Game information display method and device, storage medium and electronic equipment
By using a virtual camera to capture and play animations in the game, the problem that the game map cannot provide multi-angle views is solved, reducing the game cognitive cost of players and improving the gaming experience.
Patent Information
- Application Number
- CN202411472623.9
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-10-21
- Publication Date
- 2025-02-14
AI Technical Summary
The game map can only provide game scenes from a fixed perspective, making it difficult for players to understand game scenes from different angles, increasing the cost of game cognition and reducing the gaming experience.
The game scene screen captured by the virtual camera is displayed through the graphic user interface of the terminal device, and the target animation is generated and played in response to the player's gaze information, showing the conversion relationship between game scenes at different angles.
It helps players to understand game scenes from different angles, reduces game cognitive costs and improves game efficiency and experience.
Smart Images

Figure CN119425075A_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the field of game technology, and in particular to a method for displaying game information, a device for displaying game information, a computer-readable storage medium, and an electronic device. Background Art
[0002] In the game, players can understand the game scene through the game map in order to perform game operations.
[0003] However, the game map can only provide the game scene under a fixed perspective. Players cannot observe the game scene from other angles. Moreover, when the game map displays a two-dimensional wireframe map, players are required to associate and memorize the relationship between the two-dimensional game map and the game scene based on their understanding of the game scene, which results in a high gaming time cost and a poor gaming experience for players.
[0004] It should be noted that the information disclosed in the above background technology section is only used to enhance the understanding of the background of the present disclosure, and therefore may include information that does not constitute the prior art known to ordinary technicians in the field. Summary of the invention
[0005] The purpose of the present disclosure is to provide a method and device for displaying game information, a computer-readable storage medium and an electronic device, thereby reducing the game cognition cost of players to at least a certain extent and improving the game experience of players.
[0006] Other features and advantages of the present disclosure will become apparent from the following detailed description, or may be learned in part by the practice of the present disclosure.
[0007] According to a first aspect of the present disclosure, a method for displaying game information is provided, wherein a game map display area is provided through a graphical user interface of a terminal device, the method comprising: providing a graphical user interface through a terminal device, the method comprising: displaying through the graphical user interface at least a portion of a game scene screen captured by a first virtual camera; wherein the position of the first virtual camera is associated with the position of a controlled virtual character in the game scene in the game scene; in response to satisfying a first preset trigger condition, generating a first target animation, the first target animation being an animation generated based on a first target scene screen, the first target scene screen being a game scene screen captured during the process of adjusting a second virtual camera from a first position to a second position; and playing the first target animation on the graphical user interface.
[0008] Optionally, the method further includes: displaying a mini-map through the graphical user interface, the first position being the position of the first virtual camera corresponding to the currently displayed game scene, and the second position being the position of the first virtual camera corresponding to the mini-map.
[0009] Optionally, the method also includes: in response to satisfying a second preset trigger condition, generating a second target animation, the second target animation being an animation generated based on a second target scene screen, the second target scene screen being a game scene screen captured during the process of adjusting the second virtual camera from the second position to the first position.
[0010] Optionally, the method further includes: playing the first target animation in the graphical user interface, including: playing the first target animation in an area where the mini-map is located.
[0011] Optionally, the first preset trigger condition includes detecting gaze information of the player in a response area of the mini-map.
[0012] Optionally, the second preset trigger condition includes detecting disappearance of the player's gaze information in a response area of the mini-map.
[0013] Optionally, the mini map is used to display the game scene picture taken by the virtual camera at the current position, or the mini map is used to display the game scene picture taken by the virtual camera at a preset height, or the mini map is used to display the two-dimensional map picture corresponding to the virtual camera at a preset height.
[0014] According to a second aspect of the present disclosure, a device for displaying game information is provided, which provides a graphical user interface through a terminal device, and the device includes: a game scene screen display module, configured to display at least a portion of the game scene screen captured by a first virtual camera through the graphical user interface; wherein the position of the first virtual camera is associated with the position of a controlled virtual character in the game scene in the game scene; a first target animation generation module, configured to generate a first target animation in response to satisfying a first preset trigger condition, the first target animation being an animation generated based on the first target scene screen, the first target scene screen being a game scene screen captured during the process of adjusting the second virtual camera from a first position to a second position; and a first playback module, configured to play the first target animation in the graphical user interface.
[0015] According to a third aspect of the present disclosure, a computer-readable storage medium is provided, on which a computer program is stored. When the program is executed by a processor, the method for displaying game information as described in the first aspect of the above embodiment is implemented.
[0016] According to a fourth aspect of an embodiment of the present disclosure, there is provided an electronic device, comprising: a processor; and a storage device for storing one or more programs, which, when executed by the one or more processors, enables the one or more processors to implement the method for displaying game information as described in the first aspect of the above embodiment.
[0017] It can be seen from the above technical solutions that the method for displaying game information, the device for displaying game information, and the computer-readable storage medium and electronic device for implementing the method for displaying game information in the exemplary embodiments of the present disclosure have at least the following advantages and positive effects:
[0018] In the technical solutions provided in some embodiments of the present disclosure, at least a portion of a game scene screen captured by a first virtual camera is displayed through a graphical user interface of a terminal device; in response to satisfying a first preset trigger condition, a first target animation is generated, the first target animation is an animation generated based on the first target scene screen, the first target scene screen is a game scene screen captured during the process of adjusting the second virtual camera from a first position to a second position, and the first target animation is played on the graphical user interface. The present disclosure can assist players in recognizing game scenes from different angles by generating and playing target animations, and can display the conversion correspondence between game scenes at different angles in real time through animation, without the need for players to spend time on manual memory and association, thereby reducing the players' game cognition costs, helping to improve game efficiency, and thus enhancing the players' game experience.
