Game picture display control method and device, electronic equipment and storage medium
By using virtual cameras and gaze operation technology in competitive games, automatically switch the game screen, solve the problem of inconvenience caused by screen limited, and improve the convenience of game interaction.
Patent Information
- Application Number
- CN202411433704.8
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-10-14
- Publication Date
- 2025-01-21
AI Technical Summary
Due to limited screens in competitive games, all game screens cannot be displayed at once. Players need to manually slide the screen to switch, resulting in the inability to interact with other games at the same time, reducing the convenience of interaction.
Display the game screen of the target game through the graphic user interface, use a virtual camera to shoot the virtual game scene, respond to the gaze operation to determine the gaze position and the direction of the camera movement, and control the virtual camera motion to switch the game screen.
It realizes switching game screens without manual operation, improves the convenience of game interaction, and allows players to use their hands freely to perform other game operations.
Smart Images

Figure CN119327111A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of game technology, and in particular to a method, device, electronic device and storage medium for controlling the display of a game screen. Background Art
[0002] With the development of science and technology, there are more and more types of games. For example, games include competitive games. Competitive games may include Multiplayer Online Battle Arena (MOBA), First-person Shooting Game (FPS) and Simulation Game (SLG).
[0003] Since the screen size of the display device is limited, the display device cannot display all the game screens of the competitive game at once, but the player can switch the game screen displayed on the screen by sliding the screen. However, competitive games usually require both hands to operate, and the method of sliding the screen to switch the game screen makes it impossible for both hands to interact with other games, reducing the convenience of interaction. Summary of the invention
[0004] The embodiments of the present application provide a method, device, electronic device and storage medium for controlling the display of a game screen, which can switch the game screen without manual operation, thereby improving the convenience of game interaction.
[0005] In a first aspect, an embodiment of the present application provides a method for controlling the display of a game screen, the method comprising:
[0006] Displaying a game screen of a target game through a graphical user interface, wherein the game screen is a screen obtained by shooting a virtual game scene of the target game through a virtual camera of the target game;
[0007] In response to a gaze operation on the graphical user interface, determining a gaze position in the graphical user interface corresponding to the gaze operation;
[0008] Determining a movement direction of the virtual camera according to the gaze position and the position of the virtual camera in the virtual game scene;
[0009] The virtual camera is controlled to move according to the movement direction to switch the game screen displayed by the graphical user interface.
[0010] In a second aspect, an embodiment of the present application further provides a display control device for a game screen, the device comprising:
[0011] A screen display module, used to display a game screen of a target game through a graphical user interface, wherein the game screen is a screen obtained by shooting a virtual game scene of the target game through a virtual camera of the target game;
[0012] A first determining module is used to determine, in response to a gaze operation on the graphical user interface, a gaze position corresponding to the gaze operation in the graphical user interface;
[0013] A second determination module is used to determine the movement direction of the virtual camera according to the gaze position and the position of the virtual camera in the virtual game scene;
[0014] The motion control module is used to control the above-mentioned virtual camera to move according to the above-mentioned motion direction to switch the game screen displayed by the above-mentioned graphical user interface.
[0015] In a third aspect, an embodiment of the present application further provides an electronic device, comprising a memory storing a plurality of instructions; the processor loads instructions from the memory to execute any one of the game screen display control methods provided in the embodiments of the present application.
[0016] In a fourth aspect, an embodiment of the present application further provides a computer-readable storage medium, wherein the computer-readable storage medium stores a plurality of instructions, wherein the instructions are suitable for a processor to load to execute any one of the game screen display control methods provided in the embodiment of the present application.
[0017] In an embodiment of the present application, a game screen of a target game is displayed through a graphical user interface, and the game screen is a screen obtained by shooting a virtual game scene of the target game with a virtual camera of the target game. In response to a gaze operation on the graphical user interface, a gaze position corresponding to the gaze operation in the graphical user interface is determined, and a movement direction of the virtual camera is determined according to the gaze position and the position of the virtual camera in the virtual game scene. The virtual camera is controlled to move according to the movement direction to switch the game screen displayed on the graphical user interface. Switching of the game screen displayed on the graphical user interface can be achieved through a gaze operation without manually switching the game screen, thereby improving the convenience of game interaction. BRIEF DESCRIPTION OF THE DRAWINGS
[0018] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings required for use in the description of the embodiments will be briefly introduced below. Obviously, the drawings described below are only some embodiments of the present application. For those skilled in the art, other drawings can be obtained based on these drawings without creative work.
[0019] Figure 1 is a schematic diagram of a display control system for a game screen provided in an embodiment of the present application;
[0020] Figure 2 This is a flowchart of an embodiment of a method for controlling the display of a game screen provided in an embodiment of the present application;
[0021] Figure 3 is a schematic diagram of a game screen provided in an embodiment of the present application;
[0022] Figure 4 is another schematic diagram of a game screen provided in an embodiment of the present application;
[0023] Figure 5 is a schematic diagram of a lens motion triggering area provided in an embodiment of the present application;
[0024] Figure 6 is a schematic diagram of a lens motion triggering area, a lens stay area, and a lens return area provided in an embodiment of the present application;
[0025] Figure 7 is another schematic diagram of the lens stay area provided in the embodiment of the present application;
[0026] Figure 8 is a schematic diagram of the adjusted motion trigger area, lens stay area and lens return area provided in the embodiment of the present application;
[0027] Fig. 9 is another schematic diagram of the adjusted motion triggering area provided in the embodiment of the present application;
[0028] Fig.10 is a schematic diagram of an initial lens motion triggering area and a lens motion triggering area provided in an embodiment of the present application;
[0029] Fig.11 is a schematic diagram of a first distance provided in an embodiment of the present application;
[0030] Fig.12 is a flow chart of another embodiment of a method for controlling the display of a game screen provided in an embodiment of the present application;
[0031] Fig.13 is a flow chart of another embodiment of a method for controlling the display of a game screen provided in an embodiment of the present application;
[0032] Fig.14 It is a structural schematic diagram of a display control device for a game screen provided in an embodiment of the present application;
[0033] Fig.15 It is a schematic diagram of the structure of an electronic device provided in an embodiment of the present application. DETAILED DESCRIPTION
[0034] The following will be combined with the drawings in the embodiments of the present application to clearly and completely describe the technical solutions in the embodiments of the present application. Obviously, the described embodiments are only part of the embodiments of the present application, not all of the embodiments. Based on the embodiments in the present application, all other embodiments obtained by those skilled in the art without creative work are within the scope of protection of this application.
[0035] Before explaining the embodiments of the present application in detail, some terms involved in the embodiments of the present application are first explained.
[0036] Among them, in the description of the embodiments of the present application, the terms "first", "second", etc. may be used in this article to describe various concepts, but unless otherwise specified, these concepts are not limited by these terms. These terms are only used to distinguish one concept from another concept. 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 that includes 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.
[0037] The embodiments of the present application provide a method, device, electronic device and storage medium for controlling the display of a game screen. Specifically, the method for controlling the display of a game screen in the embodiments of the present application can be executed by an electronic device, wherein the electronic device can be a terminal or a server.
[0038] The terminal may be a smart phone, a tablet computer, a laptop computer, a touch screen, a game console, a personal computer (PC), a personal digital assistant (PDA), a head-mounted display device, or other terminal devices. The terminal may also include a client, which may be a game application client, a browser client carrying a game program, or an instant messaging client, etc.
[0039] The server can be an independent physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content delivery networks (CDNs), as well as big data and artificial intelligence platforms.
[0040] For example, Figure 1As shown, the electronic device is described by taking the terminal 10 as an example. The terminal 10 can display the game screen of the target game through the graphical user interface. The game screen is a screen obtained by shooting the virtual game scene of the target game by the virtual camera of the target game. In response to the gaze operation on the graphical user interface, the gaze position corresponding to the gaze operation in the graphical user interface is determined, and the gaze position is sent to the server 20. The server 20 determines the movement direction of the virtual camera according to the gaze position and the position of the virtual camera in the virtual game scene, controls the virtual camera to move according to the movement direction, obtains a new game screen, and sends the new game screen to the terminal 10 for display, so as to switch the game screen displayed by the terminal.
[0041] The following is a detailed description of the embodiments in conjunction with the accompanying drawings. It should be noted that the description order of the following embodiments is not intended to limit the preferred order of the embodiments. Although the logical order is shown in the flow chart, in some cases, the steps shown or described may be performed in an order different from that shown in the accompanying drawings.
