Game control method and system and computer program product
Patent Information
- Application Number
- CN202411622240.5
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-11-13
- Publication Date
- 2025-02-25
Smart Images

Figure CN119499630A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the field of virtual game technology, and in particular to a game control method, system and computer program product. Background Art
[0002] In a virtual game, players (or users) often need to pay attention to the field of vision around the game character in the game scene (the character that the player corresponds to or plays in the virtual game) in order to quickly view the surrounding environment of the game character, find the target virtual item or confirm the location of the enemy. The perspective switching control for viewing the surrounding environment of the game character is usually set on the graphical user interface of the terminal device, for example, it is set on one side of the graphical user interface, and the player can view the game screen in different perspective directions by controlling the perspective switching control. However, when players operate on the graphical user interface, they are generally accustomed to using a single finger to control the controls on one side of the graphical user interface, such as using the right thumb to operate the controls on the right side of the graphical user interface and using the left thumb to operate the controls on the left side of the graphical user interface. Therefore, when the perspective switching control is controlled by a single finger, it is difficult to simultaneously control other controls on the same side of the graphical user interface as the perspective switching control, which brings inconvenience to the user and reduces the player's control experience.
[0003] In view of this, some embodiments of this specification provide a game control method, system and computer program product, aiming to improve the player's control experience. Summary of the invention
[0004] One or more embodiments of the present specification provide a game control method, which provides a graphical user interface through a terminal device, wherein a game screen displayed in the graphical user interface includes at least a portion of a game scene of a game, and a first touchable control is provided on a side of the terminal device. The method comprises: displaying a first game screen corresponding to a first viewing angle direction in the game scene in the graphical user interface, wherein the first viewing angle direction corresponds to the orientation of a first game character in the game; in response to a triggering operation of the first control provided on the side of the terminal device, changing the game screen displayed in the graphical user interface from the first game screen corresponding to the first viewing angle direction in the game scene to a second game screen corresponding to a second viewing angle direction in the game scene, wherein the second viewing angle direction is determined according to the triggering operation of the first control.
[0005] According to the method provided in one or more embodiments of the present specification, in response to a trigger operation on a first control set on a side of a terminal device, changing a game screen displayed in a graphical user interface from a first game screen corresponding to a first viewing direction in a game scene to a second game screen corresponding to a second viewing direction in the game scene includes: in response to a sliding operation on the first control, determining a viewing angle change direction and a viewing angle change angle relative to the first viewing direction according to a sliding direction and a sliding distance of the sliding operation; and changing the game screen displayed in the graphical user interface from the first game screen corresponding to the first viewing direction in the game scene to a second game screen corresponding to the second viewing direction in the game scene according to the viewing angle change direction and the viewing angle.
[0006] According to the method provided by one or more embodiments of the present specification, the shape of the first control set on the side of the terminal device is a bar shape, and determining the perspective change direction and perspective change angle relative to the first perspective direction according to the sliding direction and sliding distance of the sliding operation includes: determining the perspective change direction relative to the first perspective direction according to the sliding direction; determining the perspective change angle relative to the first perspective direction according to the sliding distance, the first distance and a preset perspective change angle, wherein the sliding distance is determined based on the sliding starting position and the current sliding position, the first distance is determined based on the sliding starting position and the endpoint position of the first control corresponding to the sliding direction, and the preset perspective change angle is used to characterize the perspective change angle relative to the first perspective direction corresponding to the first distance.
[0007] According to the method provided by one or more embodiments of the present specification, determining the direction of perspective change relative to the first perspective direction based on the sliding direction includes: when the sliding operation slides from the sliding starting position to one side of the first control, determining the direction of perspective change relative to the first perspective direction is a clockwise direction; when the sliding operation slides from the sliding starting position to the other side of the first control, determining the direction of perspective change relative to the first perspective direction is a counterclockwise direction.
[0008] According to the method provided in one or more embodiments of the present specification, determining the viewing angle change angle relative to the first viewing direction based on the sliding distance, the first distance and the preset viewing angle change angle includes: multiplying the ratio of the sliding distance to the first distance by the preset viewing angle change angle to obtain the viewing angle change angle relative to the first viewing direction.
[0009] According to the method provided by one or more embodiments of this specification, the preset viewing angle change angle is greater than or equal to 180°.
