Viewing angle correction method and device in game, equipment and storage medium

By providing angle correction controls and viewing angle switching functions in mobile 3D games, the operation inconvenience of players adjusting viewing angles and clicking skills at the same time is solved, and the game experience is improved.

CN119185936APending Publication Date: 2024-12-27NETEASE (HANGZHOU) NETWORK CO LTD
View PDF 0 Cites 0 Cited by

Patent Information

Application Number
CN202411232071.4
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-09-03
Publication Date
2024-12-27

AI Technical Summary

Technical Problem

In mobile 3D games, players need to adjust their perspective and click skills at the same time, which leads to inconvenient operation and affects the game experience.

Method used

The terminal device provides a graphical user interface, in response to the orientation adjustment operation of the controlled virtual object, display angle correction controls, and switch the game screen to the third viewing angle and restore the original viewing angle according to the current orientation of the controlled virtual object, simplifying player operations.

Benefits of technology

There is no need for players to manually switch viewing angles and quickly adjust the game screen, which improves the player's operation convenience and gaming experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN119185936A_ABST
    Figure CN119185936A_ABST
Patent Text Reader

Abstract

The invention provides a visual angle correction method and device in a game, equipment and a storage medium, and relates to the technical field of games. The method comprises the steps of determining a current orientation of a controlled virtual object in response to an orientation adjustment operation for the controlled virtual object; displaying an angle correction control in response to the situation that the orientation adjustment operation meets a first preset correction condition; in response to a first operation for the angle correction control, determining a third view angle according to the current orientation of the controlled virtual object in the game scene, and switching the current game picture into a third game picture displayed at the third view angle; and in response to a second operation for the angle correction control, restoring the third game picture to the current game picture. The game picture can be quickly adjusted through the angle correction control, operation of players is facilitated, and the game experience feeling of the players is improved.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] The present application relates to the field of game technology, and in particular to a method, device, equipment and storage medium for perspective correction in a game. Background Art

[0002] For mobile 3D games, when players control the movement of virtual objects in the game interface, the player's game perspective is often inconsistent with the virtual object's perspective. At this time, the player needs to switch perspectives and click skills with one hand at the same time, which is inconvenient to operate and affects the player's gaming experience.

[0003] With respect to the above-mentioned problem that one hand needs to simultaneously switch perspectives and click skills, no effective solution has been proposed yet. Summary of the invention

[0004] In view of the deficiencies in the above-mentioned prior art, the present application provides a perspective correction method, device, equipment and storage medium in a game to solve the problems existing in the prior art.

[0005] The technical solution adopted in the embodiment of the present application is as follows:

[0006] In a first aspect, an embodiment of the present application provides a method for perspective correction in a game, wherein a graphical user interface is provided through a terminal device, and content displayed by the graphical user interface includes at least a current game screen displayed in a first perspective, and the method includes:

[0007] In response to an orientation adjustment operation on a controlled virtual object, determining a current orientation of the controlled virtual object;

[0008] In response to the orientation adjustment operation satisfying a first preset correction condition, displaying an angle correction control;

[0009] In response to a first operation on the angle correction control, determining a third viewing angle according to a current orientation of the controlled virtual object in the game scene, and switching the current game screen to a third game screen displayed at the third viewing angle;

[0010] In response to a second operation on the angle correction control, the third game screen is restored to the current game screen.

[0011] In a second aspect, an embodiment of the present application further provides a perspective correction device in a game, wherein a graphical user interface is provided through a terminal device, and the content displayed by the graphical user interface at least includes a current game screen displayed in a first perspective, and the device includes:

[0012] A first determination module, configured to determine a current orientation of the controlled virtual object in response to an orientation adjustment operation on the controlled virtual object;

[0013] A display module, configured to display an angle correction control in response to the orientation adjustment operation satisfying a first preset correction condition;

[0014] A switching module, configured to, in response to a first operation on the angle correction control, determine a third viewing angle according to a current orientation of the controlled virtual object in the game scene, and switch the current game screen to a third game screen displayed at the third viewing angle;

[0015] A restoration module is used to restore the third game screen to the current game screen in response to a second operation on the angle correction control.

[0016] In a third aspect, an embodiment of the present application further provides an electronic device, comprising: a processor, a storage medium and a bus, wherein the storage medium stores program instructions executable by the processor, and when the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the program instructions to implement the perspective correction method in the game described in the above embodiment.

[0017] In a fourth aspect, an embodiment of the present application further provides a storage medium having a computer program stored thereon, and when the computer program is executed by a processor, the perspective correction method in the game described in the above embodiment is implemented.

[0018] The beneficial effects of the present application are as follows: the present application provides a perspective correction method in a game, the method comprising, in response to an orientation adjustment operation for a controlled virtual object, determining a current orientation of the controlled virtual object; in response to the perspective adjustment operation, determining a second perspective and a current game screen, and displaying the current game screen on the graphical user interface; if it is determined that the perspective adjustment operation satisfies a preset correction condition, then displaying an angle correction control; in response to a first operation for the angle correction control, determining a third perspective according to the current orientation of the controlled virtual object in the game scene, and switching the current game screen to a third game screen displayed at the third perspective; in response to a second operation for the angle correction control, restoring the third game screen to the current game screen.

[0019] Among them, compared with the method in the prior art where players manually switch the game screen, the present application can quickly adjust the game screen through the angle correction control without the need for players to manually switch, which facilitates player operations and improves the player's gaming experience. BRIEF DESCRIPTION OF THE DRAWINGS

[0020] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings required for use in the embodiments will be briefly introduced below. It should be understood that the following drawings only show certain embodiments of the present application and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other related drawings can be obtained based on these drawings without paying creative work.