[0042] In this embodiment, a terminal is taken as an example for explanation. This embodiment provides a display control method for a game screen, such as Figure 2 As shown, the specific process of the display control method of the game screen can be as follows:
[0043] 201. Displaying a game screen of a target game through a graphical user interface, where the game screen is a screen obtained by shooting a virtual game scene of the target game through a virtual camera of the target game.
[0044] The target game may be a certain type of game. The game screen refers to the display screen corresponding to the virtual game scene displayed by the electronic device. The game screen may include game objects. The game object refers to a dynamic object that can be controlled in the virtual game scene, and the dynamic object may be, for example, a controlled virtual game character, an NPC character, or an AI game character.
[0045] The virtual game scene is a virtual scene displayed (or provided) when the game client runs on a terminal or server. It can be a simulation environment of the real world, a semi-simulation and semi-fictional virtual environment, or a purely fictional virtual environment. The virtual game scene can be any of a two-dimensional virtual game scene and a three-dimensional virtual game scene.
[0046] The form of the game client can be set according to actual conditions. For example, the game client can be a game application, a game applet, or a game web page, which is not limited in the embodiments of the present application.
[0047] A virtual camera refers to a component used to present a virtual game scene. One virtual game scene corresponds to at least one virtual camera.
[0048] The terminal can change the perspective of the player viewing the virtual game scene by adjusting the shooting perspective of the virtual camera to the virtual game scene, thereby changing the game screen viewed by the player. Optionally, a portion of the game scene in the virtual game scene can be photographed by the virtual camera. At this time, the game screen is the display screen corresponding to the portion of the game scene, and the player views the portion of the game scene. Then, by controlling the movement of the virtual camera, the shooting perspective of the virtual camera to the virtual game scene is changed, so that the virtual camera photographs another portion of the game scene in the virtual game scene. At this time, the game screen is the display screen corresponding to the other portion of the game scene, and the player views the other portion of the game scene. The other portion of the game scene may overlap with the portion of the game scene, or may not overlap.
[0049] 202. In response to a gaze operation on a graphical user interface, determine a gaze position corresponding to the gaze operation in the graphical user interface.
[0050] Among them, the gaze operation refers to the viewing operation of the graphical user interface by the user using the terminal. When the user using the terminal gazes at a certain position on the graphical user interface, the certain position is the gaze position, that is, the gaze position is the position of the gaze point of the user using the terminal on the graphical user interface.
[0051] Optionally, when the time that the gaze point of the user using the terminal is at a certain position is equal to a preset time length, the terminal determines the gaze position corresponding to the gaze operation in the graphical user interface. The preset time length can be set according to actual conditions, for example, the preset time length can be equal to 0 seconds or greater than 0 seconds, which is not limited in the embodiments of the present application.
[0052] 203. Determine the movement direction of the virtual camera according to the gaze position and the position of the virtual camera in the virtual game scene.
[0053] The movement direction may include a rotation direction or a moving direction. When the target game is a 2.5D perspective game (a 2.5 perspective game may be, for example, a multiplayer online tactical competitive game or a strategy game), the movement direction may be a moving direction, and when the target game is a 3D perspective game (a 3D perspective game may be, for example, a first-person shooter game or a third-person shooter game), the movement direction may be a rotation direction.
[0054] The terminal can determine the target vector according to the gaze position and the position of the virtual camera in the virtual game scene. The direction of the target vector is the direction in which the virtual camera points to the gaze position. Then, the movement direction of the virtual camera is determined according to the target vector.
[0055] When the motion direction is the moving direction, the process of determining the motion direction of the virtual camera according to the target vector can be:
[0056] The direction of the target vector is determined as the moving direction of the virtual camera.
[0057] For example, the gaze position and the position of the virtual camera can be Figure 3 , at this time, the direction of the virtual camera is Figure 3 The direction of the target vector shown in .
[0058] When the motion direction includes the rotation direction, the motion direction is determined according to the direction of the target vector, including:
[0059] Get the current orientation of the virtual camera in the virtual game scene;
[0060] Determines the direction of rotation based on the direction of the target vector and the current orientation.
[0061] The rotation direction can be represented by the rotation angle. For example, the current orientation of the virtual camera and the direction of the target vector can be represented by Figure 4 As shown, the rotation angle is Figure 4 a(in Figure 4 In the example, the virtual camera is located in a sphere. Figure 4 The ellipse in the middle represents the cross section of the sphere, and the image on the cross section of the sphere is the game image displayed on the graphical user interface).
[0062] In this embodiment, the gaze position on the graphical user interface is determined, and the movement direction of the virtual camera is determined based on the gaze position and the position of the virtual camera. The virtual camera is controlled to move according to the movement direction. When the virtual camera moves, the game screen displayed on the graphical user interface is switched, and the game screen can be switched by gaze operation, so that there is no need to manually switch the game screen, which improves the convenience of screen switching and allows the player's hands to perform other game operations, reducing operating pressure.
[0063] In some embodiments, the gaze operation may be a gaze operation on any area on the graphical user interface. In this case, after the gaze operation on the graphical user interface is detected and the gaze position is determined, the movement direction of the virtual camera may be determined directly according to the gaze position and the position of the virtual camera in the virtual game scene. Alternatively, in order to reduce the probability of false triggering of switching the game screen, the movement direction of the virtual camera may be determined according to the gaze position and the position of the virtual camera in the virtual game scene only when the gaze operation is a gaze operation on a pre-set area on the graphical user interface. In this case, the graphical user interface includes a lens motion triggering area, and the movement direction of the virtual camera is determined according to the gaze position and the position of the virtual camera in the virtual game scene, including:
[0064] Determine whether the area where the gaze position is located is a lens motion trigger area;
[0065] If the area where the gaze position is located is a lens motion triggering area, the movement direction of the virtual camera is determined according to the gaze position and the position of the virtual camera in the virtual game scene.
[0066] The lens motion triggering area is a pre-set area used to switch the game screen displayed on the graphical user interface. When the gaze position is located on the lens motion triggering area, the movement direction of the virtual camera is determined according to the gaze position and the position of the virtual camera in the virtual game scene, that is, the game screen displayed on the graphical user interface is switched. When the gaze position is not located on the lens motion triggering area, the movement direction of the virtual camera is not determined according to the gaze position and the position of the virtual camera in the virtual game scene, that is, the game screen displayed on the graphical user interface is not switched.
[0067] The position of the lens motion trigger area on the screen of the terminal and the shape of the lens motion trigger area can be set according to actual conditions. For example, the lens motion trigger area can be in the form of a first hollowed-out graphic (the first hollowed-out graphic can include two superimposed graphics and the centers of the two superimposed graphics are the same, and the two superimposed graphics can be set according to actual conditions. For example, the first hollowed-out graphic can include a superimposed rectangle and an ellipse, or the first hollowed-out graphic can include two superimposed rectangles). The outer edges of the frame of the lens motion trigger area are close to the edge of the screen displaying the graphical user interface. In this case, the lens motion trigger area can be an area close to the edge of the screen, such as Figure 5 As shown, the lens motion triggering area is a first hollow figure composed of two matrices, and the lens motion triggering area is the area between the two matrices, which is not limited in the embodiment of the present application.
[0068] In an embodiment of the present application, it is determined whether the area where the gaze position is located is a lens motion trigger area. If the area where the gaze position is located is the lens motion trigger area, the movement direction of the virtual camera is determined according to the gaze position and the position of the virtual camera in the virtual game scene. If the gaze position is not located in the lens motion trigger area, the movement direction of the virtual camera is not determined according to the gaze position and the position of the virtual camera in the virtual game scene, thereby reducing the probability of false triggering of switching the game screen.
[0069] In some embodiments, the graphical user interface further includes a lens stay area and / or a lens return area, and after determining whether the area where the gaze position is located is a lens motion trigger area, further includes:
[0070] If the area where the gaze position is located is the camera stay area, the virtual camera is controlled not to move so as not to switch the game screen displayed by the graphical user interface;
[0071] Alternatively, if the area where the gaze position is located is the lens return area, the virtual camera is controlled to perform a reset operation to switch the game screen displayed by the graphical user interface to the game screen displayed before the virtual camera moves.
[0072] The camera stop area is used to stop switching the game screen displayed on the graphical user interface, and the camera return area is used to switch the game screen displayed on the graphical user interface to the game screen displayed before the virtual camera moves.