[0010] According to the method provided by one or more embodiments of the present specification, determining the perspective change direction and perspective change angle relative to the first perspective direction based on the sliding direction and sliding distance of the sliding operation includes: when the current sliding position is at the endpoint position of the first control, in response to a stay operation at the endpoint position of the first control, the perspective direction is changed from a preset perspective change angle relative to the first perspective direction and continues to change according to the perspective change direction and preset perspective change speed during the stay time.
[0011] According to the method provided in one or more embodiments of the present specification, changing the game screen displayed in the graphical user interface from a first game screen corresponding to a first perspective direction in the game scene to a second game screen corresponding to a second perspective direction in the game scene according to the perspective change direction and the perspective change angle includes: taking the first game character as the center, rotating the perspective change angle according to the perspective change direction, and adjusting the perspective direction from the first perspective direction to the second perspective direction.
[0012] The method provided according to one or more embodiments of the present specification further includes: in response to a triggering operation on a second virtual control in the graphical user interface during a sliding operation, adjusting the orientation of the first game character in the game screen based on the second viewing angle direction.
[0013] According to the method provided by one or more embodiments of this specification, adjusting the orientation of the first game character in the game screen based on the second viewing direction includes: adjusting the orientation of the first game character in the game screen to a direction consistent with the second viewing direction.
[0014] According to the method provided in one or more embodiments of the present specification, in response to a trigger operation on a first control set on a side of a terminal device, changing a game screen displayed in a graphical user interface from a first game screen corresponding to a first viewing direction in a game scene to a second game screen corresponding to a second viewing direction in the game scene includes: in response to a trigger operation on the first control, determining a preset viewing angle change direction and a preset viewing angle change angle relative to the first viewing direction corresponding to the current contact position based on a current contact position; changing the game screen displayed in the graphical user interface from the first game screen corresponding to the first viewing direction in the game scene to a second game screen corresponding to the second viewing direction in the game scene according to the preset viewing angle change direction and the preset viewing angle.
[0015] According to the method provided by one or more embodiments of the present specification, the sliding operation on the first control includes a touch sliding operation and / or a press sliding operation; in response to the touch sliding operation on the first control, the game screen displayed in the graphical user interface is changed from a first game screen corresponding to a first viewing direction in the game scene to a second game screen corresponding to a second viewing direction in the game scene at the same zoom ratio as the first game screen; in response to the press sliding operation on the first control, the game screen displayed in the graphical user interface is changed from the first game screen corresponding to the first viewing direction in the game scene to a second game screen corresponding to the second viewing direction in the game scene at a zoom ratio less than that of the first game screen before pressing.
[0016] According to the method provided in one or more embodiments of this specification, the first control is a physical control or a virtual control.
[0017] One or more embodiments of the present specification also provide a game control system, which provides a graphical user interface through a terminal device, wherein a game screen displayed in the graphical user interface includes at least a portion of a game scene of the game, and a first touchable control is provided on a side of the terminal device. The system comprises: a first display module, used to display a first game screen corresponding to a first viewing angle direction in the game scene in the graphical user interface, wherein the first viewing angle direction corresponds to the orientation of a first game character in the game; and a second display module, used to respond to a trigger operation of the first control provided on the side of the terminal device, to change the game screen displayed in the graphical user interface from the first game screen corresponding to the first viewing angle direction in the game scene to a second game screen corresponding to the second viewing angle direction in the game scene, wherein the second viewing angle direction is determined according to the trigger operation of the first control.
[0018] One or more embodiments of the present specification further provide a computer program product, including a computer program, which can implement the game control method described in some embodiments of the present specification when at least a portion of the computer program is executed by a processor. BRIEF DESCRIPTION OF THE DRAWINGS
[0019] This specification will be further explained by way of exemplary embodiments, which will be described in detail by way of the accompanying drawings. The same numbers in the drawings represent the same structures or steps.
[0020] Figure 1 It is a schematic diagram of a virtual game system according to some embodiments of this specification.
[0021] Figure 2 It is a schematic diagram of a screen for controlling a virtual game according to some embodiments of this specification.
[0022] Figure 3It is an exemplary flow chart of a game control method shown in some embodiments of this specification.
[0023] Figure 4 This is a schematic diagram of another screen for controlling a virtual game according to some embodiments of this specification.
[0024] Figure 5-a This is a schematic diagram of a virtual camera position according to some embodiments of this specification.
[0025] Figure 5-b This is another schematic diagram of virtual camera positions according to some embodiments of this specification.
[0026] Figure 6-a This is another schematic diagram of virtual camera positions according to some embodiments of this specification.