[0021] Figure 1 One of the flowcharts of the perspective correction method in the game provided in the embodiment of the present application;

[0022] Figure 2 One of the schematic diagrams of the graphical user interface provided for this application;

[0023] Figure 3 The second schematic diagram of the graphical user interface provided for this application;

[0024] Figure 4 The third schematic diagram of the graphical user interface provided for this application;

[0025] Figure 5 The second flowchart of the perspective correction method in the game provided by the embodiment of the present application;

[0026] Figure 6 The third flowchart of the perspective correction method in the game provided by the embodiment of the present application;

[0027] Figure 7 A fourth flowchart of a method for correcting viewing angles in a game provided in an embodiment of the present application;

[0028] Figure 8 A schematic diagram of the structure of a perspective correction device in a game provided by an embodiment of the present application;

[0029] Fig. 9 A schematic diagram of the structure of an electronic device provided in an embodiment of the present application. DETAILED DESCRIPTION

[0030] In order to make the purpose, technical solutions and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be clearly and completely described below in combination with the drawings in the embodiments of the present application. Obviously, the described embodiments are only part of the embodiments of the present application, not all of the embodiments.

[0031] Therefore, the following detailed description of the embodiments of the present application provided in the accompanying drawings is not intended to limit the scope of the present application for which protection is sought, but merely represents selected embodiments of the present application. Based on the embodiments in the present application, all other embodiments obtained by ordinary technicians in the field without creative work are within the scope of protection of the present application.

[0032] In addition, the terms "first", "second", etc. in the specification and claims of the present application and the above-mentioned drawings are used to distinguish similar objects, and are not necessarily used to describe a specific order or sequential order. It should be understood that the data used in this way can be interchangeable where appropriate, so that the embodiments of the present application described herein can be implemented in an order other than those illustrated or described herein. In addition, the terms "including" and "having" and any of their variations are intended to cover non-exclusive inclusions, for example, a process, method, system, product or device comprising a series of steps or units is not necessarily limited to those steps or units clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.

[0033] It should be noted that, in the absence of conflict, the features in the embodiments of the present application may be combined with each other.

[0034] The perspective correction method in the game provided by any embodiment of the present application can be run on a local terminal device or a server. When the perspective correction method in the game is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0035] In an optional embodiment, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the perspective correction method in the game are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device 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, etc.; but the cloud game server in the cloud is used for information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0036] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.

[0037] In 3D games, players can control virtual objects to move around in the game screen. However, as the virtual objects move, the player's game perspective will be inconsistent with the perspective of the virtual objects in the game. At this time, if the player wants to adjust the player's game perspective to the perspective of the virtual object, he needs to switch perspectives and click skills with one hand at the same time, which is inconvenient to operate and affects the player's gaming experience.

[0038] The present application provides a perspective correction method in a game, which can solve the above-mentioned problem. The method provides a graphical user interface through a terminal device, and the content displayed by the graphical user interface at least includes the current game screen displayed in a first perspective, wherein the terminal device can be the local terminal device mentioned above, or it can be a client device in the cloud interaction system mentioned above, and the first perspective is the player's game perspective in the initial state, for example, it can be the player's game perspective when just entering the game. In this case, the current game screen displayed in the first perspective refers to the game screen displayed on the graphical user interface when just entering the game.

[0039] The perspective correction method in the game provided by the present application is specifically described below through multiple examples in combination with the accompanying drawings.

[0040] Figure 1 This is one of the flow charts of the perspective correction method in the game provided in the embodiment of the present application, such as Figure 1 As shown, the method includes:

[0041] S101: In response to an orientation adjustment operation on a controlled virtual object, determine a current orientation of the controlled virtual object.

[0042] The method of the present application is explained below using a third-person game as an example. A third-person game refers to a game in which the whole body of a virtual object controlled by a player is displayed on the game screen. The player can not only see the controlled virtual object, but also observe a 360-degree full view of the game world in which the controlled virtual object is located. Third-person games include but are not limited to adventure games (Adventure Game, AVG), action games (Action Game, ACT), role-playing games (RolePlaying Game, RPG), etc.

[0043] Figure 2 The following is one of the schematic diagrams of the graphical user interface. Figure 2 As shown, the content displayed by the graphical user interface includes a game screen 10 with the player's game perspective as the display perspective, as well as a perspective adjustment control 11, a virtual object movement control 12, and a skill release control 13 displayed on the game screen. In addition, in a third-person game, the game screen contains at least one controlled virtual object 14, and the player can control the controlled virtual object to perform game behaviors.

[0044] The player's game perspective refers to the direction from which the player obtains the game screen displayed on the graphical user interface. The direction of the player's game perspective may be the same as or different from the perspective of the controlled virtual object. For example, Figure 2 In the game, the direction of the player's game perspective is different from the direction of the perspective of the controlled virtual object. The player's game perspective is toward the inside of the building in the game screen, while the perspective of the controlled virtual object is toward the outside of the building (in Figure 2 In the example, the angle between the perspective of the controlled virtual object and the player's game perspective is 180°).

[0045] When playing games, players can adjust the player's game perspective through perspective adjustment controls to adjust the current game screen; players can also use virtual object movement controls to control the movement of controlled virtual objects in the game screen; players can also use skill release controls to control the controlled virtual objects to release corresponding game skills.

[0046] When the player uses the virtual object moving control to control the movement of the controlled virtual object in the game screen, the orientation of the controlled virtual object may change (including turning during the movement and turning on the spot). When the orientation of the virtual object changes, it is deemed that an orientation adjustment operation for the controlled virtual object is received. In response to the orientation adjustment operation, the current orientation of the controlled virtual object is determined.

[0047] Among them, when the player uses the virtual object movement control to adjust the direction of the controlled virtual object, for example, the player controls the controlled virtual object to move in the game scene, or the player controls the controlled virtual object to turn on the spot, so that the direction of the controlled virtual object changes, regardless of the angle value of the direction change, it is regarded that the direction adjustment operation meets the preset perspective adjustment trigger condition, and it is determined that the direction adjustment operation of the controlled virtual object is received.

[0048] The player adjusts the direction of the controlled virtual object through the virtual object movement control. The player may slide the virtual object movement control, for example, on a graphical user interface, slide the virtual object movement control within a 360° range around it. Correspondingly, the controlled virtual object moves in the game scene at the angle value of the sliding direction. For example, if the sliding direction of the virtual object movement control is 50° and the current direction of the controlled virtual object is 0°, after the virtual object movement control slides in the direction of 50°, the controlled virtual object moves in the game scene in the direction of 50° based on its current direction.