[0019] It is to be understood that the foregoing general description and the following detailed description are exemplary and explanatory only and are not restrictive of the present disclosure. BRIEF DESCRIPTION OF THE DRAWINGS
[0020] The accompanying drawings herein are incorporated into the specification and constitute a part of the specification, illustrate embodiments consistent with the present disclosure, and together with the specification are used to explain the principles of the present disclosure. Obviously, the accompanying drawings described below are only some embodiments of the present disclosure, and for ordinary technicians in this field, other accompanying drawings can be obtained based on these accompanying drawings without creative work.
[0021] Figure 1 A schematic diagram showing an exemplary system architecture to which embodiments of the present disclosure may be applied;
[0022] Figure 2 A schematic diagram showing a flow chart of a method for displaying game information in an exemplary embodiment of the present disclosure;
[0023] Figure 3 A schematic diagram showing a graphical user interface in an exemplary embodiment of the present disclosure;
[0024] Figure 4 A schematic flow chart showing a method for displaying a game screen in an exemplary embodiment of the present disclosure;
[0025] Figure 5 A schematic flow chart showing another method for displaying game information in an exemplary embodiment of the present disclosure;
[0026] Figure 6 A schematic flow chart showing another method for displaying game information in an exemplary embodiment of the present disclosure;
[0027] Figure 7 A schematic diagram showing the composition of a display device for game information in an exemplary embodiment of the present disclosure;
[0028] Figure 8 A schematic structural diagram of an electronic device in an exemplary embodiment of the present disclosure is shown. DETAILED DESCRIPTION
[0029] Example embodiments will now be described more fully with reference to the accompanying drawings. However, example embodiments can be implemented in a variety of forms and should not be construed as being limited to the examples set forth herein; on the contrary, these embodiments are provided so that the present disclosure will be more comprehensive and complete, and the concepts of the example embodiments are fully conveyed to those skilled in the art. The described features, structures, or characteristics may be combined in one or more embodiments in any suitable manner. In the following description, many specific details are provided to provide a full understanding of the embodiments of the present disclosure. However, those skilled in the art will appreciate that the technical solutions of the present disclosure may be practiced while omitting one or more of the specific details, or other methods, components, devices, steps, etc. may be adopted. In other cases, known technical solutions are not shown or described in detail to avoid obscuring various aspects of the present disclosure.
[0030] The terms "a", "an", "the" and "said" are used in this specification to indicate the presence of one or more elements / components / etc.; the terms "including" and "having" are used to express an open-ended inclusion and mean that additional elements / components / etc. may exist in addition to the listed elements / components / etc.; the terms "first" and "second" etc. are used only as labels and are not intended to limit the quantity of their objects.
[0031] In addition, the accompanying drawings are only schematic illustrations of the present disclosure and are not necessarily drawn to scale. The same reference numerals in the figures represent the same or similar parts, and their repeated description will be omitted. Some of the block diagrams shown in the accompanying drawings are functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities can be implemented in software form, or implemented in one or more hardware modules or integrated circuits, or implemented in different networks and / or processor devices and / or microcontroller devices.
[0032] In the game, players can understand the game scene through the game map, but the game scene information that the game map can display is limited, and the game map can only provide the game scene under a fixed perspective.
[0033] Take shooting games as an example. In shooting games, in order to make the game map easy to read, a two-dimensional game map, such as a wireframe map, is usually displayed in a graphical user interface. However, the player's cognition of the game battlefield environment is based on the three-dimensional game scene. It is difficult for the player to quickly connect the three-dimensional game scene with the two-dimensional game map, which reduces the player's gaming efficiency. In addition, the player needs to familiarize himself with the three-dimensional game map, and then associate and memorize the corresponding relationship between the three-dimensional game map and the two-dimensional game map, which increases the player's game cognition cost and results in a poor gaming experience.
[0034] In order to solve the above problems, the present invention provides a method and device for displaying game information, which can be applied to Figure 1 In the system architecture of the exemplary application environment shown.
[0035] like Figure 1 As shown, the system architecture 100 may include a terminal device 110 and a server 120. The terminal device 110 may be a terminal device such as a smart phone, a tablet computer, a desktop computer, a laptop computer, a smart wearable device, etc. The server 120 generally refers to a background system that provides services related to the method for displaying game information in this exemplary embodiment, and may be a server or a cluster formed by multiple servers. The terminal 110 and the server 120 may be connected via a wired or wireless communication link to perform data exchange.
[0036] In an exemplary embodiment, the above-mentioned method for displaying game information can be executed by the terminal device 110. Accordingly, a display device for game information can be set in the terminal device 110 to implement the corresponding module functions. For example, a user logs in to the game using the terminal device 110, and the terminal device 110 can display at least part of the game scene screen captured by the first virtual camera through its graphical user interface. The terminal device 110 generates a first target animation in response to satisfying the first preset trigger condition, and plays the first target animation in the graphical user interface of the terminal device 110. The first target animation is an animation generated based on the first target scene screen, and the first scene screen is a game scene screen captured during the process of adjusting the second virtual camera from the first position to the second position.
[0037] In an exemplary embodiment, the above-mentioned method for displaying game information can be executed by the server 120. Accordingly, the display device of game information can be set in the server 120 to implement the corresponding module functions. For example, after the user logs in to the game using the terminal device 110, the server 120 captures at least the game scene screen through the first virtual camera, and sends the captured game scene screen to the terminal device 110 to display the game scene screen through the graphical user interface of the terminal device 110. In response to satisfying the first trigger condition, the server 120 adjusts the second virtual camera used to simulate the first virtual camera from the first position to the second position, so as to shoot the game scene screen captured by the second virtual camera during the position adjustment process through the second virtual camera, thereby generating a first target animation, and sending the first target animation to the terminal device 110 to play the first target animation in the graphical user interface of the terminal device 110.
[0038] It should be understood that Figure 1 The number of terminal devices and servers in the example is only illustrative. Any number of terminal devices and servers may be provided as required. For example, the server 120 may be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, CDN, and big data and artificial intelligence platforms.