[0027] Figure 6-b This is another schematic diagram of virtual camera positions according to some embodiments of this specification.
[0028] Figure 7 This is an exemplary flow chart of a method for changing a game screen according to some embodiments of this specification.
[0029] Figure 8 It is a schematic diagram of the first control shown in some embodiments of this specification.
[0030] Fig. 9 This is an exemplary flow chart of a method for changing a game screen according to some embodiments of this specification.
[0031] Fig.10 It is a schematic diagram of a first control according to some embodiments of the present specification.
[0032] Fig.11 This is an exemplary flow chart of a method for changing a game screen according to some embodiments of this specification.
[0033] Fig.12 is an exemplary block diagram of a game control system according to some embodiments of the present specification. DETAILED DESCRIPTION
[0034] In order to more clearly illustrate the technical solutions of the embodiments of this specification, the embodiments will be described in detail below with reference to the accompanying drawings. Obviously, the contents described below are some examples or embodiments of this specification. For ordinary technicians in this field, without paying creative work, the technical solutions or means disclosed in this specification can also be applied to other scenarios based on these technical contents.
[0035] It should be understood that the "system", "device", "unit" and / or "module" used in this specification is a method for distinguishing different components, elements, parts, portions or assemblies at different levels. However, if other words can achieve the same purpose, the words can be replaced by other expressions.
[0036] Unless otherwise specified, technical terms used in this specification to describe components, elements, etc. do not refer to the singular, but may also include the plural. Generally speaking, terms such as "include", "comprise", etc. only indicate that the steps, elements, or components that have been clearly identified are included, and these steps, elements, and components do not constitute an exclusive list, such as the method or device described may also include other steps or components.
[0037] Flowcharts are used in this specification to illustrate the operation steps performed by the device or system of the relevant embodiments, but unless otherwise specified, the order used to describe these steps should not be understood as a limitation on the order in which the steps are performed. A person of ordinary skill in the art can adjust the order in which these steps are performed based on the knowledge and information conveyed by the embodiments of this specification, and the adjustment includes but is not limited to swapping the order, merging multiple steps, and splitting a certain step.
[0038] Virtual games, also known as video games or electronic games, are games that run on electronic devices and are controlled by computer programs (such as game applications) for educational or entertainment purposes. The game scenes of virtual games can be presented through a graphical user interface (GUI). The game scenes include elements such as the environment, characters, buildings, machinery, and props in the virtual game, which can restore at least part of the virtual world in the game. Users can input game operations or game control instructions through human-computer interface devices (such as game controllers, keyboards, mice, touch screens, cameras, etc.), and the computer program responds to the game operations and presents them to the user through a graphical user interface.
[0039] The embodiments of this specification provide a game control method, system and computer program product. Specifically, the method of the embodiments of this specification can be executed by a computer device, wherein the computer device can be a terminal (such as a user terminal) or a server. The terminal can be a terminal device such as a smart phone, a tablet computer, a laptop computer, a touch screen, a game console, a game controller, a VR device, a personal computer (PC, Personal Computer), a personal digital assistant (Personal Digital Assistant, PDA), etc. The terminal can also include a client, which can be a game application client, a browser client carrying a game program, or an instant messaging client. The server can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, CDN (Content Distribute Network, content distribution network), and basic cloud computing services such as big data and artificial intelligence platforms.
[0040] For example, when the game display control method is run on a terminal, the terminal device stores a game application and is used to present a virtual scene in the game screen. The terminal device is used to interact with the user through a graphical user interface, for example, the game application is downloaded and installed by the terminal device and run. The terminal device may provide the graphical user interface to the user in a variety of ways, for example, it may be rendered and displayed on the display screen of the terminal device, or the graphical user interface may be presented through holographic projection. For example, the terminal device may include a touch display screen and a processor, the touch display screen is used to present a graphical user interface and receive operation instructions generated by the user acting on the 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, respond to operation instructions, and control the display of the graphical user interface on the touch display screen. The terminal device may also be separated from the display device, the running body of the game application may be run on the terminal device, and the game screen is displayed on another display device, for example, the running body of the game application may be PS, X-Box, and the game screen is presented through a TV screen or through holographic projection.