[0049] It should also be noted that, in addition to regarding the player's steering control of the controlled virtual object as a direction adjustment operation, the direction adjustment operation can also be directly triggered by the terminal device. When the controlled virtual object turns under the control of the terminal device, that is, when the controlled virtual object is controlled by the terminal device to turn autonomously without the player's control, it can also be regarded as receiving the direction adjustment operation. The terminal device can be the local terminal device mentioned above, or it can be the client device in the cloud interaction system mentioned above.

[0050] S102: In response to the orientation adjustment operation satisfying a first preset correction condition, displaying an angle correction control.

[0051] After receiving the orientation adjustment operation for the controlled virtual object, it can also be determined whether the orientation adjustment operation satisfies the first preset correction condition, and if so, an angle correction control 15 is displayed on the graphical user interface. The orientation adjustment operation satisfies the first preset correction condition, which means that when the player controls the controlled virtual object to move in the game screen through the virtual object movement control, the direction of the player's game perspective and the perspective of the controlled virtual object may differ greatly. In this case, the angle correction control is displayed on the graphical user interface, so that the player can quickly correct the direction of the player's game perspective to the same direction as the perspective of the controlled virtual object through the angle correction control.

[0052] The angle correction control may be displayed at a first preset position on the graphical user interface, and the first preset position may be any blank position on the graphical user interface. For example, the first preset position may be any position other than a viewing angle adjustment control, a virtual object movement control, and a skill release control. When the viewing angle adjustment operation satisfies the preset correction condition, the angle correction control is displayed at the first preset position of the graphical user interface.

[0053] S103. In response to a first operation on the angle correction control, a third perspective is determined according to a current orientation of the controlled virtual object in the game scene, and the current game screen is switched to a third game screen displayed at the third perspective.

[0054] The angle correction control is used to adjust the direction of the player's game perspective and the perspective of the controlled virtual object to the same direction. For example, in response to a first operation on the angle correction control, the current orientation of the controlled virtual object in the game scene is used as a third perspective, and then, in response to a release operation of the first operation, the current game screen is switched to a third game screen displayed at a third perspective.

[0055] Specifically, the first operation is a first touch operation acting on the angle correction control, and the first touch operation is a click touch operation, or a first sliding touch operation continuous with the click touch operation. That is, when the player performs a click operation on the angle correction control, or performs a first sliding touch operation continuous with the click touch operation on the angle correction control, it is deemed that the first operation is received, and the current orientation of the controlled virtual object in the game scene is used as the third perspective. It should be noted that when the first touch operation is a click touch operation, it includes but is not limited to single-click, double-click, and any other click operations.

[0056] Among them, the first sliding touch operation is: the sliding touch operation of ending the touch point within the preset range centered on the angle correction control, or the sliding touch operation with a sliding distance less than or equal to the preset distance threshold. By detecting the position of the ending touch point, when the player does not release the finger after clicking the angle correction control, and releases the finger after sliding the finger, the position of the released finger is regarded as the ending touch point. If the position of the ending touch point does not exceed the preset range centered on the angle correction control, it is determined that the first sliding touch operation has been received; or, by detecting the size of the sliding distance, when the player clicks the angle correction control and slides a certain distance, if the sliding distance does not exceed the preset distance threshold, it is determined that the first sliding touch operation has been received. Among them, the preset distance threshold is a distance set by the player according to needs, and the player can change the numerical value of the preset distance threshold in the game parameter setter.

[0057] In summary, when the player releases the angle correction control immediately after clicking it, or slides a certain distance after clicking the angle correction control, it is deemed that the first operation has been received, and the current orientation of the controlled virtual object in the game scene is used as the third perspective.

[0058] After receiving the first operation, the current game screen can also be switched to the third game screen in response to the release operation of the first operation, including: after the player performs the release operation of the first operation on the angle correction control, in response to the release operation, the current player game perspective is adjusted to a direction opposite to the controlled virtual object controlled by the player. The release operation can be releasing the angle correction control immediately after the click touch operation, or releasing the angle correction control after the first sliding touch operation continuous with the click touch operation.

[0059] S104: In response to a second operation on the angle correction control, restore the third game screen to the current game screen.

[0060] After the current game screen is switched to the third game screen displayed in the third perspective in S103, if the player wants to switch the game screen back to the screen before the switch, the player can also perform a second operation on the angle correction control. In response to the second operation, the third game screen can be restored to the current game screen before the switch.

[0061] Among them, the second operation is a second touch operation acting on the angle correction control, for example, it can be a long press touch operation, that is, after clicking the angle correction control, press and hold it for a certain period of time, it is regarded as receiving the second operation, and the third game screen is restored to the screen before switching.

[0062] In summary, this embodiment provides a perspective correction method in a game. When the direction of the player's game perspective is greatly different from the perspective of the controlled virtual object, the method can quickly adjust the game screen through the angle correction control without the player's manual switching, which facilitates the player's operation and improves the player's gaming experience.

[0063] It should be noted that the game of the present application can be a mobile game controlled by a touch interface, or a PC game controlled by a mouse and / or keyboard. In a mobile game, the operations performed on the angle correction control in the above embodiment can be the operations performed by the player's fingers on the touch interface; in a PC game, the operations performed on the angle correction control in the above embodiment can be the operations performed by the player using a mouse and / or keyboard.

[0064] As described in the above embodiment, when the virtual object is moved through the virtual object movement control to control the movement of the controlled virtual object in the game screen, when the direction of the player's game perspective is greatly different from the perspective of the controlled virtual object, the angle correction control is displayed on the graphical user interface.

[0065] In another case, when the player adjusts the game perspective through the perspective adjustment control to adjust the current game screen, there may be a situation where the direction of the player's game perspective is significantly different from the perspective of the controlled virtual object.

[0066] The following is an explanation of how to display the angle correction controls in this case. Figure 5 As shown, in one embodiment, in response to the orientation adjustment operation satisfying the first preset correction condition, displaying the angle correction control in S102 may include:

[0067] S201: In response to a direction adjustment operation of a controlled virtual object satisfying a first preset correction condition, receiving a viewing angle adjustment operation for a current game screen.

