction, wherein the target direction is determined according to a current movement angle of the virtual camera, wherein the current movement angle is consistent with a current operation angle of the drag operation; A second picture is displayed in the graphical user interface, where the second picture refers to a game picture obtained by photographing the virtual world while the virtual camera moves in the target direction.
7. The screen display method according to claim 6, It is characterized in that There is a mapping relationship between the reference ray and the target component of the visual center ray of the virtual camera, and the target component refers to the ray component of the visual center ray projected on the horizontal plane of the virtual world; In response to the drag operation on the graphical user interface, if the current operation position of the drag operation is located in the edge area of the graphical user interface, determining the target direction includes: In response to a drag operation on the graphical user interface, if the current operation position of the drag operation is located at an edge area of the graphical user interface, the target direction is determined on a horizontal plane of the virtual world, and an angle between the target direction and the target component is the current movement angle.
8. The screen display method according to claim 1, It is characterized in that The second picture refers to a game picture obtained by photographing the virtual world while the virtual camera moves in the target direction and at a preset speed.
9. The screen display method according to claim 1, It is characterized in that In response to the drag operation on the graphical user interface, if the current operation position of the drag operation is located in the edge area of the graphical user interface, displaying a second picture in the graphical user interface includes: In response to a drag operation on the graphical user interface, if a current operation position of the drag operation is located at an edge area of the graphical user interface, determining a target speed, wherein the target speed is determined based on a current operation force of the drag operation and / or a current drag speed of the drag operation; The second picture is displayed in the graphical user interface, where the second picture refers to a game picture obtained by photographing the virtual world while the virtual camera moves in the target direction and at the target speed.
10. The screen display method according to claim 1, It is characterized in that In response to the drag operation on the graphical user interface, if the current operation position of the drag operation is located in the edge area of the graphical user interface, after displaying the second picture in the graphical user interface, the method further includes: If the current operation position is out of the edge area, a third picture is displayed in the graphical user interface, wherein the third picture refers to a game picture obtained by the virtual camera shooting the virtual world at the second position; Wherein, if the current operation position leaves the edge area, the virtual camera stops moving in the target direction, and the second position refers to the position of the virtual camera when it stops moving in the target direction.
11. The screen display method according to claim 1, It is characterized in that In response to the drag operation on the graphical user interface, if the current operation position of the drag operation is located in the edge area of the graphical user interface, after displaying the second picture in the graphical user interface, the method further includes: In response to a preset operation on the graphical user interface, a fourth picture is displayed in the graphical user interface, wherein the fourth picture refers to a game picture obtained by the virtual camera shooting the virtual world at a third position; Wherein, in response to the preset operation, the virtual camera stops moving, and the third position refers to the position of the virtual camera when it stops moving.
12. The screen display method according to any one of claims 1 to 11, It is characterized in that If there is a specific area in the graphical user interface, the edge area includes the specific area, and a vertical distance between an inner edge of the edge area and an inner edge of the specific area is a first preset distance; Part of the specific area does not display the game screen, and the outer edge of the specific area and the outer edge of the edge area are both interface edges of the graphical user interface.
13. A screen display device, It is characterized in that include: A first display unit, configured to display a first picture in a graphical user interface, wherein the first picture refers to a game picture obtained by shooting a virtual world at a first position with a virtual camera; A second display unit is used to respond to a drag operation on the graphical user interface. If the current operation position of the drag operation is located in the edge area of the graphical user interface, a second picture is displayed in the graphical user interface, and the second picture refers to a game picture obtained by shooting the virtual world while the virtual camera moves in a target direction; wherein the target direction is determined based on the current operation angle of the drag operation, and the current operation angle refers to the angle between a target ray and a reference ray; the target ray refers to a ray pointing from an interface reference point of the graphical user interface to the current operation position; the reference ray takes the interface reference point as a starting point, and the reference ray is located in the plane where the graphical user interface is located.
14. A computer device, It is characterized in that It comprises a processor and a memory, wherein the memory stores a plurality of instructions; the processor loads instructions from the memory to execute the steps in the screen display method according to any one of claims 1 to 12.
15. A computer-readable storage medium, It is characterized in that The computer-readable storage medium stores a plurality of instructions, and the instructions are suitable for being loaded by a processor to execute the steps in the screen display method according to any one of claims 1 to 12.