[0039] In one embodiment of the present disclosure, the method for displaying game information can be run on a local terminal device or a server. When the method for displaying game information is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0040] In an optional implementation, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the display method of the game information are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.
[0041] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.
[0042] However, it is easy for those skilled in the art to understand that the above application scenarios are only used as examples and are not limited to this in the present exemplary embodiment.
[0043] In a possible implementation, an embodiment of the present invention provides a method for displaying game information, providing a graphical user interface through a terminal device, wherein the graphical user interface at least includes a game map display area. The terminal device may be the local terminal device mentioned above, or may be a client device in the cloud interaction system mentioned above.
[0044] Figure 2 A flowchart of a method for displaying game information in an exemplary embodiment of the present disclosure is shown. The method for displaying game information in the present disclosure provides a graphical user interface through a terminal device. Figure 2 , the method comprising:
[0045] Step S210, displaying at least a portion of the game scene image captured by the first virtual camera through a graphical user interface provided by the terminal device; wherein the position of the first virtual camera is associated with the position of the controlled virtual character in the game scene;
[0046] Step S220, in response to satisfying a first preset trigger condition, generating a first target animation, wherein the first target animation is an animation generated based on a first target scene screen, and the first target scene screen is a game scene screen captured during the process of adjusting the second virtual camera from the first position to the second position;
[0047] Step S230: Play the first target animation on the graphical user interface of the terminal device.
[0048] exist Figure 2 In the technical solution provided by the illustrated embodiment, at least a portion of the game scene screen captured by the first virtual camera is displayed through the graphical user interface of the terminal device; in response to satisfying the first preset trigger condition, a first target animation is generated, the first target animation is an animation generated based on the first target scene screen, the first target scene screen is a game scene screen captured during the process of adjusting the second virtual camera from the first position to the second position, and the first target animation is played on the graphical user interface. The present disclosure can assist players in recognizing game scenes from different angles by generating and playing target animations, and can display the conversion correspondence between game scenes at different angles in real time through animation, without the need for players to spend time on manual memory and association, thereby reducing the players' game cognition costs, helping to improve game efficiency, and thus enhancing the players' game experience.
[0049] The specific implementation of "step S210, displaying at least a portion of the game scene image captured by the first virtual camera through the graphical user interface provided by the terminal device" is described in detail below.
[0050] For example, Figure 3 A schematic diagram of a graphical user interface in an exemplary embodiment of the present disclosure is shown. Figure 3 The graphical user interface includes a game map display area 31 and a game screen display area 32. That is, the game map can be displayed in the game map display area 31, and the current game scene screen captured by the virtual camera can be displayed in the game screen display area 32.
[0051] In other words, in an exemplary embodiment, at least a portion of the game scene and the mini-map captured by the first virtual camera can be simultaneously displayed through a graphical user interface provided by the terminal device.
[0052] In an exemplary embodiment, the minimap is used to display a game scene image captured by the first virtual camera at the current position, or the minimap is used to display a game scene image captured by the first virtual camera at a preset height, or the minimap is used to display a two-dimensional map image corresponding to the first virtual camera at a preset height.
[0053] Among them, the current position can be understood as a position determined according to the preset binding relationship between the position of the first virtual camera and the position of the controlled virtual character and the first current position of the controlled virtual character. For example, the preset binding relationship is that the first virtual camera is located 0.5 meters behind the controlled virtual character, then the current position of the first virtual camera is the position 0.5 meters behind the first current position. In the case where the mini-map is used to display the game scene screen taken by the first virtual camera at the current position, the first game scene screen displayed on the mini-map and the second game scene screen displayed on the game screen of the graphical user interface have the same screen content, but the display ratios of the two are different. The second game scene screen displayed on the game screen can be understood as an enlarged version of the first game scene displayed on the mini-map, and the first game scene screen displayed on the mini-map is a reduced version of the second game scene screen displayed on the game screen.
[0054] When the mini-map is used to display a game scene image captured by the first virtual camera at a preset height, or when the mini-map is used to display a two-dimensional map image corresponding to the first virtual camera at a preset height, a first copy virtual camera can be generated for the first virtual camera to capture the game scene to obtain the display content in the mini-map.
[0055] For example, the first copy virtual camera can be used to shoot at a first angle at a first preset height to obtain a third game scene screen, and the third game scene screen can be directly displayed in the mini-map; the first copy camera can also be used to shoot the game scene at a completely overhead angle at a second preset height to obtain a two-dimensional game map screen, and the two-dimensional game map screen can be displayed in the mini-map; the first copy camera can also be used to shoot the game scene at a second preset height to obtain a fourth game scene screen, and then the fourth game scene screen can be processed to obtain a two-dimensional game map, and the two-dimensional game map screen is displayed in the mini-map.
[0056] It should be noted that the difference between the fourth game scene screen and the two-dimensional game map screen is that game elements, such as a table, can be seen in the fourth game scene screen, while the game elements themselves cannot be seen in the two-dimensional game map screen. All game elements are replaced by points or lines, or all game elements are displayed as a top view, thus obtaining a two-dimensional game map screen.
[0057] The first preset height and the second preset height may be the same or different, and this exemplary embodiment does not specifically limit this.
[0058] In an exemplary embodiment, the position of the first virtual camera is associated with the position of the controlled virtual character in the game scene. For example, the first virtual camera can follow the movement of the controlled game character in the game scene to shoot the game scene from the perspective of the controlled virtual character to generate a game screen.
[0059] For example, Figure 4 A flowchart of a method for displaying a game screen in an exemplary embodiment of the present disclosure is shown. The game screen can be understood as at least a portion of the game scene screen captured by the first virtual camera and displayed by the graphical user interface in step S210. Figure 4 , the method may include steps S410 to S430. Wherein:
[0060] In step S410, in response to a movement control instruction for the controlled virtual character, the controlled virtual character is controlled to move in the game scene.