[0068] When the orientation adjustment operation of the controlled virtual object satisfies the first preset correction condition, the viewing angle adjustment operation for the current game screen continues to be received. The viewing angle adjustment operation is an adjustment operation for the player's game viewing angle triggered by the viewing angle adjustment control, that is, an adjustment operation for the lens orientation of the virtual camera (the lens orientation of the virtual camera determines the current game screen, and the current game screen changes accordingly when the lens orientation of the virtual camera changes).

[0069] S202. In response to the viewing angle adjustment operation, determine a second viewing angle, and determine the game screen displayed by the second viewing angle as the current game screen.

[0070] When a perspective adjustment operation is triggered through a perspective adjustment control, the perspective adjustment operation is responded to, a second perspective is determined, and the game screen displayed by the second perspective is used as the current game screen, and the current game screen is displayed on the graphical user interface.

[0071] For example, the game screen displayed in the first person perspective refers to Figure 2 As shown in FIG. 1 , the game screen displayed on the graphical user interface when the game is just entered, after entering the game, the player adjusts the game perspective through the perspective adjustment control. At this time, Figure 3 As shown, the player's game perspective changes from the first perspective to the second perspective, and the game screen displayed on the graphical user interface changes to the current game screen under the second perspective.

[0072] Optionally, in another case, the current game screen displayed in the first perspective refers to Figure 2 As shown in FIG. 1 , the game screen displayed on the graphical user interface when the game is just entered is shown. After entering the game, the player moves the virtual object control to adjust the direction of the controlled virtual object. At this time, Figure 4 As shown, the direction of the controlled virtual object has changed (from facing away from the building to facing the building), the player's game perspective has not changed, the second perspective is the same as the first perspective, and the current game screen has not changed.

[0073] It should be noted that the viewing angle adjustment operation may also be triggered by other operations, and the above example in this embodiment does not limit the method of triggering the viewing angle adjustment operation.

[0074] S203: In response to the viewing angle adjustment operation satisfying a second preset correction condition, display an angle correction control.

[0075] After receiving the perspective adjustment operation, it can also be determined whether the perspective adjustment operation satisfies the second preset correction condition, and if so, an angle correction control 15 is displayed on the graphical user interface. The perspective adjustment operation satisfies the second preset correction condition, which means that when the player adjusts the player's game perspective through the perspective adjustment control, the direction of the player's game perspective and the perspective of the controlled virtual object may differ greatly. In this case, the angle correction control is displayed on the graphical user interface, so that the player can quickly correct the direction of the player's game perspective to the same direction as the perspective of the controlled virtual object through the angle correction control.

[0076] In this embodiment, when the perspective adjustment operation meets the preset trigger conditions, it is determined that the angle difference between the direction of the controlled virtual object and the player's game perspective is large, and an angle correction control is displayed on the graphical user interface, so that the player can directly adjust the direction of the controlled virtual object and the player's game perspective to the same direction according to the angle correction control, which is convenient to operate and improves the player's gaming experience.

[0077] In another embodiment, if Figure 6 As shown, in step S202, in response to the viewing angle adjustment operation, determining the second viewing angle, and determining the game screen displayed by the second viewing angle as the current game screen, may also include:

[0078] S301. Determine that the received game screen adjustment operation is a viewing angle adjustment operation.

[0079] When a player wants to switch the direction of the player's game perspective through the perspective adjustment control, so that the game screen displayed on the graphical user interface is switched, it is regarded as receiving a game screen adjustment operation. Moreover, since the player's game perspective will change after the game screen adjustment operation, the game screen adjustment operation can also be regarded as a perspective adjustment operation.

[0080] Among them, the player switches the direction of the player's game perspective through the perspective adjustment control. The player can slide the perspective adjustment control. For example, the current player's game perspective is regarded as 0°. Taking the game scene as 360° as an example, on the graphical user interface, drag the perspective adjustment control to the left to adjust the player's game perspective in the direction of a negative angle. Drag the perspective adjustment control to the right to adjust the player's game perspective in the direction of a positive angle.

[0081] S302: In response to a game screen adjustment operation, determine a second viewing angle.

[0082] After receiving the game screen adjustment operation, in response to the operation, a second perspective, that is, the current player's game perspective, is determined. In this case, the second perspective is a direction different from the first perspective. S102 describes the current game screen as the second game screen.

[0083] S303: Switch the current game screen to a second game screen displayed under a second viewing angle.

[0084] After the second viewing angle is determined, the current game screen is switched to the second game screen displayed under the second viewing angle, that is, the game screen is displayed at the second viewing angle on the graphical user interface.

[0085] On this basis, if Figure 7 As shown, in step S203, in response to the viewing angle adjustment operation satisfying the second preset correction condition, the following may be included:

[0086] S401: Determine a perspective adjustment parameter of a second perspective relative to a first perspective.

[0087] The viewing angle adjustment parameters include but are not limited to the angle adjustment difference and / or the angle adjustment speed. After the second viewing angle is determined, the viewing angle adjustment parameters of the second viewing angle relative to the first viewing angle can be determined.

[0088] Among them, the angle adjustment difference is the angle difference between the first perspective and the second perspective, and the angle adjustment speed is the switching speed of the game interface per unit time when the first perspective is adjusted to the second perspective (for example, it can be the rotation speed of the lens of the virtual camera).

[0089] If the orientation adjustment operation satisfies a preset trigger condition, it is determined that the perspective adjustment operation satisfies a preset correction condition. The preset trigger condition includes: the angle difference between the orientation of the controlled virtual object and the player's game perspective is greater than a preset angle threshold, and / or the orientation change speed of the controlled virtual object is greater than a preset threshold.

[0090] Specifically, after responding to the direction adjustment operation, the direction of the controlled virtual object changes. If at this time, the angle difference between the direction of the controlled virtual object and the player's game perspective is greater than a preset angle threshold (for example, it may be 90°, indicating that the angle difference between the direction of the controlled virtual object and the player's game perspective is large), or the direction of the controlled virtual object changes rapidly, then it is determined that the direction adjustment operation satisfies the preset trigger condition, and then it is determined that the perspective adjustment operation satisfies the preset correction condition.

