Method and device for switching states in game

Switching the game state through terminal posture changes, the problem of fast and accurate state switching in mobile games is solved, and the user experience and interactive fun is improved.

CN119139695APending Publication Date: 2024-12-17NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202411179108.1
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2020-12-24
Publication Date
2024-12-17

AI Technical Summary

Technical Problem

In mobile games, it is difficult for the existing technology to achieve the quick and accurate state switching of game characters, especially when the interface is complex and the player's attention is distracted, making it difficult for players to accurately click the status switching button, and the interaction method lacks a sense of substitution And freshness.

Method used

The terminal provides a graphical user interface, and uses terminal pose changes (such as horizontal screen to vertical screen or vice versa) to switch the state of the game screen, combines the acceleration sensor to determine the pose changes, realize state switching, and display the state switching animation when necessary.

Benefits of technology

It realizes fast and accurate state switching in the game, saves interface space, improves user experience, and brings new interaction methods through posture changes, increasing the fun and sense of substitution of the game.

✦ Generated by Eureka AI based on patent content.

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Abstract

The embodiment of the invention provides a state switching method and device in a game, and relates to the technical field of computers. A graphical user interface is provided through a terminal, the graphical user interface comprises a game picture, the terminal is in a first posture, the state of the game picture is a first state, and then a posture switching operation of switching the terminal from the first posture to a second posture is responded. And switching the state of the game picture from the first state to the second state. In this way, in the game, a player can rapidly and accurately switch the state.
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Description

Technical Field

[0001] The present invention relates to the field of computer technology, and in particular to a method and device for switching states in a game. Background Art

[0002] In some mobile games, game characters will have multiple forms or states, and the operation methods and gameplay will be different in different states.

[0003] How to switch the game character status in this type of game? An existing solution is to switch by clicking the game character status button on the screen.

[0004] In the Transformers Rescue Bots game, the technical solution for switching character states is: when the character's current state is a mechanical dinosaur, click the character state switching button at the bottom of the screen to switch the character from dinosaur form to armored vehicle form; similarly, when the character's current state is an armored vehicle, click the character state switching button to switch the character from armored vehicle form to dinosaur form.

[0005] Although the technical solution for switching the character status in the above-mentioned Transformers Rescue Bots game only requires one step, during the game, since the player's attention is more focused on the main body of the screen, the character status switching button on the edge may be blocked by the finger, and when there are many other buttons, some players may not be able to accurately remember and click the status switching button.

[0006] In addition, tap-to-click interactions are very common in mobile games, and still using tap-to-click interactions to switch character states is difficult to bring a sense of immersion and freshness to players. Summary of the invention

[0007] The purpose of the present invention is to provide a method and device for switching states in a game, so as to alleviate the technical problem of complex operation existing in the prior art.

[0008] In a first aspect, an embodiment of the present invention provides a method for switching states in a game, wherein a graphical user interface is provided through a terminal, the graphical user interface includes a game screen, the terminal is in a first posture, and the state of the game screen is a first state, and the method includes:

[0009] In response to a posture switching operation of the terminal switching from the first posture to a second posture, the state of the game screen is switched from a first state to a second state.

[0010] In an optional implementation, the first posture is a horizontal screen posture, and the second posture is a vertical screen posture; or, the first posture is a vertical screen posture, and the second posture is a horizontal screen posture.

[0011] In an optional implementation, before the step of switching the state of the game screen from the first state to the second state in response to the posture switching operation of the terminal switching from the first posture to the second posture, the method further includes:

[0012] Determining a target rotation angle of a current posture of the terminal relative to a reference posture of the first posture;

[0013] When the target rotation angle is greater than a first preset threshold, it is determined that the terminal switches from the first posture to the second posture.

[0014] In an optional implementation, before the step of determining that the terminal switches from the first posture to the second posture when the target rotation angle is greater than a preset threshold, the method further includes:

[0015] When the target rotation angle is greater than a second preset threshold, a state switching animation is displayed in the game screen, wherein the second preset threshold is less than the first preset threshold.

[0016] In an optional implementation, the state of the game screen includes a state of a target virtual object in the game screen.

[0017] In an optional embodiment, the state of the game screen also includes a control for controlling the target virtual object.

[0018] In an optional embodiment, the first state corresponds to a first group of controls for controlling the target virtual object, and the first group of controls is for the terminal layout of the first posture; the second state corresponds to a second group of controls for controlling the target virtual object, and the second group of controls is for the terminal layout of the second posture.

[0019] In an optional implementation, the state of the game screen includes a game viewing angle.

[0020] In an optional embodiment, the game perspective includes a normal perspective, a perspective perspective, a first-person perspective, and a third-person perspective; the first state and the second state are any two of the above-mentioned game perspectives.