[0061] In an exemplary embodiment, the movement control instructions for the controlled virtual character may include any instructions that can operate the controlled virtual character to move in the game scene, such as instructions generated by dragging the direction controls displayed in the graphical user interface, instructions generated by dragging the controlled virtual character to slide in the graphical user interface, instructions for controlling the movement of the controlled virtual character through joystick controls, etc. This exemplary embodiment does not make any special limitations on this.
[0062] The terminal device or the server may respond to the movement control instruction for the controlled virtual character and control the controlled virtual character to move in the game scene according to the direction indicated by the movement control instruction.
[0063] In step S420, during the movement of the controlled virtual character, a target scene area is determined from the game scene based on the real-time moving position of the controlled virtual character and a first virtual camera bound to the controlled virtual character.
[0064] In an exemplary embodiment, the controlled virtual character can be bound to a first virtual camera, such as binding the first virtual camera within a preset distance near the position of the controlled virtual character, such as binding the first virtual camera at 0.5 meters directly behind the head of the controlled virtual character or binding the first virtual camera at the position of the eyes of the controlled virtual character, etc. This exemplary embodiment does not specifically limit this. The first virtual camera is configured with camera parameters, such as pitch angle, rotation angle, height, etc. According to the camera parameters of the first virtual camera, the range of the game scene that the first virtual camera can capture can be determined, so that the game scene within the range is captured by the first virtual camera to form a game screen that can be displayed in the graphical user interface of the terminal device.
[0065] Exemplarily, the first virtual camera moves along with the movement of the controlled virtual character. For example, if the controlled virtual character moves 1 meter forward in the game scene, the second virtual camera bound to the controlled virtual character also moves 1 meter forward in the game scene.
[0066] Based on this, during the movement of the controlled virtual character, the real-time position of the first virtual camera bound to the controlled virtual character in the game scene (i.e., the current position as described above) can be determined according to the real-time moving position of the controlled virtual character, thereby determining the first real-time field of view of the first virtual camera in the game scene based on the real-time position of the first virtual camera in the game scene and the camera parameters of the first virtual camera, and determining the game scene area within the first real-time field of view of the first virtual camera as the target scene area.
[0067] In step S430, a game screen formed by photographing the target scene area with the first virtual camera is displayed in the graphical user interface.
[0068] Exemplarily, the game screen formed by the first virtual camera shooting the target scene area can be displayed in the graphical user interface based on the size of the target display area for displaying the game screen in the graphical user interface.
[0069] In an exemplary embodiment, the size of the target display area is less than or equal to the display size of the terminal screen. That is, the terminal screen can display the game screen in full screen, or display the game screen in a partial area and display other applications, such as the interface of a chat application, in a partial area.
[0070] Through the above steps S410 to S430, the first virtual camera can shoot the game scene from the perspective of the controlled virtual character controlled by the game player, thereby obtaining a game screen.
[0071] The specific implementation of “step S220, generating a first target animation in response to satisfying a first preset trigger condition” is described in detail below.
[0072] In an exemplary embodiment, the first target animation is an animation generated based on a first target scene screen, and the first target scene screen is a game scene screen captured during the process of adjusting the second virtual camera from a first position to a second position; wherein the second virtual camera is used to simulate the first virtual camera.
[0073] In an exemplary embodiment, the second virtual camera is used to simulate the first camera, which can be understood as the second virtual camera being a second copy virtual camera of the first virtual camera. For example, the position of the second virtual camera in the default state is the same as the position of the first virtual camera, that is, before the first trigger condition is met, the position of the second virtual camera can be the same as the position of the first virtual camera. However, during the game, the first virtual camera will not move due to any other external trigger conditions. The first virtual camera will only move with the controlled virtual character, while the second virtual camera can be triggered by the first trigger condition and the second preset trigger condition.
[0074] Exemplarily, the picture displayed in the background of the graphical user interface (ie, the game picture during the game process) is the game scene picture captured by the first virtual camera, and the picture included in the first target animation is the game scene picture captured by the second virtual camera.
[0075] In an exemplary embodiment, the first position is the position of the first virtual camera corresponding to the currently displayed game scene, and the second position is the position of the first virtual camera corresponding to the mini-map. The second position being the position of the first virtual camera corresponding to the mini-map can be understood as the second position being the position of the first copy virtual camera corresponding to the mini-map.
[0076] For example, the first position may be the position of the first virtual camera, and the second position may be the position of the first copy virtual camera. That is, the first position is the position of the first virtual camera corresponding to the currently displayed game scene picture, and the second position is the position of the first copy virtual camera when the mini-map is used to display the game scene picture taken by the first virtual camera at a preset height, or when the mini-map is used to display the two-dimensional map picture corresponding to the first virtual camera at a preset height, that is, the first position is the position of the first virtual camera corresponding to the currently displayed game scene picture, and the second position is the position of the first copy virtual camera mentioned above.
[0077] In other words, the first virtual camera can be used to shoot the game scene to generate a game screen, and the first copy virtual camera can be used to shoot the game scene to generate a small map. The second virtual camera is used to move between the first position and the second position to generate a first target animation or a second target animation.
[0078] In an exemplary embodiment, the first preset trigger condition includes detecting the player's gaze information in a response area of the mini-map.
[0079] For example, the first trigger condition includes detecting the player's gaze information in the game map display area of the graphical user interface.
[0080] Exemplarily, the sight capture technology can be used to determine whether the player's gaze information is detected in the response area of the small map. The sight capture technology is based on optical principles and measures the position and movement of the eyeball. When the eye is irradiated by an infrared light source, the cornea of the eyeball will reflect a bright point. This reflection point is tracked by a high-speed camera to record the position and movement direction of the eye in real time. For example, when a person's eyes are irradiated by infrared light from a terminal device, the cornea of the eyeball will reflect a bright point, which will fall on the display screen of the terminal device. Depending on whether the position of the point in the terminal screen belongs to the game map display area, it can be determined whether the player's sight enters the game map display area, that is, whether the player's gaze information is detected in the small map response area. Of course, it is also possible to determine whether the player's gaze information is detected in the response area of the small map in other ways, and this exemplary embodiment does not make any special restrictions on this.