[0091] S402: If the viewing angle adjustment parameter is greater than or equal to a preset parameter threshold, determine that the second viewing angle satisfies a preset correction condition.

[0092] Among them, the preset correction condition may be, for example: after adjusting the first perspective to the second perspective in response to the game screen adjustment operation, the angle difference between the second perspective and the perspective of the controlled virtual object is greater than or equal to the preset angle threshold, and the angle correction control is displayed at the first preset position of the graphical user interface.

[0093] The preset correction condition may also be that the range of change of the steering angle value corresponding to the user adjustment information is greater than or equal to the preset value. When the range of change of the steering angle value corresponding to the user adjustment information is greater than or equal to the preset value, the angle correction control is displayed at the first preset position of the graphical user interface.

[0094] Specifically, if the perspective adjustment parameter is greater than or equal to the preset parameter threshold, it means that the difference between the player's game perspective and the controlled virtual object's perspective is large, and it is determined that the second perspective meets the preset correction condition, and an angle correction control is displayed on the graphical user interface to facilitate the user to quickly adjust the player's game perspective and the controlled virtual object's perspective to the same direction through the angle correction control.

[0095] Among them, taking the perspective adjustment parameter as the angle adjustment difference and / or the angle adjustment speed as an example, the perspective adjustment parameter is greater than or equal to the preset parameter threshold, and may include: the angle difference between the first perspective and the second perspective is greater than 90° (or greater than other angle values, as long as it can indicate that the angle difference between the first perspective and the second perspective is larger), or, when the first perspective is adjusted to the second perspective, the switching angle value of the game interface within one second is greater than 90° (or other angle values), or, the angle difference between the first perspective and the second perspective is greater than 90°, and, when the first perspective is adjusted to the second perspective, the switching angle value of the game interface within one second is greater than 90°.

[0096] S403: If the viewing angle adjustment parameter is less than a preset parameter threshold, determine that the second viewing angle does not meet a preset correction condition.

[0097] If the perspective adjustment parameter is less than the preset parameter threshold, it means that the difference between the player's game perspective and the perspective of the controlled virtual object is small, and it is determined that the second perspective does not meet the preset correction condition, and there is no need to display the angle correction control on the graphical user interface.

[0098] Among them, taking the perspective adjustment parameter as the angle adjustment difference and / or the angle adjustment speed as an example, the perspective adjustment parameter is less than the preset parameter threshold, which may include: the angle difference between the first perspective and the second perspective is less than 90° (or less than other angle values), and, when the first perspective is adjusted to the second perspective, the switching angle value of the game interface per second is less than 90° (or other angle values).

[0099] In this embodiment, when the perspective adjustment parameter is greater than or equal to a preset parameter threshold, it is determined that the angle difference between the direction of the controlled virtual object and the player's game perspective is large, and an angle correction control is displayed on the graphical user interface, so that the player can directly adjust the direction of the controlled virtual object and the player's game perspective to the same direction according to the angle correction control, which is convenient to operate and improves the player's gaming experience.

[0100] In one embodiment, the step of switching the current game screen to a third game screen displayed in a third perspective in S104 may include: directly switching the current game screen to the third game screen, or, in the game scene, controlling the lens direction of the virtual camera to rotate in a preset horizontal direction to switch the current game screen to the third game screen.

[0101] That is, there are two ways to switch the current game screen to the third game screen displayed in the third perspective. One is to refresh the current game screen and directly display the third game screen on the graphical user interface. The other is to control the lens of the virtual camera to rotate in a preset horizontal direction in the game scene. When the lens direction of the virtual camera coincides with the third perspective, stop rotating the lens of the virtual camera to switch the current game screen to the third game screen.

[0102] Among them, the game scene has a ground, or other reference planes, and the preset horizontal direction can be, for example, a direction parallel to the ground in the game, or a direction parallel to other reference planes. The role of the virtual camera is to shoot the game scene to obtain the game screen, and the switching of the game screen can be achieved by adjusting the virtual camera lens. It can be understood that the first method is to directly switch the lens direction of the virtual camera to a direction that coincides with the third perspective. During the switching process, the game screen under other perspectives is not included, and the second method includes other game screens in the adjustment process except the current game screen and the third game screen when the current game screen is switched to the third game screen.

[0103] This embodiment provides two screen switching methods. In actual operation, the player can choose one of the switching methods, which provides more operation possibilities and improves the player's gaming experience.

[0104] In one embodiment, before S104 switches the current game screen to a third game screen displayed at a third perspective, it can also respond to a third operation on the angle correction control to keep displaying the current game screen; the third operation is a third touch operation acting on the angle correction control.

[0105] Specifically, the third touch operation is a second sliding touch operation continuous with the click touch operation, and the second sliding touch operation is: ending the sliding touch operation when the touch point is outside a preset range centered on the angle correction control, or a sliding touch operation when the sliding distance is greater than a preset distance threshold.

[0106] By detecting the position of the end touch point, when the player does not release the finger after clicking the angle correction control, and releases the finger after sliding the finger, the position of the released finger is regarded as the end touch point. If the position of the end touch point is outside the preset range centered on the angle correction control, it is determined that the second sliding touch operation has been received; or, by detecting the size of the sliding distance, when the player clicks the angle correction control and slides a certain distance, if the sliding distance is greater than the preset distance threshold, it is determined that the second sliding touch operation has been received. Among them, the preset distance threshold is a distance set by the player according to the needs, and the player can change the numerical value of the preset distance threshold in the game parameter setter.

[0107] That is, if the player clicks the angle correction control and then makes a second sliding touch operation, and the position of the end touch point is outside the preset range centered on the angle correction control, or the sliding distance is greater than the preset distance threshold, the current game screen will remain displayed unchanged and will not be switched to the third game screen displayed from a third perspective.

[0108] This embodiment provides a method for players to cancel the first operation, enriches the game operation, and further improves the game experience of the players.