[0021] In an optional embodiment, the graphical user interface further includes a switching mode control, and the step of switching the state of the game screen from the first state to the second state includes:

[0022] Determining whether the switching mode control is in the first mode;

[0023] If the switching mode control is in the first mode, the state of the game screen is switched from the first state to the second state.

[0024] In an optional implementation, in response to a posture switching operation in which the terminal switches from the first posture to the second posture, the step of switching the state of the game screen from the first state to the second state includes:

[0025] In response to a posture switching operation of the terminal switching from the first posture to a second posture, when it is determined that the terminal returns to the first posture again, the state of the game screen is switched from the first state to the second state.

[0026] In a second aspect, an embodiment of the present invention provides a state switching device in a game, wherein a graphical user interface is provided through a terminal, the graphical user interface includes a game screen, the terminal is in a first posture, the state of the game screen is a first state, and the device includes:

[0027] The switching module is used to switch the state of the game screen from a first state to a second state in response to a posture switching operation of the terminal switching from the first posture to a second posture.

[0028] In an optional embodiment, it also includes: a determination module, used to determine the target rotation angle of the terminal's current posture relative to a reference posture of the first posture; when the target rotation angle is greater than a first preset threshold, determine that the terminal switches from the first posture to the second posture.

[0029] In an optional embodiment, the determination module is further used to: display a state switching animation in the game screen when the target rotation angle is greater than a second preset threshold, wherein the second preset threshold is less than the first preset threshold.

[0030] In an optional implementation, the state of the game screen includes the state of a target virtual object in the game screen.

[0031] In an optional embodiment, the state of the game screen also includes controls for controlling the target virtual object.

[0032] In an optional embodiment, the first state corresponds to a first group of controls for controlling the target virtual object, the first group of controls being for a terminal layout for a first posture; the second state corresponds to a second group of controls for controlling the target virtual object, the second group of controls being for a terminal layout for a second posture.

[0033] In an optional implementation, the state of the game screen includes a game viewing angle.

[0034] In an optional implementation, the game perspective includes a normal perspective, a perspective perspective, a first-person perspective, and a third-person perspective; the first state and the second state are any two of the above-mentioned game perspectives.

[0035] In an optional implementation, the switching module is specifically used to: determine whether the switching mode control is in the first mode; if the switching mode control is in the first mode, switch the state of the game screen from the first state to the second state.

[0036] In an optional embodiment, the switching module is specifically used to: in response to a posture switching operation of the terminal switching from a first posture to a second posture, when it is determined that the terminal returns to the first posture again, switch the state of the game screen from the first state to the second state.

[0037] In a third aspect, an embodiment of the present invention provides a computer device, comprising a memory and a processor, wherein the memory stores a computer program executable on the processor, and the processor implements the steps of the method described in any one of the aforementioned implementation modes when executing the computer program.

[0038] In a fourth aspect, an embodiment of the present invention provides a computer-readable storage medium, wherein the computer-readable storage medium stores machine-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to execute the method described in any one of the aforementioned implementations.

[0039] The embodiment of the present invention provides a method and device for switching states in a game, wherein a graphical user interface is provided through a terminal, the graphical user interface includes a game screen, the terminal is in a first posture, the state of the game screen is a first state, and then, in response to a posture switching operation of the terminal switching from the first posture to a second posture, the state of the game screen is switched from the first state to the second state. In this way, in the game, players can quickly and accurately switch states. BRIEF DESCRIPTION OF THE DRAWINGS

[0040] In order to more clearly illustrate the specific implementation methods of the present invention or the technical solutions in the prior art, the drawings required for use in the specific implementation methods or the description of the prior art will be briefly introduced below. Obviously, the drawings described below are some implementation methods of the present invention. For ordinary technicians in this field, other drawings can be obtained based on these drawings without paying creative work.

[0041] Figure 1 A schematic diagram of a graphical user interface of a touch terminal is shown;

[0042] Figure 2 A schematic diagram of an application scenario provided by an embodiment of the present application is shown;

[0043] Figure 3 A schematic diagram of the structure of a mobile phone provided in an embodiment of the present application is shown;

[0044] Figure 4 A schematic diagram of a use scenario of a touch terminal provided in an embodiment of the present application is shown;

[0045] Figure 5 A flowchart of a method for switching states in a game provided in an embodiment of the present application;

[0046] Figure 6 An example of state switching in a game provided in an embodiment of the present application;

[0047] Figure 7 A schematic diagram of the structure of a state switching device in a game provided in an embodiment of the present application. DETAILED DESCRIPTION

[0048] In order to make the purpose, technical solutions and advantages of the embodiments of the present invention clearer, the technical solutions in the embodiments of the present invention will be clearly and completely described below in conjunction with the drawings in the embodiments of the present invention. Obviously, the described embodiments are part of the embodiments of the present invention, not all of the embodiments. Generally, the components of the embodiments of the present invention described and shown in the drawings here can be arranged and designed in various different configurations.