[0081] In another optional embodiment, the first preset trigger condition may include detecting a first trigger operation on the first control. For example, the first control may be preconfigured in the graphical user interface of the game, and the first control may be used to turn on or off the first target animation. For example, by performing a first trigger operation on the first control, the first target animation may be turned on and played in the game map display area, and by performing a second trigger operation on the first control, the game map display area may be restored to displaying a small map, or by performing a second preset trigger operation on the game map display area, the following second target animation may be played to restore the display of the small map.
[0082] The first control can be configured at any position in the graphical user interface. The first trigger operation and the second trigger operation can be customized according to the needs, such as the first trigger operation is the operation of double-clicking the first game control, and the second trigger operation is the operation of single-clicking the first game control, etc. This exemplary embodiment does not make special restrictions on this.
[0083] In another exemplary embodiment, the first preset trigger condition may also include detecting a third trigger operation on the game map display area. The third trigger operation may also be customized as required, such as an operation of sliding in the game map display area in a first direction, such as a sliding operation from left to right. The second preset trigger condition described below may include detecting a fourth trigger operation on the game map display area, and the fourth trigger operation may be customized as required, such as an operation of sliding in the game map display area in a second direction, such as a sliding operation from right to left.
[0084] In an exemplary embodiment, adjusting the second virtual camera from the first position to the second position can be understood as adjusting the second virtual camera from the first posture to the second posture, wherein the first posture corresponds to the first position, and the second posture corresponds to the second position. The first posture includes first position information and first posture information, and the second posture includes second position information and second posture information. The first posture is determined according to the posture of the first virtual camera, and the second posture is determined according to the posture of the first copy virtual camera, or the first posture is determined according to the posture of the first copy virtual camera, and the second posture is determined according to the posture of the second copy virtual camera. Wherein, the posture information includes pitch angle and yaw angle.
[0085] For example, in the process of moving the second virtual camera from the first position to the second position, the pitch angle and yaw angle of the second virtual camera can be adjusted simultaneously according to the pitch angle and yaw angle corresponding to the first posture, so that the pitch angle and yaw angle of the second virtual camera when it is in the second position are the same as the pitch angle and yaw angle of the second posture.
[0086] Exemplarily, the second virtual camera may be adjusted from the first position to the second position according to a preset speed to generate the first target animation.
[0087] In an exemplary embodiment, the preset speed includes a preset linear speed, which can be determined according to the preset playback time and the shortest path from the first position to the second position. For example, the preset playback time is 0.5 seconds, that is, the first target animation needs to be played within 0.5 seconds, and the shortest path from the first position to the second position is 0.5 meters, then the preset speed is 0.5 meters / 0.5 seconds, that is, the second virtual camera is moved at a speed of 1 meter per second. The preset playback time can be customized according to the needs, and this exemplary embodiment does not specifically limit this.
[0088] In an exemplary embodiment, the preset speed includes a first preset angular velocity and a second preset angular velocity, and the first preset angular velocity and the second preset angular velocity can be determined according to a preset playback duration and an angular difference between the first posture and the second posture.
[0089] For example, a first angle difference can be obtained according to the deflection angle difference between the first posture and the second posture, and a first preset angular velocity can be obtained by dividing the first angle difference by a preset playback duration. A second angle difference can be obtained according to the pitch angle difference between the first posture and the second posture, and a second preset angular velocity can be obtained by dividing the second angle difference by a preset playback duration. Then, in the process of moving the second virtual camera from the first position to the second position at a preset linear velocity, the deflection angle of the second virtual camera can be adjusted according to the first preset angular velocity, and the pitch angle of the second virtual camera can be adjusted according to the second preset angular velocity.
[0090] In another exemplary implementation, the second virtual camera may be moved from the first position to the second position along the shortest path from the first position to the second position to generate the first target animation.
[0091] In another optional embodiment, the second virtual camera can be moved along the shortest path from the position indicated by the first position information to the position indicated by the second position information. After the second virtual camera moves to the second position, the pitch angle and yaw angle of the second virtual camera are adjusted at a second preset speed so that the adjusted pitch angle and yaw angle are the same as the pitch angle and yaw angle of the second posture.
[0092] In an exemplary embodiment, the second preset speed may include a preset yaw angular velocity and a preset pitch angular velocity. The second preset speed is used to adjust the shooting angle of the second virtual camera after the second virtual camera reaches the second position, so the second preset speed may be set as large as possible, so that the second virtual camera can be quickly adjusted to the second posture.
[0093] The specific implementation of "step S230, playing the first target animation on the graphical user interface of the terminal device" is described in detail below.
[0094] Exemplarily, a specific implementation of step S230 may include: playing the first target animation in the area where the mini-map is located.
[0095] For example, in response to the player's sight entering the above-mentioned game map display area in the graphical user interface, the first target animation can be played in the above-mentioned game map display area.
[0096] Exemplarily, another specific implementation of step S230 may include: opening a play window on the layer displaying the game screen in the graphical user interface of the terminal device, and playing the first target animation in the window.
[0097] In an exemplary embodiment, in response to satisfying a second preset trigger condition, a second target animation is generated, wherein the second target animation is an animation generated based on a second target scene screen, and the second target scene screen is a game scene screen captured during the process of adjusting the simulated second virtual camera from the second position to the first position.
[0098] Exemplarily, the second preset trigger condition includes detecting disappearance of the player's gaze information in the response area of the mini-map.