[0109] It should be noted that the method of the present application can also be applied to first-person games. First-person games are games played by players from the perspective of a controlled virtual object. The player's game perspective is in the same direction as the controlled virtual object, and the controlled virtual object is not displayed on the game screen. First-person games include but are not limited to first-person shooter games (First-Person Shooter Game, FPS).

[0110] Taking FPS games as an example, in first-person games, the player's game perspective is also the shooting direction of the controlled virtual object. The player can adjust the shooting direction through the perspective adjustment controls in the FPS game. When adjusting the shooting direction, the player's game perspective changes along with the shooting direction of the controlled virtual object, and the game screen displayed on the graphical user interface also changes accordingly. The player can also use the screen adjustment controls in the FPS game to only adjust the game screen displayed on the graphical user interface, but not adjust the shooting direction of the controlled virtual object, that is, the player's game perspective is not adjusted. At this time, there is an angle difference between the player's game perspective and the game screen displayed on the graphical user interface. In this case, an angle correction control can be displayed on the graphical user interface to correct the player's game perspective to the direction of the current game screen.

[0111] Through the above settings, when adjusting the game screen through the screen adjustment control, if an enemy is found in the game screen, the shooting direction can be quickly adjusted to the current game screen where the enemy is found according to the angle correction control, so that the player can quickly attack the enemy and enhance the player's gaming experience.

[0112] The following is a corresponding explanation of the device, equipment and storage medium for executing the perspective correction method in the game provided by any of the above embodiments of the present application. Its specific implementation process and the technical effects produced are the same as those of the corresponding method embodiments mentioned above. For the sake of brief description, for the parts not mentioned in the following embodiments, please refer to the corresponding content in the method embodiments.

[0113] Figure 8 This is a schematic diagram of the structure of a perspective correction device in a game provided by an embodiment of the present application, such as Figure 8 As shown, the present application also provides a perspective correction device in a game, which provides a graphical user interface through a terminal device, and the content displayed by the graphical user interface at least includes a current game screen displayed in a first perspective, and the device includes:

[0114] The first determination module 10 is configured to determine a current orientation of the controlled virtual object in response to an orientation adjustment operation on the controlled virtual object.

[0115] The display module 20 is configured to display an angle correction control in response to the orientation adjustment operation satisfying a first preset correction condition.

[0116] The switching module 30 is used to respond to the first operation on the angle correction control, determine the third perspective according to the current orientation of the controlled virtual object in the game scene, and switch the current game screen to a third game screen displayed at the third perspective.

[0117] The restoration module 40 is used to restore the third game screen to the current game screen in response to a second operation on the angle correction control.

[0118] Optionally, the display module 20 is also used to receive a perspective adjustment operation for the current game screen in response to the orientation adjustment operation of the controlled virtual object satisfying a first preset correction condition; determine a second perspective in response to the perspective adjustment operation, and determine the game screen displayed by the second perspective as the current game screen; and display an angle correction control in response to the perspective adjustment operation satisfying a second preset correction condition.

[0119] Optionally, the display module 20 is also used to determine that the received game screen adjustment operation is the perspective adjustment operation; determine a second perspective in response to the game screen adjustment operation; switch the current game screen to a second game screen displayed under the second perspective; the current game screen is the second game screen.

[0120] The display module 20 is used to determine a perspective adjustment parameter of the second perspective relative to the first perspective; if the perspective adjustment parameter is greater than or equal to a preset parameter threshold, it is determined that the second perspective meets the preset correction condition; if the perspective adjustment parameter is less than the preset parameter threshold, it is determined that the second perspective does not meet the preset correction condition.

[0121] Optionally, the switching module 30 is used to respond to a release operation of the first operation to switch the current game screen to the third game screen.

[0122] Optionally, the switching module 30 is used to directly switch the current game screen to the third game screen; or, in the game scene, control the lens direction of the virtual camera to rotate in a preset horizontal direction to switch the current game screen to the third game screen.

[0123] The above-mentioned device is used to execute the method provided by the aforementioned embodiment, and its implementation principle and technical effect are similar, which will not be repeated here.

[0124] The above modules may be one or more integrated circuits configured to implement the above methods, such as one or more application specific integrated circuits (ASICs), or one or more microprocessors, or one or more field programmable gate arrays (FPGAs). For another example, when a module is implemented in the form of a processing element scheduling program code, the processing element may be a general-purpose processor, such as a central processing unit (CPU) or other processor that can call program code. For another example, these modules may be integrated together and implemented in the form of a system-on-a-chip (SOC).

[0125] Fig. 9 A schematic diagram of the structure of an electronic device provided in an embodiment of the present application is shown in FIG. Fig. 9 As shown, the electronic device may be a local terminal device or a server, and the electronic device includes a processor 100, a storage medium 200 and a bus 300, and the processor and the storage medium communicate with each other through the bus.

[0126] The storage medium stores program instructions executable by the processor. When the electronic device is running, the processor executes the program instructions. The implementation method includes:

[0127] In response to an orientation adjustment operation on a controlled virtual object, determining a current orientation of the controlled virtual object;

[0128] In response to the orientation adjustment operation satisfying a first preset correction condition, displaying an angle correction control;

[0129] In response to a first operation on the angle correction control, determining a third viewing angle according to a current orientation of the controlled virtual object in the game scene, and switching the current game screen to a third game screen displayed at the third viewing angle;

[0130] In response to a second operation on the angle correction control, the third game screen is restored to the current game screen.

[0131] Optionally, in response to the orientation adjustment operation of the controlled virtual object satisfying a first preset correction condition, displaying an angle correction control comprises:

[0132] In response to the orientation adjustment operation of the controlled virtual object satisfying a first preset correction condition, receiving a viewing angle adjustment operation for the current game screen;

[0133] In response to the viewing angle adjustment operation, determining a second viewing angle, and determining a game screen displayed by the second viewing angle as a current game screen;

[0134] In response to the viewing angle adjustment operation satisfying a second preset correction condition, an angle correction control is displayed. Optionally, in response to the viewing angle adjustment operation, determining a second viewing angle, and determining a game screen displayed by the second viewing angle as a current game screen, comprises:

[0135] Determining that the received game screen adjustment operation is the viewing angle adjustment operation;

[0136] In response to the game screen adjustment operation, determining a second viewing angle;

[0137] The current game screen is switched to a second game screen displayed under the second viewing angle; the current game screen is the second game screen.