[0041] For example, when the game display control method is run on a server, it can be a cloud game. Cloud gaming refers to a gaming method based on cloud computing. In the operation mode of cloud gaming, the operating body of the game application and the game screen presentation body are separated, and the storage and operation of the game display control method are completed on the cloud gaming server. The game screen presentation is completed on the client of the cloud gaming. The cloud gaming client is mainly used for receiving and sending game data and presenting the game screen. For example, the cloud gaming client can be a display device with a data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, a personal digital assistant, etc., but the terminal device for processing game data is a cloud gaming server in the cloud. When playing the game, the user operates the cloud gaming client to send an operation instruction to the cloud gaming server. The cloud gaming server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the cloud gaming client through the network. Finally, the cloud gaming client decodes and outputs the game screen.
[0042] Figure 1 Schematic diagram of a virtual game system according to some embodiments of this specification. Figure 1 As shown, the virtual game system 100 may include a server 110, a network 120, a storage medium 130, and a user terminal 140. The server 110 and the user terminal 140 may perform data transmission via the network 120.
[0043] The server 110 (or game server) may be a computer device with high computing performance, used to maintain and manage game data and game player data, synchronize and broadcast the interactive data of game players in the game, or complete some relatively complex calculations or logic processing in the virtual game. In some embodiments, the server 110 may also publish various versions of game applications for game players to download or update. In some embodiments, the server 110 may be a single computer device or a computing cluster composed of multiple computer devices, so as to provide more powerful computing power and more efficient response to service requests of game players.
[0044] The network 120 may be any form of wired or wireless network, or any combination thereof. As just an example, the network 120 may be one or more combinations of a wired network, an optical fiber network, a telecommunications network, an intranet, the Internet, a local area network (LAN), a wide area network (WAN), a wireless local area network (WLAN), a metropolitan area network (MAN), a wide area network (WAN), a public switched telephone network (PSTN), a Bluetooth network, etc. The network 120 may have multiple access points, and the server 110 and the user terminal 140 may access the network 120 through the access points.
[0045] The storage medium 130 may be used to store data and / or instructions related to the virtual game system 100. In some embodiments, the storage medium 130 may store data and / or information obtained from the server 110, the user terminal 140, etc. As an example, the storage medium 130 may store game player data, etc. In some embodiments, the storage medium 130 may include one or more storage components, each of which may be an independent device or part of other devices. In some embodiments, the storage medium 130 may be set in the server 110. In some embodiments, the storage medium 130 may include a random access memory (RAM), a read-only memory (ROM), a large capacity memory, a removable memory, a volatile read-write memory, etc., or any combination thereof. Exemplarily, the large capacity storage may include a magnetic disk, an optical disk, a solid-state disk, etc. In some embodiments, the storage medium 130 may be implemented on a cloud platform.
[0046] The user terminal 140 may include, but is not limited to, a desktop computer, a smart phone, a laptop computer, a VR (Virtual Reality) device, a game console, a game controller, and a tablet computer. Game players can install and run game applications on the user terminal 140, display the game screen through the user terminal or a display device separated from the user terminal (such as a TV screen or projection device connected to the game console), and participate in the game through a human-computer interface device. As an example, the user terminal 140 may have a signal connection with the server 110 through the network 120, and the game player may download the game from the server 110 for installation. The human-computer interface device may be a part of the user terminal 140 (such as a touch display screen and / or touch button control of a mobile terminal), or may be separated from the user terminal 140 (such as a game controller), but have a signal connection with each other. In some embodiments, the virtual game may be a networked game, and the user terminals 140 of multiple game players may be connected to the server 110 through the network 120. With the participation of the server 110, multiple game players may interactively participate in the game.
[0047] It should be noted that Figure 1 The scene diagram of the virtual game system shown is only an example. The virtual game system and scene described in the embodiment of this specification are to more clearly illustrate the technical solution of the embodiment of this specification, and do not constitute a limitation on the technical solution provided by the embodiment of this specification. For example, in a stand-alone game scene, Figure 1 The server 110, network 120 and storage medium 130 shown in the figure may be omitted. A person skilled in the art will appreciate that, with the evolution of game control systems and the emergence of new business scenarios, the technical solutions provided in the embodiments of this specification are also applicable to similar technical problems.