[0099] Among them, the implementation method of detecting the disappearance of the player's gaze information in the response area of the minimap can refer to the above-mentioned detection of the player's gaze information in the response area of the minimap. For example, when there is no bright point reflected by the cornea of the eyeball in the response area of the minimap, it is determined that the player's line of sight has left the response area of the minimap. In an exemplary implementation, after the first target animation is played, if the player's gaze information can still be detected in the response area of the minimap, the first target animation can continue to be played in the response area of the minimap, that is, after the player's line of sight is detected to enter the minimap area, the first target animation can be played in a loop in the response area of the minimap until it is detected that the player's line of sight has left the response area of the minimap. The last frame of the first target animation at the end of the playback, that is, the picture when the second virtual camera is in the second position, can also be displayed in the game map display area until it is detected that the player's line of sight has left the response area of the minimap.
[0100] When it is detected that the player's line of sight leaves the response area of the mini map, a second target animation can be generated to make the mini map resume displaying the game scene screen taken by the first virtual camera, or resume displaying the game scene screen taken by the first copy virtual camera, or resume displaying the two-dimensional game map screen taken by the first copy virtual camera.
[0101] In the case where the mini-map is used to display the game scene picture taken by the first virtual camera at the current position or the mini-map is used to display the game scene picture taken by the first virtual camera at a preset height, the mini-map can be understood as a three-dimensional map in the game. In the case where the mini-map is used to display the two-dimensional map picture corresponding to the first virtual camera at a preset height, the mini-map can be understood as a three-dimensional map in the game.
[0102] 3D game maps have the characteristics of 3D space and can provide a more realistic and three-dimensional environment experience. They usually include 3D models of buildings, which can more intuitively display geographic information, such as houses and roads, and can provide richer visual details. 2D game maps display geographic information on a 2D plane, do not include 3D models, and mainly use lines and symbols to represent geographic elements, such as roads and buildings. The advantage of 2D maps is that they are simple and clear, easy to understand and use, and have low hardware requirements.
[0103] 3D game maps provide users with a more realistic and immersive experience by providing stereo models and richer visual details, while 2D game maps have advantages in displaying large-scale geographic information due to their simplicity and clarity. These two types of game maps have their own characteristics and are suitable for different application scenarios and needs.
[0104] That is, when the small map is used to display the two-dimensional map image corresponding to the first virtual camera at a preset height, the first target animation can be understood as a conversion animation from a three-dimensional game map to a two-dimensional game map. The second target animation can be understood as a conversion animation from a two-dimensional game map to a three-dimensional game map.
[0105] For example, when the first position is the position of the first virtual camera and the second position is the position of the first copy virtual camera in a case where the small map is used to display a two-dimensional map image corresponding to the first virtual camera at a preset height, Figure 5 A flowchart showing another method for displaying game information in an exemplary embodiment of the present disclosure is shown. Figure 5 , the method may include steps S510 to S530. In step S510, in response to detecting that the player's line of sight enters the game map display area, a first target animation is played in the game map display area; in step S520, after the first target animation is played, if the player's line of sight is still in the game map display area, a two-dimensional game map is always displayed in the game map display area; in step S530, in response to detecting that the player's line of sight leaves the game map display area, a three-dimensional game map is displayed in the game map display area. That is, in response to satisfying the first preset trigger condition, the first target animation can be generated and played; in response to satisfying the second preset trigger condition, the second target animation can be generated and played, and after the second target animation is played, a reduced version of the game scene screen shot by the first virtual camera is displayed in the game map display area.
[0106] For example, when the first position is the position of the first virtual camera and the second position is the position of the first copy virtual camera in a case where the small map is used to display a two-dimensional map image corresponding to the first virtual camera at a preset height, Figure 6 A flowchart showing another method for displaying game information in an exemplary embodiment of the present disclosure is shown. Figure 6, the method may include steps S610 to S630. Wherein: in step S610, in response to detecting that the player's sight enters the game map display area, the second target animation is played in the game map display area; in step S620, after the second target animation is played, a three-dimensional game map is displayed in the game map display area; in step S630, in response to detecting that the player's sight leaves the game map display area, a two-dimensional game map is displayed in the game map display area.
[0107] That is, in response to satisfying the first preset trigger condition, the second target animation can be generated and played; in response to satisfying the second preset trigger condition, the first target animation can be generated and played, and after the first target animation is finished playing, the two-dimensional map screen captured by the first copy virtual camera can be displayed in the game map display area.
[0108] pass Figure 5 and Figure 6 This method reduces the players' cognitive cost of the relationship between different types of game maps, allowing players to quickly associate the game screen they see with a three-dimensional game map or a two-dimensional game map, thereby improving the players' efficiency in understanding the game map, helping to improve game efficiency and the accuracy of game operations, and enhancing the players' gaming experience.
[0109] In addition, it should be noted that the above figures are only schematic illustrations of the processes included in the method according to the exemplary embodiment of the present disclosure, and are not intended to be limiting. It is easy to understand that the processes shown in the above figures do not indicate or limit the time sequence of these processes. In addition, it is also easy to understand that these processes can be performed synchronously or asynchronously, for example, in multiple modules.
[0110] Furthermore, an exemplary embodiment of the present disclosure also provides a display device for game information, which provides a graphical user interface through a terminal device. Figure 7 As shown, the display device 700 of game information includes the following program modules: a game scene screen display module 710, configured to display at least part of the game scene screen captured by the first virtual camera through the graphical user interface; wherein the position of the first virtual camera is associated with the position of the controlled virtual character in the game scene in the game scene; a first target animation generation module 720, configured to generate a first target animation in response to satisfying a first preset trigger condition, wherein the first target animation is an animation generated based on the first target scene screen, and the first target scene screen is a game scene screen captured during the process of adjusting the second virtual camera from the first position to the second position; wherein the second virtual camera is used to simulate the first virtual camera; a first playback module 730, configured to play the first target animation in the graphical user interface.
[0111] Optionally, the device also includes: a mini-map display module, configured to display a mini-map through the graphical user interface, the first position is the position of the first virtual camera corresponding to the currently displayed game scene, and the second position is the position of the first virtual camera corresponding to the mini-map.
[0112] Optionally, the device also includes: a second target animation generation module, configured to generate a second target animation in response to satisfying a second preset trigger condition, wherein the second target animation is an animation generated based on a second target scene screen, and the second target scene screen is a game scene screen captured during the process of adjusting the second virtual camera from the second position to the first position.