[0138] Optionally, in response to the viewing angle adjustment operation satisfying a second preset correction condition, the step includes:

[0139] determining a perspective adjustment parameter of the second perspective relative to the first perspective;

[0140] If the viewing angle adjustment parameter is greater than or equal to a preset parameter threshold, determining that the second viewing angle satisfies the preset correction condition;

[0141] If the viewing angle adjustment parameter is less than the preset parameter threshold, it is determined that the second viewing angle does not satisfy the preset correction condition.

[0142] Optionally, the viewing angle adjustment parameter is: an angle adjustment difference, and / or an angle adjustment speed.

[0143] Optionally, switching the current game screen to a third game screen displayed at the third viewing angle includes:

[0144] In response to a release operation of the first operation, the current game screen is switched to the third game screen.

[0145] Optionally, the first operation is a first touch operation acting on the angle correction control, and the second operation is a second touch operation acting on the angle correction control.

[0146] Optionally, the first touch operation is a click touch operation, or a first sliding touch operation continuous with the click touch operation, and the first sliding touch operation is: ending the sliding touch operation of the touch point within a preset range centered on the angle correction control, or a sliding touch operation with a sliding distance less than or equal to a preset distance threshold;

[0147] The second touch operation is a long press touch operation.

[0148] Optionally, before switching the current game screen to a third game screen displayed at the third viewing angle, the method further includes:

[0149] In response to a third operation on the angle correction control, the current game screen is kept displayed; the third operation is a third touch operation acting on the angle correction control.

[0150] Optionally, the third touch operation is: a second sliding touch operation continuous with the click touch operation, and the second sliding touch operation is: a sliding touch operation that ends the touch point outside a preset range centered on the angle correction control, or a sliding touch operation with a sliding distance greater than a preset distance threshold.

[0151] Optionally, switching the current game screen to a third game screen displayed at the third viewing angle includes:

[0152] directly switching the current game screen to the third game screen; or,

[0153] In the game scene, the lens direction of the virtual camera is controlled to rotate in a preset horizontal direction to switch the current game screen to the third game screen.

[0154] The present application also provides a storage medium, wherein a computer program is stored on the storage medium, and when the computer program is executed by a processor, a method implemented includes:

[0155] In response to an orientation adjustment operation on a controlled virtual object, determining a current orientation of the controlled virtual object;

[0156] In response to the orientation adjustment operation satisfying a first preset correction condition, displaying an angle correction control;

[0157] In response to a first operation on the angle correction control, determining a third viewing angle according to a current orientation of the controlled virtual object in the game scene, and switching the current game screen to a third game screen displayed at the third viewing angle;

[0158] In response to a second operation on the angle correction control, the third game screen is restored to the current game screen.

[0159] Optionally, in response to the orientation adjustment operation of the controlled virtual object satisfying a first preset correction condition, displaying an angle correction control comprises:

[0160] In response to the orientation adjustment operation of the controlled virtual object satisfying a first preset correction condition, receiving a viewing angle adjustment operation for the current game screen;

[0161] In response to the viewing angle adjustment operation, determining a second viewing angle, and determining a game screen displayed by the second viewing angle as a current game screen;

[0162] In response to the viewing angle adjustment operation satisfying a second preset correction condition, an angle correction control is displayed.

[0163] Optionally, in response to the viewing angle adjustment operation, determining a second viewing angle, and determining a game screen displayed by the second viewing angle as a current game screen, includes:

[0164] Determining that the received game screen adjustment operation is the viewing angle adjustment operation;

[0165] In response to the game screen adjustment operation, determining a second viewing angle;

[0166] The current game screen is switched to a second game screen displayed under the second viewing angle; the current game screen is the second game screen.

[0167] Optionally, in response to the viewing angle adjustment operation satisfying a second preset correction condition, the step includes:

[0168] determining a perspective adjustment parameter of the second perspective relative to the first perspective;

[0169] If the viewing angle adjustment parameter is greater than or equal to a preset parameter threshold, determining that the second viewing angle satisfies the preset correction condition;

[0170] If the viewing angle adjustment parameter is less than the preset parameter threshold, it is determined that the second viewing angle does not satisfy the preset correction condition.

[0171] Optionally, the viewing angle adjustment parameter is: an angle adjustment difference, and / or an angle adjustment speed.

[0172] Optionally, switching the current game screen to a third game screen displayed at the third viewing angle includes:

[0173] In response to a release operation of the first operation, the current game screen is switched to the third game screen.

[0174] Optionally, the first operation is a first touch operation acting on the angle correction control, and the second operation is a second touch operation acting on the angle correction control.

[0175] Optionally, the first touch operation is a click touch operation, or a first sliding touch operation continuous with the click touch operation, and the first sliding touch operation is: ending the sliding touch operation of the touch point within a preset range centered on the angle correction control, or a sliding touch operation with a sliding distance less than or equal to a preset distance threshold;

[0176] The second touch operation is a long press touch operation.

[0177] Optionally, before switching the current game screen to a third game screen displayed at the third viewing angle, the method further includes:

[0178] In response to a third operation on the angle correction control, the current game screen is kept displayed; the third operation is a third touch operation acting on the angle correction control.

[0179] Optionally, the third touch operation is: a second sliding touch operation continuous with the click touch operation, and the second sliding touch operation is: a sliding touch operation that ends the touch point outside a preset range centered on the angle correction control, or a sliding touch operation with a sliding distance greater than a preset distance threshold.

[0180] Optionally, switching the current game screen to a third game screen displayed at the third viewing angle includes:

[0181] directly switching the current game screen to the third game screen; or,

[0182] In the game scene, the lens direction of the virtual camera is controlled to rotate in a preset horizontal direction to switch the current game screen to the third game screen.