[0073] Specifically, when the area where the gaze position is located is the lens stay area, if during the movement of the virtual camera, the terminal detects that the area where the gaze position corresponding to the gaze operation is located is the lens stay area, the virtual camera is controlled to stop moving. At this time, the game screen displayed on the graphical user interface is the game screen that was last switched to display before the gaze operation was detected. If during the process of the virtual camera being in a stationary state, it is detected that the area where the gaze position corresponding to the gaze operation is located is the lens stay area, then no operation may be performed on the virtual camera, so as to control the virtual camera not to move.
[0074] For example, the position of the virtual camera is d1, and the virtual camera is used to shoot the virtual game scene at position d1 to obtain the game screen f1, and the game screen f1 is displayed through the graphical user interface. In response to the gaze operation on the lens movement trigger area, the gaze position corresponding to the gaze operation is determined, and the moving direction is determined according to the gaze position and the position d1, and the virtual camera is controlled to move according to the moving direction to obtain the position of the virtual camera after movement is d2. The virtual camera is used to shoot the virtual game scene at position d2 to obtain the game screen f2, and the game screen f2 is displayed through the graphical user interface. In response to the gaze operation on the lens stop area, the game screen f2 is kept displayed.
[0075] Specifically, the area where the gaze position is located is the lens return area. For example, the position of the virtual camera is d1. The virtual camera is used to shoot the virtual game scene at position d1 to obtain a game screen f1. The game screen f1 is displayed through a graphical user interface. In response to a gaze operation on the lens motion trigger area, the gaze position corresponding to the gaze operation is determined, and the moving direction is determined according to the gaze position and position d1. The virtual camera is controlled to move according to the moving direction, and the position of the virtual camera after movement is d2. The virtual camera is used to shoot the virtual game scene at position d2 to obtain a game screen f2. The game screen f2 is displayed through a graphical user interface. In response to a gaze operation on the lens return area, the game screen displayed by the graphical user interface is switched from game screen f2 to game screen f1.
[0076] Optionally, in the process of switching the game screen displayed by the graphical user interface to the game screen displayed before the virtual camera moves, the game screen displayed by the graphical user interface can be directly switched to the game screen displayed before the virtual camera moves; or, since other game screens can be displayed between the game screen displayed by the graphical user interface and the game screen displayed before the virtual camera moves, in the process of switching the game screen displayed by the graphical user interface to the game screen displayed before the virtual camera moves, the game screen displayed by the graphical user interface can be switched to other game screens, and then the other game screens can be switched to the game screen displayed by the graphical user interface before the virtual camera moves, so as to ensure the continuity of the game screens.
[0077] For example, the position of the virtual camera is d1, and the virtual camera is used to shoot the virtual game scene at position d1 to obtain game screen f1, and the game screen f1 is displayed through the graphical user interface. In response to the gaze operation on the lens motion trigger area, the gaze position corresponding to the gaze operation is determined, and the moving direction is determined according to the gaze position and position d1, and the virtual camera is controlled to move according to the moving direction, and the position of the virtual camera after the movement is d2. The virtual camera is used to shoot the virtual game scene at position d2 to obtain game screen f2 (game screen f2 is the other game screen mentioned above), and the game screen f2 is displayed through the graphical user interface. In response to the gaze operation on the lens motion trigger area, the gaze position corresponding to the gaze operation is determined, and the moving direction is determined according to the gaze position and position d2, and the virtual camera is controlled to move according to the moving direction, and the position of the virtual camera after the movement is d3. The virtual game scene is used to shoot the virtual camera at position d3 to obtain game screen f3, and the game screen f3 is displayed through the graphical user interface. In response to the gaze operation on the lens return area, the game screen displayed on the graphical user interface is switched from game screen f3 to game screen f2, and then from game screen f2 to game screen f1.
[0078] In an embodiment of the present application, the graphical user interface also includes a lens stay area and / or a lens return area. If the area where the gaze position is located is the lens stay area, the virtual camera is controlled not to move so as to stop switching the game screen displayed by the graphical user interface. Alternatively, if the area where the gaze position is located is the lens return area, the virtual camera is controlled to perform a reset operation to switch the game screen displayed by the graphical user interface to the game screen displayed before the virtual camera moved, so that the player can return to the game screen displayed before the virtual camera moved through the lens return area.
[0079] In some embodiments, the positions of the lens motion trigger area, the lens stay area and the lens return area in the graphical user interface can be set according to actual conditions, for example, the lens motion trigger area and the lens stay area are adjacent, the lens stay area and the lens return area are adjacent, or the lens motion trigger area and the lens return area are adjacent, the lens stay area and the lens return area are adjacent, or the lens motion trigger area and the lens stay area are adjacent and the lens motion trigger area and the lens return area are adjacent.
[0080] When the lens motion triggering area and the lens staying area are adjacent to each other, the sight line can be directly returned from the lens motion triggering area to the lens staying area, thereby improving the convenience of controlling the virtual camera to stop moving.
[0081] In some embodiments, the lens motion trigger area can be fixedly displayed on the graphical user interface or dynamically displayed on the graphical user interface, and the lens stay area and the lens return area can be fixedly displayed on the graphical user interface or dynamically displayed on the graphical user interface.
[0082] When the lens motion trigger area, the lens stay area and the lens return area are fixedly displayed on the graphical user interface, the lens stay area and the lens return area can be a pre-set area, and the shapes of the lens motion trigger area, the lens stay area and the lens return area and the positions on the graphical user interface can be set according to actual conditions.
[0083] Exemplarily, the shape of the lens motion triggering area may be a first hollowed-out pattern, the outer edges of the frame of the lens motion triggering area are close to the edge of the display screen, and the inner edge of the frame of the lens motion triggering area is close to the lens stay area. The shape of the lens stay area may be a second hollowed-out pattern, the shape of the lens return area may be a certain pattern, the lens stay area may be adjacent to the lens motion triggering area, and the lens return area may be adjacent to the lens stay area.
[0084] The second hollow figure may include two superimposed figures with the same center, and the two superimposed figures may be set according to actual conditions. For example, the second hollow figure may include superimposed rectangles and ellipses, and the lens rest area is the area between the rectangle and the ellipse, or the second hollow figure may include two superimposed rectangles, and the lens rest area is the area between the two superimposed rectangles.
[0085] For example, the first hollowed-out pattern includes two overlapping rectangles, the second hollowed-out pattern includes overlapping rectangles and an ellipse, and the shape of the lens return area is an ellipse. Then the lens motion triggering area, the lens stay area, and the lens return area can be as follows: Figure 6 As shown, the first hollow figure includes a first rectangle and a second rectangle, the second hollow figure includes a first rectangle and an ellipse, the lens motion trigger area is the area between the first rectangle and the second rectangle, the lens stay area is the area between the first rectangle and the ellipse, and the lens return area is the area where the ellipse is located.
[0086] The outer edge of the frame of the lens motion triggering area refers to the outer contour of the first hollowed-out pattern, and the inner edge of the frame of the lens motion triggering area refers to the inner contour of the first hollowed-out pattern. Figure 6 As shown, the outer edge of the frame of the lens motion triggering area refers to the side of the second rectangle, and the inner edge of the frame of the lens motion triggering area refers to the side of the first rectangle.
[0087] Optionally, the width of the frame of the lens motion triggering area in the horizontal direction is greater than the width of the frame in the vertical direction. The horizontal direction refers to the left-right extension direction of the user using the terminal, and the vertical direction refers to the up-down extension direction of the user using the terminal. For example, when the terminal is displayed in landscape mode, the width of the frame in the horizontal direction and the width of the frame in the vertical direction can be as follows: Figure 6 shown.
[0088] In the embodiment of the present application, since the probability of players sliding the screen in the horizontal direction to switch the game screen is relatively high, and the probability of sliding the screen in the vertical direction to switch the game screen is relatively low during the game, therefore, in the embodiment of the present application, the width of the border of the lens motion trigger area in the horizontal direction is greater than the width of the border in the vertical direction, which can reduce the probability of players mistakenly triggering the switching of the game screen in the vertical direction and improve the fault tolerance rate of switching the game screen.
[0089] Optionally, the horizontal width and vertical width of the frame of the lens resting area are different. For example, the horizontal width and vertical width of the frame of the lens resting area can be different. Figure 7 shown.