[0113] Optionally, playing the first target animation in the graphical user interface includes: playing the first target animation in an area where the mini-map is located.
[0114] Optionally, the first preset trigger condition includes detecting gaze information of the player in a response area of the mini-map.
[0115] Optionally, the second preset trigger condition includes detecting disappearance of the player's gaze information in a response area of the mini-map.
[0116] Optionally, the mini map is used to display the game scene picture taken by the virtual camera at the current position, or the mini map is used to display the game scene picture taken by the virtual camera at a preset height, or the mini map is used to display the two-dimensional map picture corresponding to the virtual camera at a preset height.
[0117] The specific details of each part of the above-mentioned device have been described in detail in the implementation method of the method part. The undisclosed details can be found in the implementation method of the method part, so they will not be repeated here.
[0118] It should be noted that, although several modules or units of the device for action execution are mentioned in the above detailed description, this division is not mandatory. In fact, according to the exemplary embodiments of the present disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided into multiple modules or units to be embodied.
[0119] In addition, although the steps of the method in the present disclosure are described in a specific order in the drawings, this does not require or imply that the steps must be performed in this specific order, or that all the steps shown must be performed to achieve the desired results. Additionally or alternatively, some steps may be omitted, multiple steps may be combined into one step, and / or one step may be decomposed into multiple steps, etc.
[0120] The exemplary embodiments of the present disclosure also provide a computer program product, which includes a computer program, and when the computer program is executed by a processor, the method for displaying game information is implemented.
[0121] In one embodiment, the computer program product may be a tangible product containing a computer program, such as a computer-readable storage medium storing a computer program. The readable storage medium may be a storage medium based on electrical, magnetic, optical, electromagnetic, infrared, or other signals, including but not limited to: random access memory (RAM), read-only memory (ROM), magnetic tape, floppy disk, flash memory (Flash), mechanical hard disk (HDD), solid-state drive (SSD), and the like. Exemplarily, the computer program product may be implemented as a non-volatile storage medium storing a computer program, such as a read-only memory, a NAND flash memory, and the like.
[0122] In one embodiment, the computer program product may be an intangible product including a computer program. Exemplarily, the computer program product may be implemented as a virtual digital product, such as a digital file storing an executable file, an installation package, etc. of the computer program.
[0123] The code of the computer program can be written in one or more programming languages. Programming languages such as C language, Java, C++, Python, etc. The program code can be executed entirely on the user computing device, or partially on the user computing device, or as a separate software package, or partially on the user computing device and partially on a remote computing device, or entirely on a remote computing device or server. In the case of a remote computing device, the remote computing device can be connected to the user computing device through any type of network, such as a local area network (LAN), a wide area network (WAN), etc., or can be connected to an external computing device (e.g., an Internet connection provided by an operator).
[0124] The computer program can be carried or transmitted by electrical, magnetic, optical, electromagnetic, infrared and other signals. The electronic device can convert the signal carrying the computer program into a digital signal, and then run the computer program. When the computer program is running on the electronic device, its code is used to make the electronic device execute (more specifically, the processor of the electronic device can be executed) the method steps of various exemplary embodiments of the present disclosure, such as the above-mentioned method for displaying game information, which includes the following steps: displaying at least part of the game scene screen captured by the first virtual camera through the graphical user interface of the terminal device; wherein the position of the first virtual camera is associated with the position of the controlled virtual character in the game scene in the game scene; in response to satisfying the first preset trigger condition, generating a first target animation, the first target animation is an animation generated based on the first target scene screen, and the first target scene screen is a game scene screen captured during the process of adjusting the second virtual camera from the first position to the second position; wherein the second virtual camera is used to simulate the first virtual camera; playing the first target animation in the graphical user interface.
[0125] By executing the above method steps through a computer program, players can be assisted in recognizing game scenes from different angles, and the conversion correspondence between game scenes at different angles can be displayed in real time through animation, without the need for players to spend time on manual memory and association, thereby reducing the player's game cognition cost, helping to improve game efficiency, and thus enhancing the player's gaming experience.
[0126] The exemplary embodiments of the present disclosure also provide an electronic device, such as the terminal device 110 or the server 120 described above. The electronic device may include a processor and a memory. The memory stores executable instructions of the processor, such as a computer program. The processor executes the method steps of various exemplary embodiments of the present disclosure by executing the executable instructions. In addition, the electronic device may also include a display for displaying a graphical user interface.
[0127] Reference below Figure 8 , the electronic device is exemplarily described in the form of a general-purpose computing device. It should be understood that Figure 8 The electronic device 800 shown is only an example and should not limit the functions and scope of use of the embodiments of the present disclosure.
[0128] like Figure 8 As shown, the electronic device 800 may include: a processor 810 , a memory 820 , a bus 830 , an I / O (input / output) interface 840 , a network adapter 850 , and a display 860 .
[0129] The memory 820 may include a volatile memory, such as a RAM 821, a cache unit 822, and may also include a non-volatile memory, such as a ROM 823. The memory 820 may also include one or more program modules 824, such program modules 824 include but are not limited to: an operating system, one or more application programs, other program modules, and program data, each of which or a combination thereof may include the implementation of a network environment. For example, the program module 824 may include each module in the above-mentioned device.
[0130] The processor 810 may include one or more processing units. For example, the processor 810 may include an AP (Application Processor), a modem processor, a GPU (Graphics Processing Unit), an ISP (Image Signal Processor), a controller, an encoder, a decoder, a DSP (Digital Signal Processor), a baseband processor and / or an NPU (Neural-Network Processing Unit), etc.