[0049] Therefore, the following detailed description of the embodiments of the present invention provided in the accompanying drawings is not intended to limit the scope of the invention claimed for protection, but merely represents selected embodiments of the present invention. Based on the embodiments of the present invention, all other embodiments obtained by ordinary technicians in this field without creative work are within the scope of protection of the present invention.

[0050] It should be noted that similar reference numerals and letters denote similar items in the following drawings, and therefore, once an item is defined in one drawing, further definition and explanation thereof is not required in subsequent drawings.

[0051] At present, state switching is a common gameplay in games. The existing operation methods for state switching are as follows: Figure 1 As shown in the figure, a button control is given, and the player clicks the button to switch the state. However, when the interface has a lot of content, it cannot carry too many controls, resulting in the problem of more usage of limited interface resources. And when the state switching function has a low priority, forcibly adding a function button to the interface will make the interface extremely crowded and reduce the quality.

[0052] Based on this, the embodiments of the present application provide a method, device and computer equipment for switching states in a game, which can alleviate the technical problem of limited interface resources occupying a large amount in the prior art.

[0053] The game state switching method in the embodiment of the present application can be applied to various types of computer devices, such as touch terminals and non-touch terminals. The touch terminal may include a touch screen and a processor, and the touch screen is used to present a graphical user interface and receive operations on the graphical user interface.

[0054] In some embodiments, when a graphical user interface is operated through a touch terminal, the graphical user interface can be used to operate local content of the touch terminal, and can also be used to operate content on a peer server.

[0055] For example, Figure 2 As shown, Figure 2 Schematic diagram of an application scenario provided by an embodiment of the present application. The application scenario may include a touch terminal (e.g., a mobile phone 202) and a server 201, and the touch terminal may communicate with the server 201 via a wired network or a wireless network. The touch terminal is used to run a virtual desktop, through which the virtual desktop may interact with the server 201 to operate the content in the server 201.

[0056] The touch terminal of this embodiment is described by taking a mobile phone 202 as an example. The mobile phone 202 includes components such as a radio frequency (RF) circuit 210, a memory 220, a touch screen 230, and a processor 240. Those skilled in the art can understand that Figure 3 The mobile phone structure shown in the figure does not constitute a limitation on the mobile phone, and may include more or fewer components than shown in the figure, or combine some components, or separate some components, or arrange the components differently. Those skilled in the art will understand that the touch screen 230 belongs to the user interface (UI), and the mobile phone 202 may include more or fewer user interfaces than shown in the figure.

[0057] The RF circuit 210 can also communicate with the network and other devices through wireless communication. The wireless communication can use any communication standard or protocol, including but not limited to Global System of Mobilecommunication (GSM), General Packet Radio Service (GPRS), Code Division Multiple Access (CDMA), Wideband Code Division Multiple Access (WCDMA), Long Term Evolution (LTE), email, Short Messaging Service (SMS), etc.

[0058] The memory 220 can be used to store software programs and modules. The processor 240 executes various functional applications and data processing of the mobile phone 202 by running the software programs and modules stored in the memory 220. The memory 220 can mainly include a program storage area and a data storage area, wherein the program storage area can store an operating system, at least one application required for a function, etc.; the data storage area can store data created according to the use of the mobile phone 202, etc. In addition, the memory 220 can include a high-speed random access memory, and can also include a non-volatile memory, such as at least one disk storage device, a flash memory device, or other volatile solid-state storage devices.

[0059] The touch screen 230 may be used to display a graphical user interface and receive user operations on the graphical user interface. Specifically, the touch screen 230 may include a display panel and a touch panel. The display panel may be configured in the form of a liquid crystal display (LCD), an organic light-emitting diode (OLED), etc. The touch panel may collect user contact or non-contact operations on or near it (e.g., Figure 4 As shown, the user uses any suitable object or accessory such as a finger 403, a stylus, etc. to operate on or near the touch panel), and generates a pre-set operation instruction. In addition, the touch panel may include a touch detection device and a touch controller. Among them, the touch detection device detects the user's touch orientation and posture, and 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, and converts it into information that the processor can process, and then sends it to the processor 240, and can receive the command sent by the processor 240 and execute it. In addition, the touch panel can be implemented by various types such as resistive, capacitive, infrared and surface acoustic waves, and any technology developed in the future can be used to implement the touch panel. Further, the touch panel can cover the display panel, and the user can operate on or near the touch panel covered on the display panel according to the graphical user interface displayed on the display panel. After the touch panel detects the operation on or near it, it is transmitted to the processor 240 to determine the user input, and then the processor 240 provides the corresponding visual output on the display panel in response to the user input. In addition, the touch panel and the display panel can be implemented as two independent components or integrated.