[0090] In the embodiment of the present application, the width of the frame of the lens stay area in the horizontal direction is different from the width of the frame in the vertical direction, which can reduce the probability of false triggering of stopping the switching of the game screen and improve the error tolerance of stopping the switching of the game screen. For example, the width of the frame of the lens stay area in the horizontal direction is greater than the width of the frame in the vertical direction, which can reduce the probability of players falsely triggering the stop switching of the game screen in the vertical direction.
[0091] When the lens stay area and the lens return area are dynamically displayed on the graphical user interface, the embodiment of the present application further includes:
[0092] If the area where the gaze position is located is determined to be a lens motion triggering area, a lens stay area and / or a lens return area is generated on the graphical user interface.
[0093] At this time, the lens motion trigger area is fixedly displayed on the graphical user interface. When the area where the gaze position is located is not detected as the lens motion trigger area, the lens stay area and / or the lens return area are not generated on the graphical user interface. When the area where the gaze position is located is detected as the lens motion trigger area, the lens stay area and / or the lens return area are generated on the graphical user interface.
[0094] Optionally, when the lens stay area and / or the lens return area are generated on the graphical user interface, the positions of the lens stay area and / or the lens return area on the graphical user interface can be set according to actual conditions, for example, the lens motion triggering area is adjacent to the lens stay area, and the lens stay area is adjacent to the lens return area (e.g. Figure 6 As shown), or, the lens motion triggering area and the lens return area are adjacent, the lens stay area and the lens return area are adjacent, or, the lens motion triggering area and the lens stay area are adjacent and the lens motion triggering area and the lens return area are adjacent.
[0095] In some embodiments, when the shape of the lens motion triggering area is a first hollowed-out pattern, and the outer edges of the frame of the lens motion triggering area are close to the edge of the screen displaying the graphical user interface, the embodiment of the present application further includes:
[0096] If the area where the gaze position is located is determined to be the lens motion trigger area, the lens motion trigger area is adjusted according to the gaze position to obtain an adjusted motion trigger area. The border of the adjusted motion trigger area is at least partially reduced compared to the border of the lens motion trigger area, and the reduced border is away from the gaze position in the screen displaying the graphical user interface.
[0097] For example, the camera motion trigger area is Figure 5As shown in FIG. 1 , the outer edges of the frame of the lens motion triggering area are close to the edge of the screen displaying the graphical user interface. After the lens motion triggering area is adjusted, if the gaze position is as shown in FIG. Figure 8 As shown in 801, the edges of the screen close to the gaze position are the first edge and the second edge, and the edges of the screen far from the gaze position are the third edge and the fourth edge. At this time, the reduced border is the border close to the third edge and the fourth edge. If the gaze position is as Figure 8 As shown in 802, the edges of the screen close to the gaze position are the first edge and the fourth edge, and the edges of the screen far from the gaze position are the second edge and the third edge. At this time, the reduced borders are the borders close to the second edge and the third edge. Obviously, the borders close to the second edge and the third edge can also be reduced only partially, that is, smaller than the size of the border of the lens motion triggering area in the initial state (that is, the border close to the gaze position becomes larger, and the border far from the gaze position becomes smaller).
[0098] In an embodiment of the present application, if it is determined that the area where the gaze position is located is a lens motion trigger area, the lens motion trigger area is adjusted according to the gaze position to obtain an adjusted motion trigger area, and the border of the adjusted motion trigger area is at least partially reduced compared to the border of the lens motion trigger area, and the reduced border is away from the gaze position in the screen displaying the graphical user interface (as mentioned above, the reduction of the border includes canceling the display of this part of the border and reducing the size of the border) so as to flexibly display the area that triggers the movement of the virtual camera.
[0099] In some embodiments, the width of the border of the adjusted motion trigger area is the same as the width of the border of the lens motion trigger area, or the width of the border of the adjusted motion trigger area close to the gaze position is greater than the width of the border of the lens motion trigger area.
[0100] When the width of the border of the adjusted motion trigger area close to the gaze position is greater than the width of the border of the lens motion trigger area, the width of the border of the adjusted motion trigger area in the horizontal direction may be greater than the width of the border of the lens motion trigger area in the horizontal direction, and / or the width of the border of the adjusted motion trigger area in the vertical direction may be greater than the width of the border of the lens motion trigger area in the vertical direction.
[0101] For example, the adjusted motion trigger area can be Fig. 9 As shown, from Fig. 9 It can be seen that the horizontal width of the border of the adjusted motion trigger area is greater than the horizontal width of the border of the lens motion trigger area, and the vertical width of the border of the adjusted motion trigger area is greater than the vertical width of the border of the lens motion trigger area.
[0102] In an embodiment of the present application, the width of the border of the adjusted motion trigger area near the gaze position is greater than the width of the border of the lens motion trigger area, so that the width of the border of the area that triggers the movement of the virtual camera near the gaze position becomes larger, so that it is easier for the player to gaze at the area that triggers the movement of the virtual camera, thereby improving the convenience of the player triggering the switching of the game screen.
[0103] In some embodiments, generating a lens stay area and / or a lens return area on a graphical user interface includes:
[0104] A lens stay area and / or a lens return area is generated on the graphical user interface according to the adjusted motion trigger area.
[0105] When the lens motion triggering area is adjusted, the shape of the adjusted motion triggering area changes. Therefore, a lens stay area and / or a lens return area may be generated on the graphical user interface according to the adjusted motion triggering area.
[0106] Specifically, when the lens stay area and the lens motion trigger area are adjacent, and the lens stay area and the lens return area are adjacent, the lens stay area can be generated according to the adjusted motion trigger area, and the lens return area can be generated according to the lens stay area. When the lens stay area and the lens motion trigger area are adjacent, and the lens motion trigger area and the lens return area are adjacent, the lens stay area can be generated according to the adjusted motion trigger area, and the lens return area can be generated according to the adjusted motion trigger area. When the lens return area and the lens motion trigger area are adjacent, and the lens stay area and the lens return area are adjacent, the lens return area can be generated according to the adjusted motion trigger area, and the lens stay area can be generated according to the lens return area.
[0107] In an embodiment of the present application, a lens stay area and / or a lens return area are generated on a graphical user interface based on the adjusted motion trigger area, so that the lens stay area and the lens return area can be adapted to the adjusted motion trigger area respectively, thereby further improving the convenience for players to control the movement, stop and reset of the virtual camera.
[0108] In some embodiments, the outer edge of the lens stay area is close to the inner edge of the adjusted motion trigger area, the inner edge of the lens stay area is close to a partial edge of the lens return area, and another partial edge of the lens return area is close to an edge of the screen away from the gaze position.
[0109] For example, when the gaze position is Figure 8 As shown in 801, the adjusted motion trigger area, lens stay area and lens return area can be as follows Figure 8 As shown in 801, from Figure 8It can be seen from 801 that the outer edge of the lens stay area and the inner edge of the adjusted motion trigger area are the same edge, that is, the outer edge of the lens stay area is close to the inner edge of the adjusted motion trigger area, and the inner edge of the lens stay area is a partial edge of the lens return area, that is, the inner edge of the lens stay area is close to a partial edge of the lens return area, the edges of the screen away from the gaze position are the third edge and the fourth edge, and the other partial edges of the lens return area are close to the third edge and the fourth edge.
[0110] In the embodiment of the present application, since the outer edge of the lens stay area is close to the inner edge of the adjusted motion trigger area, the inner edge of the lens stay area is close to a portion of the edge of the lens return area, and the other portion of the edge of the lens return area is close to the edge of the screen away from the gaze position, the line of sight can be directly returned from the adjusted motion trigger area to the lens stay area, thereby improving the convenience of controlling the virtual camera to stop moving.
[0111] It can be understood that after obtaining the adjusted motion trigger area, lens stay area and lens return area, if a new gaze operation is detected on the adjusted motion trigger area, the adjusted motion trigger area can be adjusted according to the gaze position corresponding to the new gaze operation, and then the lens stay area and the lens return area can be adjusted according to the new adjusted motion trigger area.
[0112] For example, when the gaze position is Figure 8 As shown in 801, the adjusted motion trigger area, lens stay area and lens return area can be as follows Figure 8 As shown in 801, a new gaze operation is detected in the adjusted motion trigger area, and the gaze position corresponding to the new gaze operation is as follows: Figure 8 As shown in 802, the newly adjusted motion trigger area, lens stay area and lens return area can be as follows Figure 8 As shown in 802.