[0048] The embodiment of the present application provides a game control method, which can be executed by a terminal device or a server. The embodiment of the present application takes the game control method executed by a terminal device as an example for explanation. Among them, the terminal device includes a touch display screen and a processor, and the touch display screen is used to present a graphical user interface and receive an operation instruction generated by a user acting on the graphical user interface. When the user operates the graphical user interface through the touch display screen, the graphical user interface can control the local content of the terminal device by responding to the received operation instruction, and can also control the content of the opposite server by responding to the received operation instruction. For example, the operation instruction generated by the user acting on the graphical user interface may include an instruction for starting a game application, and the processor may be configured to start the game application after receiving an instruction to start the game application provided by the user. In addition, the processor may be configured to render and draw a graphical user interface associated with the game on the touch display screen. The touch display screen is a multi-touch sensitive screen that can sense touch or sliding operations performed simultaneously at multiple points on the screen. The user can use a finger to perform a touch operation on the graphical user interface displayed on the touch display screen or the touch button control provided by the terminal device, and the terminal device can control different virtual objects in the game to perform actions corresponding to the touch operation when a touch operation on the graphical user interface or the touch button control is detected. For example, the game may be any of a casual game, an action game, a role-playing game, a strategy game, a sports game, a puzzle game, and the like. Among them, the game may include a game scene (or a virtual scene). In addition, the game scene may include one or more virtual objects, such as virtual characters, controlled by a user (or player). In addition, the virtual scene of the game may also include one or more obstacles, such as railings, gullies, walls, etc., to limit the movement of virtual objects, such as limiting the movement of one or more objects to a specific area within the virtual scene. Optionally, the virtual scene of the game may include one or more elements, such as skills, scores, character health status, energy, etc., to provide help to the player, provide virtual services, increase scores related to the player's performance, etc. In addition, the graphical user interface may also present one or more indicators to provide indication information to the player. For example, the game may include a virtual object controlled by a player and one or more other virtual objects (such as an enemy character). In some embodiments, one or more other virtual objects are controlled by other players of the game. In some embodiments, one or more other virtual objects may also be controlled by a computer, such as a robot using an artificial intelligence (AI) algorithm to achieve a human-computer battle mode. Virtual objects may have various skills or abilities that game players use to achieve their goals. For example, a virtual object may have one or more weapons, props, tools, etc. that can be used to eliminate other objects from the game. Such skills or abilities can be activated by a game player using one of a plurality of preset touch operations of a touch display screen or a touch button control of a terminal device.The processor may be configured to present a corresponding game screen in response to an operation instruction generated by a user's touch operation.
[0049] It should be noted that Figure 1 The scene diagram of the game display control system shown is only an example. The image processing system and scene described in the embodiment of the present application are intended to more clearly illustrate the technical solution of the embodiment of the present application, and do not constitute a limitation on the technical solution provided in the embodiment of the present application. Ordinary technicians in this field can know that with the evolution of game control systems and the emergence of new business scenarios, the technical solution provided in the embodiment of the present application is also applicable to similar technical problems.
[0050] In some embodiments, when playing in a virtual game, players often need to pay attention to the field of view around the game character in the game scene in order to quickly view the environment around the game character, find the target virtual item or confirm the location of the enemy. The perspective switching control for viewing the environment around the game character is usually set on the graphical user interface of the terminal device. Figure 2 is a schematic diagram of a screen for controlling a virtual game according to some embodiments of this specification, such as Figure 2 As shown in FIG. 1 , the perspective switching control can be set on the right side of the graphical user interface, and the player can view the game screen in different perspective directions by controlling the perspective switching control. However, when players operate on the graphical user interface, they are generally accustomed to using a single finger to manipulate the controls on one side of the graphical user interface. Figure 2 As shown in the figure, the player can use the right thumb to operate the controls on the right side of the graphical user interface, and use the left thumb to operate the controls on the left side of the graphical user interface, that is, use two fingers to control the virtual game. However, when using one finger to operate the perspective switching control on one side of the graphical user interface, it is difficult or even impossible to simultaneously operate other controls on the same side of the graphical user interface that are located on the same side of the perspective switching control. For example, the player cannot use the right thumb to simultaneously operate the Figure 2 The two controls on the right side of the graphical user interface are used for control, which brings inconvenience to the user and reduces the player's control experience. In addition, setting the perspective switching control in the graphical user interface will block part of the game screen, which brings inconvenience to the player's observation of the game environment and reduces the player's gaming experience.
[0051] To this end, some embodiments of the present specification propose a game control method, which displays a first game screen corresponding to a first viewing direction in a game scene in a graphical user interface, and in response to a trigger operation on a first control set on the side of a terminal device, changes the game screen displayed in the graphical user interface from the first game screen corresponding to the first viewing direction in the game scene to a second game screen corresponding to a second viewing direction in the game scene, so as to facilitate the player to use other fingers (such as the index finger) different from the fingers used to manipulate the graphical user interface to manipulate the first control, thereby controlling the viewing direction corresponding to the game scene, improving the player's manipulation experience, and reducing the occlusion of the game screen of the virtual scene.