[0060] Processor 240 is the control center of mobile phone 202. It uses various interfaces and lines to connect various parts of the entire mobile phone. It executes various functions of mobile phone 202 and processes data by running or executing software programs and / or modules stored in memory 220 and calling data stored in memory 220, thereby monitoring the mobile phone as a whole.

[0061] Some embodiments of the present invention are described in detail below in conjunction with the accompanying drawings. In the absence of conflict, the following embodiments and features in the embodiments can be combined with each other.

[0062] Figure 5 The present invention provides a flow chart of a method for switching states in a game. Figure 5 As shown, the method may include the following steps:

[0063] S510, providing a graphical user interface through a terminal, the graphical user interface including a game screen, the terminal is in a first posture, and the state of the game screen is a first state.

[0064] Among them, the graphical user interface provided by the terminal can be a graphical user interface corresponding to the game provided by the terminal after the game is started. Based on the graphical user interface, the user can interact with the terminal or the game running in the terminal, so as to enable the user to control the terminal or the game running in the terminal, and the terminal or the game responds to the user's control.

[0065] After running the game, the terminal can display the game screen corresponding to the game in the graphical user interface. The game screen may correspond to an image of a game scene, a control for controlling the game, and other game-related information. Among them, the image of the game scene may include an image of the environment in the game, an image of a virtual object, etc. The environment in the game may refer to a map of the game and some attachments on the map, etc. The attachments may include decorations, buildings, and vegetation, etc. The virtual object may refer to a virtual item, a virtual animal, or a virtual character, etc., related to the game process.

[0066] In the embodiment of the present invention, the state of the game screen may refer to the state of the game screen and / or the state of the game control. This will be described in detail later with reference to specific examples and will not be repeated here.

[0067] The posture of the terminal may be determined based on a sensor. For example, the posture of the terminal may be determined by an acceleration sensor, and the acceleration sensor may also be a 6-axis acceleration sensor.

[0068] In an embodiment of the present invention, the posture of the terminal can be divided according to the range of posture values. For example, the range of the posture value can be used to indicate the range of changes in the specified posture value, and the specified posture can be the angle of rotation in the vertical direction or the angle of rotation in the horizontal direction, etc. When the change of the posture value reaches the range of the posture value, it is considered that the state has switched. The range of the posture value can also be set according to the size of the posture value. For example, the posture value can be the angle between the vertical direction and the horizontal direction of the terminal, and different angle ranges refer to different postures. S520, in response to the posture switching operation of the terminal switching from the first posture to the second posture, the state of the game screen is switched from the first state to the second state.

[0069] As an example, the first posture is a horizontal screen posture, and the second posture is a vertical screen posture; or, the first posture is a vertical screen posture, and the second state is a horizontal screen posture. The horizontal screen posture may refer to that the angle between the vertical direction and the horizontal direction of the terminal is less than a first specified value, and the first specified value may be determined according to actual needs, such as 30°. The vertical screen posture may refer to that the angle between the vertical direction and the horizontal direction of the terminal is greater than a second specified value, and the second specified value may be determined according to actual needs, such as 60°.

[0070] In some embodiments, the switching logic between states and postures may include multiple implementations.

[0071] As an example, the first posture can be bound to the first state, and the second posture can be bound to the second state. At this time, whenever the terminal is in the first posture, the state of the game screen can be the first state, and whenever the terminal is in the second posture, the state of the game screen can be the second state.

[0072] As another example, the switching sequence of states can be preset, and when the posture of the terminal changes, the state of the game screen is switched according to the preset switching sequence each time the state changes. For example, the switching sequence of the state of the game screen is the first state, the second state, and the third state, and the terminal can switch between the first posture and the second posture. When the terminal is in the first posture, the game screen corresponding to the first state can be displayed. When the terminal switches from the first state to the second state, it can switch to displaying the game screen corresponding to the second state according to the preset switching sequence. When the terminal switches from the second state to the first state, it can switch to displaying the game screen corresponding to the third state according to the preset switching sequence, and so on, and the switching can be cyclic.

[0073] It should be noted that, in an embodiment of the present invention, the terminal may correspond to multiple postures, and the first posture and the second posture may be specified two or any two of the multiple postures of the terminal; the state of the game screen may include multiple states, and the first state and the second state may be specified two states or any two states of the multiple states of the game screen.