[0113] It can be understood that the lens motion trigger area can be displayed on the graphical user interface first, and then when the area where the gaze position is located is determined to be the lens motion trigger area, it can be determined whether the lens stay area and / or the lens return area are displayed on the graphical user interface. If the lens stay area and / or the lens return area are displayed on the graphical user interface, the movement direction of the virtual camera is determined according to the gaze position and the position of the virtual camera in the virtual game scene. If the lens stay area and / or the lens return area are not displayed on the graphical user interface, not only the movement direction of the virtual camera is determined according to the gaze position and the position of the virtual camera in the virtual game scene, but also the lens motion trigger area is adjusted according to the gaze position to obtain the adjusted motion trigger area, and the lens stay area and / or the lens return area are displayed on the graphical user interface according to the adjusted motion trigger area.
[0114] In some embodiments, the present application also includes:
[0115] Obtaining an initial lens motion trigger area on the graphical user interface;
[0116] According to the controls included in the initial lens motion triggering area, the initial lens motion triggering area is adjusted to obtain the lens motion triggering area.
[0117] The initial lens motion triggering area may be a motion triggering area pre-set for the target game, and then the terminal may adjust the initial lens motion triggering area according to the number of controls included in the initial lens motion triggering area and / or the area occupied by the controls in the graphical user interface. When the entire control is located on the initial lens motion triggering area, the control may be referred to as a control included in the initial lens motion triggering area, or when a portion of the control is located on the initial lens motion triggering area, the control may also be referred to as a control included in the initial lens motion triggering area.
[0118] Optionally, according to the controls included in the initial lens motion triggering area, the process of adjusting the initial lens motion triggering area may be:
[0119] If the initial lens motion triggering area does not include a control, the initial lens motion triggering area may be determined as the lens motion triggering area;
[0120] If the initial lens motion triggering area includes the control, determining a target sub-area where the control is located in the initial lens motion triggering area;
[0121] According to the size of the target sub-region, the initial lens motion triggering region is expanded to obtain the lens motion triggering region.
[0122] Among them, the larger the target sub-area, the greater the degree of expansion of the initial lens motion trigger area; the larger the lens motion trigger area, the smaller the target sub-area, the smaller the degree of expansion of the initial lens motion trigger area; and the smaller the lens motion trigger area.
[0123] For example, Fig.10 As shown in 1001, the initial lens motion triggering area includes controls c1 and c2. If the player wants to control the virtual camera to move to the right, the player can gaze at the target sub-area. However, since the target position includes control c1 and control c1 can also be triggered by the gaze operation, gazing at the target sub-area will trigger control c1 without controlling the virtual camera to move to the right. Therefore, the initial lens motion triggering area is expanded, and the lens motion triggering area can be obtained as follows Fig.10 As shown in 1002, at this time, the target position in the lens motion triggering area can be focused on, thereby controlling the virtual camera to move to the right.
[0124] It is understandable that in the process of expanding the initial lens trigger area, only the inner edge of the initial lens trigger area close to the target sub-area can be adjusted, or all the inner edges of the initial lens trigger area can be adjusted, and the embodiments of the present application are not limited here.
[0125] Alternatively, according to the controls included in the initial lens motion triggering area, the process of adjusting the initial lens motion triggering area may be:
[0126] If the initial lens motion triggering area does not include a control, the initial lens motion triggering area may be determined as the lens motion triggering area;
[0127] If the initial lens motion triggering area includes controls, the initial lens motion triggering area is expanded according to the number of controls to obtain the lens motion triggering area.
[0128] Among them, the more controls there are, the greater the degree of expansion of the initial lens motion trigger area, and the larger the lens motion trigger area is. The fewer controls there are, the smaller the degree of expansion of the initial lens motion trigger area is, and the smaller the lens motion trigger area is.
[0129] In an embodiment of the present application, when a control is triggered by a gaze operation, an initial lens motion trigger area on the graphical user interface can be obtained, and the initial lens motion trigger area is adjusted and processed according to the controls included in the initial lens motion trigger area to obtain the lens motion trigger area, so that not only the movement of the virtual camera can be controlled by the lens motion trigger area, but also the controls on the lens motion trigger area can be avoided from being accidentally triggered.
[0130] 204. Control the virtual camera to move according to the movement direction to switch the game screen displayed on the graphical user interface.
[0131] When the motion direction is the moving direction, controlling the virtual camera to move according to the motion direction can be understood as controlling the virtual camera to move in the moving direction. When the motion direction is the rotating direction, controlling the virtual camera to move according to the motion direction can be understood as controlling the virtual camera to rotate in the rotating direction.
[0132] Optionally, the movement speed of the virtual camera can be a preset speed. In this case, during the movement of the virtual camera, the terminal can control the virtual camera to move in the direction of movement at the preset speed, so that the virtual camera moves at a constant speed, and the graphical user interface switches the game screen at a constant speed. Alternatively, the movement speed of the virtual camera can also be a dynamically changing speed. In this case, during the movement of the virtual camera, the virtual camera changes speed and the graphical user interface changes speed to switch the game screen.
[0133] When the virtual camera changes speed, the embodiment of the present application further includes:
[0134] Get the gaze time corresponding to the gaze operation;
[0135] According to the gaze time, the movement speed of the virtual camera is determined;
[0136] Control the virtual camera to move according to the movement direction to switch the game screen displayed by the graphical user interface, including:
[0137] The virtual camera is controlled to move according to the movement direction and movement speed to switch the game screen displayed by the graphical user interface.
[0138] Among them, since the player needs to keep looking at the graphical user interface when the game screen displayed by the graphical user interface has not switched to the game screen required by the player, the longer the looking time is, the longer the time it takes to switch from the game screen displayed by the graphical user interface to the game screen required by the player. Therefore, in order to reduce the looking time and quickly switch to the game screen required by the player, the longer the looking time is, the faster the movement speed is, and the shorter the looking time is, the slower the movement speed is.
[0139] In an embodiment of the present application, the gaze time corresponding to the gaze operation is obtained, and the movement speed of the virtual camera is determined according to the gaze time. The virtual camera is controlled to move according to the movement direction and movement speed to switch the game screen displayed on the graphical user interface, so that the longer the gaze time, the greater the movement speed, and the faster the speed of switching the game screen, and the shorter the gaze time, the slower the movement speed, and the slower the speed of switching the game screen, so that the game screen can be quickly switched to the game screen required by the player.
[0140] When the virtual camera moves at a variable speed and the graphical user interface includes a lens motion triggering area and a lens staying area, the lens motion triggering area and the lens staying area are adjacently arranged. If the area where the gaze position is located is the lens motion triggering area, the embodiment of the present application further includes:
[0141] Determine a first distance between the gaze position and the camera resting area;
[0142] Determine the movement speed of the virtual camera according to the first distance;
[0143] Control the virtual camera to move according to the movement direction to switch the game screen displayed by the graphical user interface, including:
[0144] The virtual camera is controlled to move according to the movement direction and movement speed to switch the game screen displayed by the graphical user interface.
[0145] The first distance may be the distance between the gaze position and the outer edge of the lens stay area, or the first distance may be the distance between the gaze position and the inner edge of the lens stay area. When the first distance is the distance between the gaze position and the outer edge of the lens stay area, for example, when the lens stay area, the lens motion trigger area and the gaze position are Fig.11 As shown, the first distance can be Fig.11 shown.
[0146] After obtaining the first distance, the terminal can map the first distance to obtain the movement speed of the virtual camera. The longer the first distance is, the farther the gaze position is from the lens stop area, and the faster the movement speed of the virtual camera is; the closer the first distance is, the closer the gaze position is to the lens stop area, and the slower the movement speed of the virtual camera is.
[0147] In an embodiment of the present application, a first distance between a gaze position and an area where the lens stays is determined, and based on the first distance, a movement speed of a virtual camera is determined, and the virtual camera is controlled to move according to a movement direction and a movement speed to switch a game screen displayed on a graphical user interface. This allows the movement speed of the virtual camera to be smaller when the gaze position is close to the area where the lens stays than when the gaze position is far from the area where the lens stays, thereby ensuring the continuity of the game screen displayed on the graphical user interface during screen switching, and preventing screen discontinuity.
[0148] In another embodiment, the movement speed of the virtual camera can also be determined based on the distance between the gaze position and the edge of the graphical user interface (the second distance). The smaller the second distance, the faster the movement speed of the virtual camera. The technical effect achieved is equivalent to the implementation method of determining the movement speed of the virtual camera based on the first distance.