[0052] Figure 3 It is an exemplary flow chart of a game control method shown in some embodiments of this specification. Figure 3 The process 300 shown can be executed by a terminal device, for example, Figure 1 The user terminal 140 shown is executed. Or, Figure 3 The process 300 shown may also be executed by other processing devices, such as Figure 1 In some embodiments, the process 300 may be implemented by a game control system 1200 deployed on a processing device or a terminal device. Figure 3 As shown, process 300 may include the following steps.
[0053] Step 310 , displaying a first game screen corresponding to the first viewing angle in the game scene in the graphical user interface. In some embodiments, step 310 may be implemented by the first display module 1210 .
[0054] In some embodiments, a graphical user interface may be provided by a terminal device, wherein a game screen displayed in the graphical user interface includes at least a portion of a game scene of the game, and a first touchable control is disposed on a side of the terminal device.
[0055] In some embodiments, the first control may be a physical control, for example, a touchable physical button disposed on the side of the terminal device, and the player may use fingers other than the thumb close to the first control to control the first control. Figure 4 is another screen diagram of controlling a virtual game according to some embodiments of this specification, for example, Figure 4As shown, a physical first control is provided on the side of the terminal device. The player can use the left thumb to manipulate other controls on the left side of the graphical user interface, use the right index finger to manipulate the first control, and use the right thumb to manipulate the second virtual control or the third virtual control in the graphical user interface of the terminal device. In this way, while manipulating the graphical user interface of the terminal device, the virtual game can be manipulated using fingers other than the fingers that manipulate the graphical user interface, thereby bringing a new control method to the user and enhancing the user's control experience and gaming experience.
[0056] In other embodiments, the first control may also be a virtual control. For example, a graphical user interface is also provided on the side of some terminal devices, and the first control may be a virtual touch button in the graphical user interface provided on the side of the terminal device.
[0057] In some embodiments, the first viewing direction may correspond to the orientation of the first game character in the game, for example, the first viewing direction may be the same as the orientation of the first game character in the current game scene in the game. The first game character may be controlled by the terminal device, for example, the player may control the first game character to walk, make movements, and turn through the terminal device. In some embodiments, the viewing direction may be the orientation for presenting the game screen in the game scene. When the game screen in the game scene is presented through a certain viewing direction, the formed visible area may be regarded as a cone area with the viewing direction as the central axis.
[0058] In some embodiments, in order to render and display the game screen in the user graphical interface, a virtual camera can be set in the game scene, and the game screen displayed in the user graphical interface can be regarded as the game scene content acquired by the virtual camera. In a virtual game with a first-person perspective, a virtual camera can be set at the position of the first game character, such as at the head of the first game character. Figure 5-a is a schematic diagram of a virtual camera position according to some embodiments of this specification, such as Figure 5-a As shown, the virtual camera can be set at the position of the first game character, and the first viewing direction can be as follows Figure 5-a In the direction indicated by the dotted arrow, the picture of the game scene acquired by the virtual camera in the first perspective direction may be the first game picture, which may not include the first game character, or may include part of the body of the first game character (e.g., an arm holding a weapon). In a virtual game with a third-person perspective, the virtual camera may be set behind the first game character, such as above and behind the first game character. Figure 5-b is another schematic diagram of virtual camera positions according to some embodiments of this specification, such as Figure 5-b As shown, the virtual camera can be set above and behind the first game character, and the first viewing direction can be as follows Figure 5-b In the direction indicated by the dotted arrow, the picture of the game scene acquired by the virtual camera in the first viewing direction may be a first game picture, and the first game picture may include a first game character.
[0059] Step 320, in response to a triggering operation on a first control set on the side of the terminal device, the game screen displayed in the graphical user interface is changed from a first game screen corresponding to a first viewing angle in the game scene to a second game screen corresponding to a second viewing angle in the game scene. In some embodiments, step 220 can be implemented by a second display module 1220, wherein the second display module 1220 and the first display module 1210 can also be the same display module.
[0060] In some embodiments, the second viewing angle direction is determined according to a triggering operation of the first control, and the second viewing angle direction may be different from the orientation of the first game character displayed in the current game scene in the game.