[0074] The embodiment of the present invention provides a graphical user interface through a terminal, the graphical user interface includes a game screen, the terminal is in a first posture, the state of the game screen is a first state, and then, in response to a posture switching operation in which the terminal switches from the first posture to the second posture, the state of the game screen is switched from the first state to the second state. In this way, in the game, the state transition of the game screen is controlled by the posture change of the terminal, so that the player can switch the state quickly and accurately, and at the same time, the limited space on the screen can be saved to display more valuable content, thereby improving the user experience.

[0075] In some embodiments, there may be multiple ways to determine whether the terminal posture has switched. As an example, before step S520, the method may further determine whether the terminal posture has switched by the following steps:

[0076] Step a), determining a target rotation angle of the current posture of the terminal relative to a reference posture of the first posture;

[0077] Step b), when the target rotation angle is greater than a first preset threshold, determining that the terminal switches from the first posture to the second posture.

[0078] For the above step a), the current posture of the terminal may be the currently detected posture, and the posture of the terminal may be detected in real time, and the degree of change of the current posture relative to the reference posture, that is, the target rotation angle, may be determined in real time.

[0079] The reference posture of the first posture can be determined according to actual needs. For example, if the first posture is a horizontal screen state, then the reference posture of the first posture can refer to the posture corresponding to when the vertical direction of the terminal is parallel to the horizontal direction. For another example, if the first posture can be a vertical screen state, then the reference posture of the first posture can refer to the posture corresponding to when the vertical direction of the terminal is perpendicular to the horizontal direction.

[0080] For the above step b), the first preset threshold can be determined according to actual needs, for example, the first preset threshold can be 60 degrees. For example, when the first posture is in the horizontal screen state, when it is detected that the angle between the vertical direction and the horizontal direction of the terminal is greater than 60 degrees, it can be considered that the posture has been switched. When the first posture is in the vertical screen state, when it is detected that the angle between the vertical direction and the horizontal direction of the terminal is less than 30 degrees, it can be considered that the posture has been switched.

[0081] As an example, Figure 6 As shown, when the player holds the phone in landscape mode in the game, the character state is the initial state A. When the player wants to control the character to change from the initial state A to the second state B, the phone needs to be rotated 90° and the way of holding the phone needs to be changed from landscape to portrait. If it is necessary to switch back to the initial state A again, the phone needs to be rotated 90° again and the way of holding the phone needs to be changed from portrait to landscape. The player switches the character state by changing the way of holding the phone. After switching between landscape and portrait, the character state is switched and the player can continue to play the game in this state.

[0082] Compared with the point-pressing interaction, the interaction method of switching between horizontal and vertical screens has a stronger sense of "state change", which makes it easier for players to associate the operation with the switching of character status. The gesture of rotating the mobile phone screen is not complicated, and compared with the general mobile game interaction form, this interaction method is more innovative and interesting. Some are not suitable for vertical screens, and some are not suitable for horizontal screens. The interaction method of switching between horizontal and vertical screens can connect the two scenarios of horizontal and vertical screens in the same game, which is conducive to the enrichment and expansion of game play.

[0083] In addition, when switching states, a switching process animation can also be displayed to reduce the anxiety caused by the switching time difference. As an example, before the above step b), the method can also include the following steps: when the target rotation angle is greater than a second preset threshold, a state switching animation is displayed on the game screen, wherein the second preset threshold is less than the first preset threshold.

[0084] Among them, the second preset threshold value can be 45 degrees according to actual needs, for example. For example, when the first posture is in the horizontal screen state, when it is detected that the angle between the vertical direction and the horizontal direction of the terminal is greater than 45 degrees, a state switching animation can be displayed, and when it is detected that the angle between the vertical direction and the horizontal direction of the terminal is greater than 60 degrees, it is considered that the posture has switched, and the second state is displayed, or when it is detected that the angle between the vertical direction and the horizontal direction of the terminal is less than 30 degrees, it is considered that the posture has not switched, and the first state is displayed. When the first posture is in the vertical screen state, when it is detected that the angle between the vertical direction and the horizontal direction of the terminal is less than 45 degrees, a state switching animation can be displayed, when it is detected that the angle between the vertical direction and the horizontal direction of the terminal is less than 30 degrees, it is considered that the posture has switched, and the second state is displayed, or when it is detected that the angle between the vertical direction and the horizontal direction of the terminal is greater than 60 degrees, it is considered that the posture has not switched, and the first state is displayed.