[0149] From the above content, it can be seen that in the embodiment of the present application, the game screen of the target game is displayed through the graphical user interface, and the game screen is a screen obtained by shooting the virtual game scene of the target game by the virtual camera of the target game. In response to the gaze operation on the graphical user interface, the gaze position corresponding to the gaze operation in the graphical user interface is determined, and the movement direction of the virtual camera is determined according to the gaze position and the position of the virtual camera in the virtual game scene. The virtual camera is controlled to move according to the movement direction to switch the game screen displayed on the graphical user interface, thereby realizing switching the game screen displayed on the graphical user interface through the gaze operation, without the need to manually switch the game screen, thereby improving the convenience of game interaction.
[0150] According to the following Fig.12 , the method for displaying the game screen provided by this application is further explained.
[0151] 1201. Display a game screen of a target game through a graphical user interface. The game screen is a picture obtained by shooting a virtual game scene of the target game with a virtual camera of the target game. The graphical user interface also includes a lens motion trigger area, a lens stay area, and a lens return area.
[0152] The shape of the lens motion triggering area is a first hollow figure, the outer edges of the lens motion triggering area are close to the edges of the screen of the electronic device, the inner edges of the lens motion triggering area are close to the lens stay area, the horizontal width of the frame of the lens motion triggering area is greater than the vertical width of the frame, and the horizontal width of the frame of the lens stay area is different from the vertical width of the frame. For example, Figure 6 shown.
[0153] 1202. In response to a gaze operation on a graphical user interface, determine a gaze position corresponding to the gaze operation in the graphical user interface, and determine an area where the gaze position is located.
[0154] 1203. If the area where the gaze position is located is a lens motion triggering area, determine the target vector according to the gaze position and the position of the virtual camera in the virtual game scene, and determine the motion direction according to the direction of the target vector.
[0155] 1204. If the area where the gaze position is located is a lens motion triggering area, obtain the gaze time corresponding to the gaze operation, and determine the movement speed of the virtual camera according to the gaze time.
[0156] 1205. Control the virtual camera to move according to the movement direction and movement speed to switch the game screen displayed on the graphical user interface.
[0157] 1206. If the area where the gaze position is located is a lens stay area, the virtual camera is controlled not to move so as not to switch the game screen displayed by the graphical user interface.
[0158] 1207. If the area where the gaze position is located is the lens return area, control the virtual camera to perform a reset operation to switch the game screen displayed on the graphical user interface to the game screen displayed before the virtual camera moves.
[0159] The specific implementation method and corresponding beneficial effects of this embodiment can be specifically referred to the above-mentioned embodiment of the display control method of the game screen, and this embodiment will not be repeated here.
[0160] According to the following Fig.13 , the method for displaying the game screen provided by this application is further explained.
[0161] 1301. Display a game screen of a target game through a graphical user interface. The game screen is a screen obtained by shooting a virtual game scene of the target game with a virtual camera of the target game. The graphical user interface also includes a camera motion trigger area.
[0162] The shape of the lens motion triggering area is a first hollowed-out pattern, and the outer edges of the lens motion triggering area are close to the edges of the screen on the electronic device, such as Figure 5 shown.
[0163] 1302. In response to a gaze operation on a graphical user interface, determine a gaze position corresponding to the gaze operation in the graphical user interface, and determine an area where the gaze position is located.
[0164] 1303. If the area where the gaze position is located is a lens motion trigger area, determine the target vector according to the gaze position and the position of the virtual camera in the virtual game scene, determine the motion direction according to the direction of the target vector, and adjust the lens motion trigger area according to the gaze position to obtain an adjusted motion trigger area.
[0165] Among them, the border of the adjusted motion trigger area is at least partially reduced compared to the border of the lens motion trigger area, and the reduced border is away from the gaze position in the screen displaying the graphical user interface. The width of the border of the adjusted motion trigger area close to the gaze position is greater than the width of the border of the lens motion trigger area.
[0166] 1304. Control the virtual camera to move according to the movement direction and movement speed to switch the game screen displayed on the graphical user interface.
[0167] The movement speed of the virtual camera can be determined according to the gaze time.
[0168] 1305. Generate a lens stay area and / or a lens return area on a graphical user interface according to the adjusted motion trigger area.
[0169] Among them, the outer edge of the lens stay area is close to the inner edge of the adjusted motion trigger area, the inner edge of the lens stay area is close to part of the edge of the lens return area, and the other part of the edge of the lens return area is close to the edge of the screen away from the gaze position.
[0170] 1306. If a new gaze operation is detected on the camera resting area, the virtual camera is controlled to stop moving so as not to switch the game screen displayed by the graphical user interface.
[0171] 1307. If a new gaze operation is detected on the lens return area, the virtual camera is controlled to perform a reset operation to switch the game screen displayed on the graphical user interface to the game screen displayed before the virtual camera moves.
[0172] 1308. If a new gaze operation is detected on the adjusted motion trigger area, the virtual camera is controlled to continue moving according to the gaze position corresponding to the new gaze operation, and the adjusted motion trigger area, the lens stay area, and the lens return area are adjusted according to the gaze position corresponding to the new gaze operation.
[0173] The specific implementation method and corresponding beneficial effects of this embodiment can be specifically referred to the above-mentioned embodiment of the display control method of the game screen, and this embodiment will not be repeated here.
[0174] In order to better implement the above method, an embodiment of the present application also provides a display control device for a game screen, which can be specifically integrated into an electronic device, such as a computer device, which can be a terminal, server, or other device.
[0175] Among them, the terminal can be a mobile phone, a tablet computer, a smart Bluetooth device, a laptop computer, a personal computer and other devices; the server can be a single server or a server cluster composed of multiple servers.
[0176] For example, in this embodiment, the method of the embodiment of the present application is described in detail by taking the display control device of the game screen specifically integrated in the terminal as an example. This embodiment provides a display control device for a game screen, such as Fig.14 As shown, the display control device of the game screen may include:
[0177] The screen display module 1401 is used to display the game screen of the target game through a graphical user interface. The game screen is a screen obtained by shooting the virtual game scene of the target game with a virtual camera of the target game.
[0178] The first determining module 1402 is configured to determine, in response to a gaze operation on the graphical user interface, a gaze position corresponding to the gaze operation in the graphical user interface.
[0179] The second determination module 1403 is used to determine the movement direction of the virtual camera according to the gaze position and the position of the virtual camera in the virtual game scene.
[0180] The motion control module 1404 is used to control the virtual camera to move according to the motion direction to switch the game screen displayed by the graphical user interface.
[0181] In some embodiments, the graphical user interface includes a lens motion triggering area, and the second determining module 1403 is specifically used to execute:
[0182] Determine whether the area where the gaze position is located is a lens motion trigger area;
[0183] If the area where the gaze position is located is a lens motion triggering area, the movement direction of the virtual camera is determined according to the gaze position and the position of the virtual camera in the virtual game scene.
[0184] In some embodiments, the graphical user interface further includes a lens stay area and / or a lens return area, and the motion control module 1404 is further configured to execute:
[0185] If the area where the gaze position is located is the camera stay area, the virtual camera is controlled not to move so as not to switch the game screen displayed by the graphical user interface;
[0186] Alternatively, if the area where the gaze position is located is the lens return area, the virtual camera is controlled to perform a reset operation to switch the game screen displayed by the graphical user interface to the game screen displayed before the virtual camera moves.
[0187] In some embodiments, the second determining module 1403 is further configured to execute:
[0188] If the area where the gaze position is located is determined to be a lens motion triggering area, a lens stay area and / or a lens return area is generated on the graphical user interface.
[0189] In some embodiments, the shape of the lens motion triggering area is a first hollow figure, and the outer edges of the frame of the lens motion triggering area are close to the edges of the screen displaying the graphical user interface.
[0190] In some embodiments, the second determining module 1403 is further configured to execute:
[0191] If the area where the gaze position is located is determined to be the lens motion trigger area, the lens motion trigger area is adjusted according to the gaze position to obtain an adjusted motion trigger area. The border of the adjusted motion trigger area is at least partially reduced compared to the border of the lens motion trigger area, and the reduced border is away from the gaze position in the screen displaying the graphical user interface.
[0192] In some embodiments, the width of the border of the adjusted motion triggering area close to the gaze position is greater than the width of the border of the lens motion triggering area.
[0193] In some embodiments, the second determining module 1403 is used to perform:
[0194] A lens stay area and / or a lens return area is generated on the graphical user interface according to the adjusted motion trigger area.