[0061] In some embodiments, in response to a trigger operation on the first control, a perspective change direction and a perspective change angle relative to a first perspective direction may be determined, and a game screen displayed in a graphical user interface may be changed from a first game screen corresponding to the first perspective direction in a game scene to a second game screen corresponding to a second perspective direction in a game scene according to the perspective change direction and the perspective change angle. The perspective change direction may include a clockwise rotation direction and a counterclockwise rotation direction, and the perspective change angle may be the angle formed by the first perspective direction and the second perspective direction.
[0062] In some embodiments, the change from the first game screen to the second game screen may be a process of continuous screen change, and the first game screen and the second game screen may include multiple transitional game screens corresponding to the game scene. In other embodiments, the change from the first game screen to the second game screen may also be switching from the first game screen to the second game screen, and the first game screen and the second game screen do not include transitional game screens corresponding to the game scene.
[0063] In some embodiments, the perspective change angle can be rotated according to the perspective change direction with the first game character as the center, so as to adjust the perspective direction from the first perspective direction to the second perspective direction. Exemplarily, the perspective change direction can be the rotation direction of the virtual camera in the virtual scene.
[0064] According to a certain embodiment, in a virtual game with a first-person perspective, the virtual camera can be rotated clockwise or counterclockwise with the position of the first game character as the rotation point to change the viewing angle, thereby adjusting the viewing direction from the first viewing direction to the second viewing direction. Figure 6-ais another schematic diagram of virtual camera positions according to some embodiments of this specification, such as Figure 6-a As shown in FIG. 1 , assuming that the direction of the perspective change is clockwise rotation, the perspective change angle is 90°, then the position of the first game character is used as the rotation point, and the virtual camera is rotated from Figure 5-a After the first viewing angle direction shown is rotated 90° clockwise, the second viewing angle direction can be as follows Figure 6-a The direction indicated by the dotted arrow in the figure, and the game screen displayed in the graphical user interface changes from Figure 5-a The first game screen shown changes to Figure 6-a The second game screen shown in FIG. 1 is equivalent to rotating the viewing angle by 90° in a clockwise direction with the first game character as the center.
[0065] According to another embodiment, in a virtual game with a third-person perspective, the virtual camera can be moved clockwise or counterclockwise on a preset circular trajectory with the first game character as the center. When the virtual camera moves on the preset circular trajectory, it is always facing the first game character, that is, the corresponding second viewing angle direction is facing the first game character. The angle formed by the second viewing angle direction after movement and the first viewing angle direction is the viewing angle change angle. Figure 6-b is another schematic diagram of virtual camera positions according to some embodiments of this specification, such as Figure 6-b As shown in the figure, assuming that the direction of the perspective change is clockwise rotation, the perspective change angle is 90°, then the first game character can be taken as the center of the circle as follows Figure 6-b Move the virtual camera clockwise on the preset circular trajectory shown by the dotted circle, so that Figure 6-b The second viewing angle indicated by the dashed arrow is the same as Figure 5-b The angle formed by the first viewing angle direction is 90°, the second viewing angle direction is toward the first game character, and the game screen displayed in the graphical user interface is as follows: Figure 5-b The first game screen shown changes to Figure 6-b The second game screen shown in FIG. 1 is equivalent to rotating the viewing angle by 90° in a clockwise direction with the first game character as the center.
[0066] In some embodiments, the triggering operation of the first control may include a sliding operation of continuous touch, and the perspective change direction and perspective change angle relative to the first perspective direction may be determined according to the sliding direction and sliding distance of the sliding operation, and the game screen displayed in the graphical user interface may be changed from the first game screen corresponding to the first perspective direction in the game scene to the second game screen corresponding to the second perspective direction in the game scene according to the perspective change direction and perspective change angle. The specific description of this part will be described in detail in the process 700 below.
[0067] In some embodiments, the triggering operation of the first control may include a sliding operation of continuous touch and / or a single-point touch operation, and the preset perspective change direction and the preset perspective change angle relative to the first perspective direction may be determined according to the current touch point position of the triggering operation, and the game screen displayed in the graphical user interface may be changed from the first game screen corresponding to the first perspective direction in the game scene to the second game screen corresponding to the second perspective direction in the game scene according to the preset perspective change direction and the preset perspective change angle. The specific description of this part will be described in detail in the process 900 below.