[0085] In one embodiment, when the posture of the terminal is switched, a specified state among multiple states in the game screen can be switched. For example, the state of the game screen can include the state of the target virtual object in the game screen. When the posture of the terminal is switched, the state of the target virtual object can be switched, and the state of the target virtual object can include the display state, control state and form of the target virtual object. For example, the target virtual object can correspond to multiple forms, and the target virtual object can be controlled to switch between the multiple forms through the posture of the terminal.

[0086] For another example, the state of the game screen may also include a control for controlling a target virtual object. As the posture of the terminal changes, the control method for the target virtual object may also change in applicability. For another example, when the posture of the terminal changes, the form of the target virtual object and the control for controlling the target virtual object are switched.

[0087] As an example, the first state corresponds to a first set of controls for controlling the target virtual object, the first set of controls being for a terminal layout of a first posture; the second state corresponds to a second set of controls for controlling the target virtual object, the second set of controls being for a terminal layout of a second posture.

[0088] Since the screen of the terminal is generally not in the shape of a regular polygon or a circle, the way of holding the terminal will generally change after the posture is switched. Therefore, different control layouts are set for different postures to be more suitable for the operation of the corresponding grip, and the user experience is higher. In addition, if the form of the target virtual object also changes, the control logic corresponding to the target virtual objects of different forms is generally different, so different controls can be set to adapt to this difference. The control logic for the target virtual object can refer to the logic of controlling the movement of the target virtual object and the logic of controlling the release of skills of the target virtual object, etc.

[0089] In some embodiments, the state of the game screen includes a game perspective, wherein the game perspective includes a normal perspective, a perspective perspective, a first-person perspective, and a third-person perspective; and the first state and the second state are any two of the above game perspectives.

[0090] Due to the display of the terminal screen shape, after the posture is switched, the game viewing angle can also be changed to better adapt to the screen. Therefore, different game viewing angles can be set for different postures.

[0091] In addition, changes in the game perspective can also bring about changes in the gameplay. By doing so, changes in the gameplay can be achieved through changes in the terminal posture, thereby improving the user experience.

[0092] In some embodiments, the switching mode of the game screen may include multiple modes, and the switching mode of controlling the state of the game screen by switching the posture of the terminal may be an optional mode. The switching mode of the game screen may be pre-configured or set during the game process. The setting process may be set in the setting interface of the game, or may be set by a switching mode control set in the graphical user interface. At this time, the switching mode control may not be located in the core area, and the core area may refer to an area where the grip is easy to operate. As an example, the graphical user interface also includes a switching mode control, based on which, the above step S520 can be specifically implemented by the following steps: determining whether the switching mode control is a first mode; if the switching mode control is a first mode, switching the state of the game screen from a first state to a second state. Among them, the first mode is used to indicate that the switching mode of the game screen is to control the switching of the state of the game screen by switching the posture of the terminal. The switching mode control may also correspond to other modes such as the second mode. For example, the second mode may be to control the switching of the state of the game screen by a control.

[0093] In some embodiments, the various states of the game screen may only apply to the specified posture of the terminal, and the specified posture may be the first posture. For example, no matter how the state of the game screen is switched, the game screen is only for the terminal in the horizontal screen state. At this time, the switching of the state of the game screen can also be controlled by switching the posture of the terminal. For example, when the posture change of the terminal reaches a preset condition, the state switching is triggered, and when the terminal returns to the original posture (first posture), the state of the game screen is switched. Based on this, the step S520 can be specifically implemented by the following steps: In response to the posture switching operation of the terminal switching from the first posture to the second posture, when it is determined that the terminal returns to the first posture again, the state of the game screen is switched from the first state to the second state.

[0094] As an example, when the player holds the phone in landscape mode in the game, the character is in the first state A. When the player wants to control the character to change from the initial state A to the second state B, the player needs to rotate the phone 60-120 degrees, change the way of holding the phone from landscape to portrait, and then rotate the phone back to change the way of holding the phone from portrait to portrait. If you need to switch back to the initial state A again, you need to rotate the phone 60-120 degrees, change the way of holding the phone from landscape to portrait, and then rotate the phone back to change the way of holding the phone from portrait to portrait.

[0095] Figure 7 The present invention provides a schematic diagram of a state switching device structure in a game. Figure 7As shown, a graphical user interface is provided through the terminal 700, the graphical user interface includes a game screen, the terminal 700 is in a first posture, and the state of the game screen is a first state. The device may include:

[0096] The switching module 701 is used to switch the state of the game screen from the first state to the second state in response to the posture switching operation of the terminal switching from the first posture to the second posture.

[0097] In some embodiments, the first posture is a horizontal screen posture, and the second posture is a vertical screen posture; or, the first posture is a vertical screen posture, and the second posture is a horizontal screen posture.