[0195] In some embodiments, the outer edge of the lens stay area is close to the inner edge of the adjusted motion trigger area, the inner edge of the lens stay area is close to a partial edge of the lens return area, and another partial edge of the lens return area is close to an edge of the screen away from the gaze position.
[0196] In some embodiments, the lens motion triggering area and the lens staying area are adjacently arranged. If the area where the gaze position is located is the lens motion triggering area, the second determining module 1403 is further configured to execute:
[0197] Determine a first distance between the gaze position and the camera resting area;
[0198] A movement speed of the virtual camera is determined according to the first distance.
[0199] The motion control module 1404 is specifically used to execute:
[0200] The virtual camera is controlled to move according to the movement direction and movement speed to switch the game screen displayed by the graphical user interface.
[0201] In some embodiments, the width of the frame of the lens resting area in the horizontal direction is different from the width of the frame in the vertical direction.
[0202] In some embodiments, the width of the frame of the lens motion triggering area in the horizontal direction is greater than the width of the frame in the vertical direction.
[0203] In some embodiments, the above apparatus further includes an adjustment module, and the adjustment module is used to execute:
[0204] Obtaining an initial lens motion trigger area on the graphical user interface;
[0205] According to the controls included in the initial lens motion triggering area, the initial lens motion triggering area is adjusted to obtain the lens motion triggering area.
[0206] In some embodiments, the graphical user interface further includes a lens regression area, and the motion control module 1404 is further configured to execute:
[0207] If the area where the gaze position is located is the lens return area, the virtual camera is controlled to perform a reset operation to switch the game screen displayed on the graphical user interface to the game screen displayed before the virtual camera moved.
[0208] In some embodiments, the second determining module 1403 is further configured to execute:
[0209] Get the gaze time corresponding to the gaze operation;
[0210] According to the gaze time, the movement speed of the virtual camera is determined.
[0211] The motion control module 1404 is specifically used to execute:
[0212] The virtual camera is controlled to move according to the movement direction and movement speed to switch the game screen displayed by the graphical user interface.
[0213] In some embodiments, the second determining module 1403 is specifically configured to execute:
[0214] Determine a target vector according to the gaze position and the position of the virtual camera in the virtual game scene, wherein the direction of the target vector is the direction from the position of the virtual camera to the gaze position;
[0215] Determine the direction of movement based on the direction of the target vector.
[0216] In some embodiments, the motion direction includes a rotation direction, and the second determination module 1403 is specifically configured to execute:
[0217] Get the current orientation of the virtual camera in the virtual game scene;
[0218] Determines the direction of rotation based on the direction of the target vector and the current orientation.
[0219] In specific implementation, the above modules can be implemented as independent entities, or can be arbitrarily combined and implemented as the same or several entities. The specific implementation methods and corresponding beneficial effects of the above modules can be found in the previous method embodiments, which will not be repeated here.
[0220] Accordingly, an embodiment of the present application further provides an electronic device, which may be a terminal, and the terminal may be a smart phone, a tablet computer, a laptop computer, a touch screen, a game console, a personal computer (PC), a personal digital assistant (PDA), or other terminal devices. Fig.15 As shown, Fig.15 A schematic diagram of the structure of an electronic device provided in an embodiment of the present application. The electronic device 1500 includes a processor 1501 having one or more processing cores, a memory 1502 having one or more computer-readable storage media, and a computer program stored in the memory 1502 and executable on the processor. The processor 1501 is electrically connected to the memory 1502. It will be understood by those skilled in the art that the electronic device structure shown in the figure does not constitute a limitation on the electronic device, and may include more or fewer components than shown in the figure, or combine certain components, or arrange the components differently.
[0221] Processor 1501 is the control center of electronic device 1500. It uses various interfaces and lines to connect various parts of the entire electronic device 1500, executes various functions of electronic device 1500 and processes data by running or loading software programs and / or modules stored in memory 1502, and calling data stored in memory 1502, thereby monitoring electronic device 1500 as a whole.
[0222] In the embodiment of the present application, the processor 1501 in the electronic device 1500 will load instructions corresponding to the processes of one or more application programs into the memory 1502 according to the following steps, and the processor 1501 will run the application programs stored in the memory 1502 to implement various functions, such as:
[0223] Displaying a game screen of the target game through a graphical user interface, where the game screen is a screen obtained by shooting a virtual game scene of the target game with a virtual camera of the target game;
[0224] In response to a gaze operation on the graphical user interface, determining a gaze position corresponding to the gaze operation in the graphical user interface;
[0225] Determine the movement direction of the virtual camera according to the gaze position and the position of the virtual camera in the virtual game scene;
[0226] The virtual camera is controlled to move according to the movement direction to switch the game screen displayed by the graphical user interface.
[0227] The specific implementation methods and corresponding beneficial effects of the above operations can be found in the detailed description of the display control method of the game screen above, which will not be elaborated here.
[0228] Optional, such as Fig.15 As shown, the electronic device 1500 further includes: a touch screen 1503, a radio frequency circuit 1504, an audio circuit 1505, an input unit 1506, and a power supply 1507. The processor 1501 is electrically connected to the touch screen 1503, the radio frequency circuit 1504, the audio circuit 1505, the input unit 1506, and the power supply 1507, respectively. Those skilled in the art can understand that Fig.15 The electronic device structure shown in the figure does not constitute a limitation of the electronic device, and may include more or less components than shown in the figure, or combine certain components, or arrange the components differently.
[0229] The touch display screen 1503 can be used to display a graphical user interface and receive operation instructions generated by the user acting on the graphical user interface. The touch display screen 1503 may include a display panel and a touch panel. Among them, the display panel may be used to display information input by the user or information provided to the user and various graphical user interfaces of the electronic device, and these graphical user interfaces may be composed of graphics, text, icons, videos and any combination thereof. Optionally, the display panel may be configured in the form of a liquid crystal display (LCD, Liquid Crystal Display), an organic light emitting diode (OLED, Organic Light-EmittingDiode) and the like. The touch panel may be used to collect the user's touch operation on or near it (such as the user using any suitable object or attachment such as a finger, a stylus, etc. on the touch panel or near the touch panel), and generate corresponding operation instructions, and the operation instructions execute corresponding programs. Optionally, the touch panel may include two parts, a touch detection device and a touch controller. Among them, the touch detection device detects the user's touch orientation, detects the signal brought by the touch operation, and transmits the signal to the touch controller; the touch controller receives the touch information from the touch detection device, converts it into the touch point coordinates, and then sends it to the processor 1501, and can receive the command sent by the processor 1501 and execute it. The touch panel can cover the display panel. When the touch panel detects a touch operation on or near it, it is transmitted to the processor 1501 to determine the type of touch event, and then the processor 1501 provides a corresponding visual output on the display panel according to the type of touch event. In an embodiment of the present application, the touch panel and the display panel can be integrated into the touch display screen 1503 to realize the input and output functions. However, in some embodiments, the touch panel and the touch panel can be used as two independent components to realize the input and output functions. That is, the touch display screen 1503 can also be used as a part of the input unit 1506 to realize the input function.
[0230] The radio frequency circuit 1504 may be used to send and receive radio frequency signals, so as to establish wireless communication with a network device or other electronic devices through wireless communication, and to send and receive signals between the network device or other electronic devices.
[0231] The audio circuit 1505 can be used to provide an audio interface between the user and the electronic device through a speaker and a microphone. The audio circuit 1505 can transmit the electrical signal converted from the received audio data to the speaker, which is converted into a sound signal for output; on the other hand, the microphone converts the collected sound signal into an electrical signal, which is received by the audio circuit 1505 and converted into audio data, and then the audio data is output to the processor 1501 for processing, and then sent to another electronic device through the radio frequency circuit 1504, or the audio data is output to the memory 1502 for further processing. The audio circuit 1505 may also include an earplug jack to provide communication between an external headset and an electronic device.
[0232] The input unit 1506 may be used to receive input numbers, character information or user feature information (such as fingerprint, iris, facial information, etc.), and generate keyboard, mouse, joystick, optical or trackball signal input related to user settings and function control.
[0233] The power supply 1507 is used to supply power to various components of the electronic device 1500. Optionally, the power supply 1507 can be logically connected to the processor 1501 through a power management system, so as to manage charging, discharging, and power consumption through the power management system. The power supply 1507 can also include one or more DC or AC power supplies, recharging systems, power failure detection circuits, power converters or inverters, power status indicators, and other arbitrary components.