[0183] In the several embodiments provided in the present application, it should be understood that the disclosed devices and methods can be implemented in other ways. For example, the device embodiments described above are only schematic. For example, the division of the units is only a logical function division. There may be other division methods in actual implementation, such as 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 interfaces, indirect coupling or communication connection of devices or units, which can be electrical, mechanical or other forms.

[0184] 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.

[0185] In addition, each functional unit in each embodiment of 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. The above-mentioned integrated unit may be implemented in the form of hardware or in the form of hardware plus software functional units.

[0186] The above-mentioned integrated unit implemented in the form of a software functional unit can be stored in a computer-readable storage medium. The above-mentioned software functional unit is stored in a storage medium, including a number of instructions for a computer device (which can be a personal computer, a server, or a network device, etc.) or a processor (English: processor) to perform some steps of the method described in each embodiment of the present application. The aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (English: Read-Only Memory, abbreviated: ROM), random access memory (English: Random Access Memory, abbreviated: RAM), disk or optical disk and other media that can store program codes.

[0187] The above are only specific implementations of the present application, but the protection scope of the present application is not limited thereto. Any changes or substitutions that can be easily thought of by a person skilled in the art within the technical scope disclosed in the present application should be included in the protection scope of the present application. Therefore, the protection scope of the present application should be based on the protection scope of the claims.

Claims

1. A method for correcting viewing angle in a game, characterized in that: Providing a graphical user interface through a terminal device, wherein the content displayed by the graphical user interface at least includes a current game screen displayed in a first perspective, and the method includes: In response to an orientation adjustment operation on a controlled virtual object, determining a current orientation of the controlled virtual object; In response to the orientation adjustment operation satisfying a first preset correction condition, displaying an angle correction control; In response to a first operation on the angle correction control, determining a third viewing angle according to a current orientation of the controlled virtual object in the game scene, and switching the current game screen to a third game screen displayed at the third viewing angle; In response to a second operation on the angle correction control, the third game screen is restored to the current game screen.

2. The method according to claim 1, characterized in that In response to the orientation adjustment operation of the controlled virtual object satisfying a first preset correction condition, displaying an angle correction control comprises: In response to the orientation adjustment operation of the controlled virtual object satisfying a first preset correction condition, receiving a viewing angle adjustment operation for a current game screen; In response to the viewing angle adjustment operation, determining a second viewing angle, and determining a game screen displayed by the second viewing angle as a current game screen; In response to the viewing angle adjustment operation satisfying a second preset correction condition, an angle correction control is displayed.

3. The method according to claim 2, characterized in that The step of determining a second viewing angle in response to the viewing angle adjustment operation, and determining a game screen displayed by the second viewing angle as a current game screen, includes: Determining that the received game screen adjustment operation is the viewing angle adjustment operation; In response to the game screen adjustment operation, determining a second viewing angle; The current game screen is switched to a second game screen displayed under the second viewing angle.

4. The method according to claim 3, characterized in that: In response to the viewing angle adjustment operation satisfying a second preset correction condition, the method comprises: determining a perspective adjustment parameter of the second perspective relative to the first perspective; If the viewing angle adjustment parameter is greater than or equal to a preset parameter threshold, determining that the second viewing angle satisfies the preset correction condition; If the viewing angle adjustment parameter is less than the preset parameter threshold, it is determined that the second viewing angle does not satisfy the preset correction condition.

5. The method according to claim 4, characterized in that The viewing angle adjustment parameters are: angle adjustment difference, and / or angle adjustment speed.

6. The method according to claim 1, characterized in that The switching the current game screen to a third game screen displayed at the third viewing angle includes: In response to a release operation of the first operation, the current game screen is switched to the third game screen.

7. The method according to claim 1, characterized in that The first operation is a first touch operation acting on the angle correction control, and the second operation is a second touch operation acting on the angle correction control.

8. The method according to claim 7, characterized in that The first touch operation is a click touch operation, or a first sliding touch operation continuous with the click touch operation, wherein the first sliding touch operation is: ending a sliding touch operation in which the touch point is within a preset range centered on the angle correction control, or a sliding touch operation in which the sliding distance is less than or equal to a preset distance threshold; The second touch operation is a long press touch operation.

9. The method according to claim 1, characterized in that: Before switching the current game screen to a third game screen displayed at the third viewing angle, the method further includes: In response to a third operation on the angle correction control, the current game screen is kept displayed; the third operation is a third touch operation acting on the angle correction control.

10. The method according to claim 9, characterized in that The third touch operation is: a second sliding touch operation continuous with the click touch operation, and the second sliding touch operation is: ending the sliding touch operation when the touch point is outside a preset range centered on the angle correction control, or a sliding touch operation when the sliding distance is greater than a preset distance threshold.

11. The method according to claim 1, characterized in that: The switching the current game screen to a third game screen displayed at the third viewing angle includes: directly switching the current game screen to the third game screen; or, In the game scene, the lens direction of the virtual camera is controlled to rotate in a preset horizontal direction to switch the current game screen to the third game screen.

12. A perspective correction device in a game, characterized in that: A graphical user interface is provided through a terminal device, wherein the content displayed by the graphical user interface at least includes a current game screen displayed in a first perspective, and the apparatus comprises: A first determination module, configured to determine a current orientation of the controlled virtual object in response to an orientation adjustment operation on the controlled virtual object; A display module, configured to display an angle correction control in response to the orientation adjustment operation satisfying a first preset correction condition; A switching module, configured to, in response to a first operation on the angle correction control, determine a third viewing angle according to a current orientation of the controlled virtual object in the game scene, and switch the current game screen to a third game screen displayed at the third viewing angle; A restoration module is used to restore the third game screen to the current game screen in response to a second operation on the angle correction control.

13. An electronic device, characterized in that: include: A processor, a storage medium and a bus, wherein the storage medium stores program instructions executable by the processor, and when the electronic device is running, the processor and the storage medium communicate via the bus, and the processor executes the program instructions to implement the perspective correction method in the game as described in any one of claims 1 to 11.

14. A storage medium, characterized in that: The storage medium stores a computer program, and when the computer program is executed by a processor, the perspective correction method in the game according to any one of claims 1 to 11 is implemented.