[0098] In some embodiments, it also includes:

[0099] The determination module is used to determine a target rotation angle of the current posture of the terminal relative to a reference posture of the first posture; when the target rotation angle is greater than a first preset threshold, determine that the terminal switches from the first posture to the second posture.

[0100] In some embodiments, the determination module is further used to: display a state switching animation in the game screen when the target rotation angle is greater than a second preset threshold, wherein the second preset threshold is less than the first preset threshold.

[0101] In some embodiments, the state of the game screen includes the state of a target virtual object in the game screen.

[0102] In some embodiments, the state of the game screen also includes controls for controlling the target virtual object.

[0103] In some embodiments, the first state corresponds to a first set of controls for controlling the target virtual object, the first set of controls being for a terminal layout for a first posture; the second state corresponds to a second set of controls for controlling the target virtual object, the second set of controls being for a terminal layout for a second posture.

[0104] In some embodiments, the state of the game screen includes the game perspective.

[0105] In some embodiments, the game perspective includes a normal perspective, a perspective perspective, a first-person perspective, and a third-person perspective; the first state and the second state are any two of the above-mentioned game perspectives.

[0106] In some embodiments, the switching module is specifically used to:

[0107] Determine whether the switch mode control is in the first mode;

[0108] If the switching mode control is in the first mode, the state of the game screen is switched from the first state to the second state.

[0109] In some embodiments, the switching module is specifically used to:

[0110] In response to a posture switching operation in which the terminal switches from a first posture to a second posture, when it is determined that the terminal returns to the first posture again, the state of the game screen is switched from the first state to the second state.

[0111] The in-game state switching device provided in the embodiment of the present application has the same technical features as the in-game state switching method provided in the above embodiment, so it can also solve the same technical problems and achieve the same technical effects.

[0112] Corresponding to the above-mentioned state switching method in the game, an embodiment of the present application also provides a computer-readable storage medium, which stores machine-executable instructions. When the computer-executable instructions are called and executed by the processor, the computer-executable instructions prompt the processor to execute the steps of the above-mentioned state switching method in the game.

[0113] The state switching device in the game provided in the embodiment of the present application can be specific hardware on the device or software or firmware installed on the device. The implementation principle and technical effects of the device provided in the embodiment of the present application are the same as those of the aforementioned method embodiment. For the sake of brief description, the parts not mentioned in the device embodiment can refer to the corresponding contents in the aforementioned method embodiment. Those skilled in the art can clearly understand that for the convenience and simplicity of description, the specific working processes of the systems, devices and units described above can all refer to the corresponding processes in the aforementioned method embodiment, and will not be repeated here.

[0114] In the embodiments provided in the present application, it should be understood that the disclosed devices and methods can be implemented in other ways. The device embodiments described above are merely schematic. For example, the division of units is only a logical function division. There may be other division methods in actual implementation. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some communication interfaces, and the indirect coupling or communication connection of devices or units can be electrical, mechanical or other forms.

[0115] The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.

[0116] In several embodiments provided in the present application, it should be understood that the disclosed devices and methods can also be implemented in other ways. The device embodiments described above are merely schematic. For example, the flowcharts and block diagrams in the accompanying drawings show the possible architecture, functions and operations of the devices, methods and computer program products according to multiple embodiments of the present application. In this regard, each box in the flowchart or block diagram can represent a module, a program segment or a part of the code, and a part of the module, program segment or code contains one or more executable instructions for implementing the specified logical function. It should also be noted that in some alternative implementations, the functions marked in the box can also occur in a different order from the order marked in the accompanying drawings. For example, two consecutive boxes can actually be executed substantially in parallel, and they can sometimes be executed in the opposite order, depending on the functions involved. It should also be noted that each box in the block diagram and / or flowchart, and the combination of boxes in the block diagram and / or flowchart can be implemented with a dedicated hardware-based system that performs a specified function or action, or can be implemented with a combination of dedicated hardware and computer instructions.

[0117] In addition, each functional unit in the embodiments provided in the present application may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.

[0118] If the function is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present application can essentially or in other words, the part that contributes to the prior art or the part of the technical solution can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes several instructions for a computer device to execute all or part of the steps of the mobile control method of each embodiment of the present application. The aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (ROM), random access memory (RAM), disk or optical disk and other media that can store program codes.

[0119] It should be noted that similar numbers and letters represent similar items in the following figures. Therefore, once an item is defined in one figure, it does not need to be further defined and explained in subsequent figures. In addition, the terms "first", "second", "third", etc. are only used to distinguish the description and are not to be understood as indicating or implying relative importance.