[0234] although Fig.15 Not shown, the electronic device 1500 may also include a camera, a sensor, a wireless fidelity module, a Bluetooth module, etc., which will not be described in detail here.
[0235] In the above embodiments, the description of each embodiment has its own emphasis. For parts that are not described in detail in a certain embodiment, reference can be made to the relevant descriptions of other embodiments.
[0236] A person of ordinary skill in the art will appreciate that all or part of the steps in the various methods of the above embodiments may be completed by instructions, or by controlling related hardware through instructions. The instructions may be stored in a computer-readable storage medium and loaded and executed by a processor.
[0237] To this end, an embodiment of the present application provides a computer-readable storage medium, in which a plurality of computer programs are stored, and the computer program can be loaded by a processor to execute any of the game screen display control methods provided in the embodiments of the present application. For example, the computer program can execute the following steps:
[0238] Displaying a game screen of the target game through a graphical user interface, where the game screen is a screen obtained by shooting a virtual game scene of the target game with a virtual camera of the target game;
[0239] In response to a gaze operation on the graphical user interface, determining a gaze position corresponding to the gaze operation in the graphical user interface;
[0240] Determine the movement direction of the virtual camera according to the gaze position and the position of the virtual camera in the virtual game scene;
[0241] The virtual camera is controlled to move according to the movement direction to switch the game screen displayed by the graphical user interface.
[0242] The specific implementation methods and corresponding beneficial effects of the above operations can be found in the detailed description of the display control method of the game screen above, which will not be elaborated here.
[0243] The computer-readable storage medium may include: a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk, etc.
[0244] Since the computer program stored in the computer-readable storage medium can execute any one of the game screen display control methods provided in the embodiments of the present application, the beneficial effects that can be achieved by any one of the game screen display control methods provided in the embodiments of the present application can be achieved. Please refer to the previous embodiments for details and will not be repeated here.
[0245] The above is a detailed introduction to a display control method, device, electronic device and storage medium for a game screen provided in an embodiment of the present application. Specific examples are used herein to illustrate the principles and implementation methods of the present application. The description of the above embodiments is only used to help understand the method of the present application and its core idea. At the same time, for technical personnel in this field, according to the idea of the present application, there will be changes in the specific implementation method and application scope. In summary, the content of this specification should not be understood as a limitation on the present application.
Claims
1. A method for controlling the display of a game screen, characterized in that: The method comprises: Displaying a game screen of a target game through a graphical user interface, wherein the game screen is a screen obtained by shooting a virtual game scene of the target game through a virtual camera of the target game; In response to a gaze operation on the graphical user interface, determining a gaze position corresponding to the gaze operation in the graphical user interface; Determining a movement direction of the virtual camera according to the gaze position and the position of the virtual camera in the virtual game scene; The virtual camera is controlled to move according to the movement direction to switch the game screen displayed by the graphical user interface.
2. The display control method of the game screen according to claim 1, characterized in that: The graphical user interface includes a lens motion triggering area, and determining the motion direction of the virtual camera according to the gaze position and the position of the virtual camera in the virtual game scene includes: Determining whether the area where the gaze position is located is the lens motion triggering area; If the area where the gaze position is located is the lens motion triggering area, the movement direction of the virtual camera is determined according to the gaze position and the position of the virtual camera in the virtual game scene.
3. The display control method of the game screen according to claim 2, characterized in that: The graphical user interface further includes a lens stay area and / or a lens return area, and after determining whether the area where the gaze position is located is the lens motion triggering area, further includes: If the area where the gaze position is located is the camera stop area, controlling the virtual camera not to move so as not to switch the game screen displayed by the graphical user interface; Alternatively, if the area where the gaze position is located is the lens return area, the virtual camera is controlled to perform a reset operation to switch the game screen displayed by the graphical user interface to the game screen displayed before the virtual camera moves.
4. The display control method of the game screen according to claim 3, characterized in that: The method further comprises: If it is determined that the area where the gaze position is located is the lens motion triggering area, the lens stay area and / or the lens return area are generated on the graphical user interface.
5. The display control method of the game screen according to claim 3 or 4, characterized in that: The shape of the lens motion triggering area is a first hollow figure, and the outer edges of the frame of the lens motion triggering area are close to the edges of the screen displaying the graphical user interface.
6. The display control method of the game screen according to claim 5, characterized in that: The method further comprises: If it is determined that the area where the gaze position is located is the lens motion trigger area, the lens motion trigger area is adjusted according to the gaze position to obtain an adjusted motion trigger area, and the border of the adjusted motion trigger area is at least partially reduced compared to the border of the lens motion trigger area, and the reduced border is away from the gaze position in the screen displaying the graphical user interface.
7. The display control method of the game screen according to claim 6, characterized in that: The width of the border of the adjusted motion triggering area close to the gaze position is greater than the width of the border of the lens motion triggering area.
8. The display control method of the game screen according to claim 6, characterized in that: Generating the lens stay area and / or the lens return area on the graphical user interface includes: The lens stay area and / or the lens return area are generated on the graphical user interface according to the adjusted motion trigger area.
9. The display control method of the game screen according to claim 8, characterized in that: The outer edge of the lens stay area is close to the inner edge of the adjusted motion trigger area, the inner edge of the lens stay area is close to a partial edge of the lens return area, and another partial edge of the lens return area is close to an edge of the screen away from the gaze position.
10. The display control method of the game screen according to claim 3, characterized in that: The lens motion triggering area and the lens staying area are arranged adjacent to each other. If the area where the gaze position is located is the lens motion triggering area, the method further includes: Determining a first distance between the gaze position and the lens resting area; Determining a movement speed of the virtual camera according to the first distance; The controlling the virtual camera to move according to the movement direction to switch the game screen displayed by the graphical user interface includes: The virtual camera is controlled to move according to the movement direction and the movement speed to switch the game screen displayed by the graphical user interface.
11. The display control method of the game screen according to claim 3, characterized in that: The width of the frame of the lens stay area in the horizontal direction is different from the width of the frame in the vertical direction.
12. The display control method of the game screen according to claim 2, characterized in that: The width of the frame of the lens motion triggering area in the horizontal direction is greater than the width of the frame in the vertical direction.
13. The display control method of the game screen according to claim 2, characterized in that: The method further comprises: Obtaining an initial lens motion trigger area on the graphical user interface; According to the controls included in the initial lens motion triggering area, the initial lens motion triggering area is adjusted to obtain the lens motion triggering area.
14. The display control method of the game screen according to claim 1, characterized in that: The method further comprises: Obtaining a gaze time corresponding to the gaze operation; Determining a movement speed of the virtual camera according to the gaze time; The controlling the virtual camera to move according to the movement direction to switch the game screen displayed by the graphical user interface includes: The virtual camera is controlled to move according to the movement direction and the movement speed to switch the game screen displayed by the graphical user interface.
15. The display control method of the game screen according to claim 1, characterized in that: The step of determining the movement direction of the virtual camera according to the gaze position and the position of the virtual camera in the virtual game scene comprises: Determine a target vector according to the gaze position and the position of the virtual camera in the virtual game scene, wherein the direction of the target vector is the direction in which the position of the virtual camera points to the gaze position; The moving direction is determined according to the direction of the target vector.
16. The display control method of the game screen according to claim 15, characterized in that: The movement direction includes a rotation direction, and determining the movement direction according to the direction of the target vector includes: Obtaining the current orientation of the virtual camera in the virtual game scene; A rotation direction is determined according to the direction of the target vector and the current orientation.
17. A display control device for a game screen, characterized in that: The device comprises: A screen display module, used to display a game screen of a target game through a graphical user interface, wherein the game screen is a screen obtained by shooting a virtual game scene of the target game with a virtual camera of the target game; A first determining module, configured to determine, in response to a gaze operation on the graphical user interface, a gaze position corresponding to the gaze operation in the graphical user interface; A second determination module is used to determine the movement direction of the virtual camera according to the gaze position and the position of the virtual camera in the virtual game scene; The motion control module is used to control the virtual camera to move according to the motion direction to switch the game screen displayed by the graphical user interface.
18. An electronic device, characterized in that: It comprises a processor and a memory, wherein the memory stores a plurality of instructions; the processor loads instructions from the memory to execute the display control method of the game screen as described in any one of claims 1 to 16.
19. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a plurality of instructions, and the instructions are suitable for being loaded by a processor to execute the display control method of the game screen as described in any one of claims 1 to 16.