[0131] The processor 810 can be used to execute executable instructions stored in the memory 820, such as the above-mentioned method for displaying game information, which includes the following steps: displaying at least a portion of the game scene screen captured by the first virtual camera through the graphical user interface of the terminal device; wherein the position of the first virtual camera is associated with the position of the controlled virtual character in the game scene in the game scene; in response to satisfying a first preset trigger condition, generating a first target animation, the first target animation is an animation generated based on the first target scene screen, the first target scene screen is a game scene screen captured in the process of adjusting the second virtual camera from the first position to the second position; wherein the second virtual camera is used to simulate the first virtual camera; and playing the first target animation on the graphical user interface.
[0132] By implementing the above method through a computer program, players can be assisted in recognizing game scenes from different angles, and the conversion correspondence between game scenes at different angles can be displayed in real time through animation, without the need for players to spend time on manual memory and association, thereby reducing the player's game cognitive cost, helping to improve game efficiency, and thus enhancing the player's gaming experience.
[0133] The bus 830 is used to realize the connection between different components of the electronic device 800, and may include a data bus, an address bus, and a control bus.
[0134] The electronic device 800 can communicate with one or more external devices 900 (eg, a keyboard, a mouse, an external controller, etc.) through the I / O interface 840 .
[0135] The electronic device 800 can communicate with one or more networks through the network adapter 850. For example, the network adapter 850 can provide mobile communication solutions such as 3G / 4G / 5G, or wireless communication solutions such as wireless LAN, Bluetooth, near field communication, etc. The network adapter 850 can communicate with other modules of the electronic device 800 through the bus 830.
[0136] The electronic device 800 can display a graphical user interface through the display 860, such as displaying a game screen and a game map.
[0137] although Figure 8 Not shown, other hardware and / or software modules may also be provided in the electronic device 800, including but not limited to: microcode, device drivers, redundant processors, external disk drive arrays, RAID systems, tape drives, and data backup storage systems, etc.
[0138] In addition, the above-mentioned figures are only schematic illustrations of the processes included in the method according to the exemplary embodiments of the present disclosure, and are not intended to be limiting. It is easy to understand that the processes shown in the above-mentioned figures do not indicate or limit the time sequence of these processes. In addition, it is also easy to understand that these processes can be performed synchronously or asynchronously, for example, in multiple modules.
[0139] As can be seen from the above, the technical solution of the present disclosure can be implemented as a method, an apparatus, a system, a computer program product, a storage medium, an electronic device, etc. Those skilled in the art can understand that various aspects of the present disclosure can be specifically implemented in the following forms, namely: a complete hardware implementation, a complete software implementation (including firmware, microcode, etc.), or an implementation combining hardware and software, such as being respectively referred to as a "circuit", "module" or "system".
[0140] It should be understood that the present disclosure is not limited to the specific method steps or structures described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from the scope thereof. Those skilled in the art will easily think of other embodiments based on the specific embodiments provided by the present disclosure. Therefore, the specific embodiments provided by the present disclosure are only exemplary, and the scope and spirit of the present disclosure are indicated by the claims, and any variations, uses or adaptive changes of the present disclosure should be covered, which follow the general principles of the present disclosure and include common knowledge or customary technical means in the technical field that are not disclosed in the present disclosure.
Claims
1. A method for displaying game information, characterized in that: Providing a graphical user interface through a terminal device, the method comprising: Displaying at least part of the game scene image captured by the first virtual camera through the graphical user interface; wherein the position of the first virtual camera is associated with the position of the controlled virtual character in the game scene; In response to satisfying a first preset trigger condition, generating a first target animation, wherein the first target animation is an animation generated based on a first target scene screen, and the first target scene screen is a game scene screen captured during the process of adjusting the second virtual camera from the first position to the second position; The first target animation is played on the graphical user interface.
2. The method according to claim 1, characterized in that: The method further comprises: Displaying a mini-map via the graphical user interface; The first position is the position of the first virtual camera corresponding to the currently displayed game scene, and the second position is the position of the first virtual camera corresponding to the mini map.
3. The method according to claim 1, characterized in that The method further comprises: In response to satisfying a second preset trigger condition, a second target animation is generated, wherein the second target animation is an animation generated based on a second target scene screen, and the second target scene screen is a game scene screen captured during the process of adjusting the second virtual camera from the second position to the first position.
4. The method according to claim 1, characterized in that: The method further comprises: Displaying a mini-map via the graphical user interface; Playing the first target animation in the graphical user interface includes: The first target animation is played in the area where the small map is located.
5. The method according to claim 1, characterized in that The method further comprises: A mini-map is displayed through the graphical user interface, and the first preset trigger condition includes detecting gaze information of a player in a response area of the mini-map.
6. The method according to claim 3, characterized in that The method further comprises: A mini-map is displayed through the graphical user interface, and the second preset trigger condition includes detecting disappearance of the player's gaze information in a response area of the mini-map.
7. The method according to claim 2 or 4, characterized in that: The mini-map is used to display the game scene picture taken by the first virtual camera at the current position, or the mini-map is used to display the game scene picture taken by the first virtual camera at a preset height, or the mini-map is used to display the two-dimensional map picture corresponding to the first virtual camera at a preset height.
8. A device for displaying game information, characterized in that: Providing a graphical user interface through a terminal device, the device comprises: A game scene screen display module, configured to display at least part of the game scene screen captured by the first virtual camera through the graphical user interface; wherein the position of the first virtual camera is associated with the position of the controlled virtual character in the game scene in the game scene; A first target animation generation module is configured to generate a first target animation in response to satisfying a first preset trigger condition, wherein the first target animation is an animation generated based on a first target scene screen, and the first target scene screen is a game scene screen captured during the process of adjusting the second virtual camera from the first position to the second position; The first playing module is configured to play the first target animation on the graphical user interface.
9. A computer-readable storage medium having a computer program stored thereon, characterized in that: When the program is executed by a processor, the method according to any one of claims 1 to 7 is implemented.
10. An electronic device, characterized in that: include: one or more processors; A storage device for storing one or more programs, which, when executed by the one or more processors, enables the one or more processors to implement the method according to any one of claims 1 to 7.