[0120] Finally, it should be noted that the above embodiments are only specific implementation methods of the present application, which are used to illustrate the technical solutions of the present application, rather than to limit them. The protection scope of the present application is not limited thereto. Although the present application is described in detail with reference to the above embodiments, ordinary technicians in the field should understand that any technician familiar with the technical field can still modify the technical solutions recorded in the above embodiments within the technical scope disclosed in the present application, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the scope of the technical solutions of the embodiments of the present application. They should all be covered within the protection scope of the present application.

Claims

1. A method for switching states in a game, characterized in that: A graphical user interface is provided by a terminal, the graphical user interface includes a game screen, the terminal is in a first posture, and the state of the game screen is a first state, and the method includes: In response to a posture switching operation of the terminal switching from the first posture to the second posture, the state of the game screen is switched from the first state to the second state; wherein the state of the game screen includes the state of the target virtual object in the game screen, and the target virtual object corresponds to multiple forms, and the target virtual object is controlled to switch between multiple forms through the posture switching operation of the terminal.

2. The method for switching states in a game according to claim 1, characterized in that: Switching the state of the game screen from the first state to the second state includes one of the following switching methods: The first posture is bound to the first state, and the second posture is bound to the second state; whenever the terminal is in the first posture, the state of the game screen is the first state, and whenever the terminal is in the second posture, the state of the game screen is the second state; In response to a posture switching operation of the terminal switching from the first posture to the second posture, when it is determined that the terminal returns to the first posture again, switching the state of the game screen from the first state to the second state; The switching sequence of the states is preset, and when the posture of the terminal changes, the state of the game screen is switched each time according to the preset switching sequence.

3. The method for switching states in a game according to claim 2, characterized in that: The switching mode of switching the state of the game screen from the first state to the second state is pre-configured, or is set during the game process.

4. The method for switching states in a game according to claim 1, characterized in that: The state of the game screen also includes a control for controlling a target virtual object; when the posture of the terminal changes, the control for controlling the target virtual object in the game screen is switched accordingly.

5. The method for switching states in a game according to claim 4, characterized in that: Different control layouts are set for different postures, and / or control logics corresponding to target virtual objects of different forms are set.

6. The method according to claim 5, characterized in that The first state corresponds to a first group of controls for controlling the target virtual object, the first group of controls being for a terminal layout of the first posture; the second state corresponds to a second group of controls for controlling the target virtual object, the second group of controls being for the terminal layout of the second posture.

7. The method according to claim 1, characterized in that The first posture is a horizontal screen posture, and the second posture is a vertical screen posture; or, the first posture is a vertical screen posture, and the second posture is a horizontal screen posture.

8. The method according to claim 7, characterized in that Before the step of switching the state of the game screen from the first state to the second state in response to the posture switching operation of the terminal switching from the first posture to the second posture, the method further includes: Determining a target rotation angle of a current posture of the terminal relative to a reference posture of the first posture; When the target rotation angle is greater than a first preset threshold, it is determined that the terminal switches from the first posture to the second posture.

9. The method according to claim 8, characterized in that Before the step of determining that the terminal switches from the first posture to the second posture when the target rotation angle is greater than a preset threshold, the method further includes: When the target rotation angle is greater than a second preset threshold, a state switching animation is displayed in the game screen, wherein the second preset threshold is less than the first preset threshold.

10. The method according to claim 1, characterized in that The state of the game screen includes the game viewing angle.

11. The method according to claim 10, characterized in that The game perspectives include normal perspective, perspective perspective, first-person perspective and third-person perspective; the first state and the second state are any two of the above-mentioned game perspectives.

12. The method according to claim 1, characterized in that The graphical user interface also includes a switching mode control, and the step of switching the state of the game screen from a first state to a second state includes: Determining whether the switching mode control is in the first mode; If the switching mode control is in the first mode, the state of the game screen is switched from the first state to the second state.

13. A state switching device in a game, characterized in that: A graphical user interface is provided through a terminal, the graphical user interface includes a game screen, the terminal is in a first posture, the state of the game screen is a first state, and the device includes: A switching module is used to switch the state of the game screen from a first state to a second state in response to a posture switching operation of the terminal switching from the first posture to the second posture; wherein the state of the game screen includes the state of the target virtual object in the game screen, and the target virtual object corresponds to multiple forms, and the target virtual object is controlled to switch between multiple forms through the posture switching operation of the terminal.

14. A computer device, comprising a memory and a processor, wherein the memory stores a computer program that can be run on the processor, wherein: When the processor executes the computer program, the steps of the method according to any one of claims 1 to 12 are implemented.

15. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores machine executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions cause the processor to execute the method according to any one of claims 1 to 12.