[0068] In some embodiments, in response to a release operation of a trigger operation acting on the first control, the game screen displayed in the graphical user interface is restored from the second game screen corresponding to the second viewing angle direction in the game scene to the first game screen corresponding to the first viewing angle direction in the game scene. Exemplarily, when a sliding operation is performed on the first control, the terminal device changes the game screen displayed in the graphical user interface from the first game screen corresponding to the first viewing angle direction in the game scene to the second game screen corresponding to the second viewing angle direction in the game scene, and when the sliding operation ends, the sliding operation is released, and the terminal device responds to the release operation of the sliding operation, and restores the game screen displayed in the graphical user interface from the second game screen corresponding to the second viewing angle direction in the game scene to the first game screen corresponding to the first viewing angle direction in the game scene. In some embodiments, when the sliding operation ends, if the dwell time at the end position of the sliding operation exceeds a preset time, the game screen displayed in the graphical user interface can also be stopped at the second game screen corresponding to the second viewing angle direction in the game scene.
[0069] Figure 7 This is an exemplary flow chart of a method for changing a game screen according to some embodiments of this specification. Figure 7 The process 700 shown can be executed by a terminal device, for example, Figure 1 In some embodiments, the process 700 may be implemented by the second display module 1220 in the game control system 1200 deployed on the processing device or the terminal device. The second display module 1220 and the first display module 1210 may also be the same display module. Figure 7 As shown, process 700 may include the following steps.
[0070] Step 710, in response to a sliding operation on the first control, determining a viewing angle change direction and a viewing angle change angle relative to a first viewing angle direction according to a sliding direction and a sliding distance of the sliding operation.
[0071] In some embodiments, the shape of the first control set on the side of the terminal device can be a bar shape, and the sliding direction can include sliding from the sliding starting position to one side of the first control, and the sliding starting position can be any position on the first control. Figure 8 is a schematic diagram of a first control shown in some embodiments of this specification, such as Figure 8 As shown, the position of the contact point contacting the first control can be used as the sliding start position, and the control slides from the sliding start position to the left or right side of the first control.
[0072] In some embodiments, the viewing angle change direction relative to the first viewing angle direction can be determined according to the sliding direction. Exemplarily, the viewing angle change direction can include a clockwise direction and a counterclockwise direction, and the viewing angle change direction relative to the first viewing angle direction can include a clockwise rotation direction and a counterclockwise rotation direction starting from the first viewing angle direction.
[0073] According to one embodiment, when the sliding operation slides from the sliding start position to one side of the first control, the viewing angle change direction relative to the first viewing angle direction is determined to be clockwise, and when the sliding operation slides from the sliding start position to the other side of the first control, the viewing angle change direction relative to the first viewing angle direction is determined to be counterclockwise. For example, Figure 8 As shown, when sliding to the left on the first control from the sliding starting position, the perspective change direction relative to the first perspective direction is determined to be clockwise, and when sliding to the right on the first control from the sliding starting position, the perspective change direction relative to the first perspective direction is determined to be counterclockwise; or, when sliding to the left on the first control from the sliding starting position, the perspective change direction relative to the first perspective direction is determined to be counterclockwise, and when sliding to the right on the first control from the sliding starting position, the perspective change direction relative to the first perspective direction is determined to be clockwise.
[0074] For example, in a virtual game with a first-person perspective, when the perspective change direction relative to the first perspective direction is clockwise or counterclockwise, the virtual camera can be rotated clockwise or counterclockwise with the position of the first game character as the rotation point. Figure 5-a The first viewing direction (as indicated by the dotted arrow) of the virtual camera in the image is rotated clockwise, and the viewing direction of the rotated virtual camera can be as follows: Figure 6-a The dashed arrow indicates the direction.
[0075] For example, in a third-person perspective virtual game, when the perspective change direction relative to the first perspective direction is clockwise or counterclockwise, the virtual camera can be moved clockwise or counterclockwise on a preset circular trajectory with the first game character as the center, and the second perspective direction corresponding to the virtual camera is toward the first game character. Figure 5-b The virtual camera is moved clockwise on the preset circular track shown by the dotted circle, and the virtual camera is always facing the first game character when moving on the preset circular track, that is, the corresponding second viewing direction is facing the first game character. The position of the virtual camera after the move can be as follows Figure 6-b As shown, the viewing direction corresponding to the virtual camera can be Figure 6-b The dashed arrow indicates the direction.
[0076] In some embodiments, the perspective change angle relative to the first perspective direction can be determined based on the sliding distance, the first distance and the preset perspective change angle. The sliding distance is determined based on the sliding start position and the current sliding position, the first distance is determined based on the sliding start position and the endpoint position of the first control corresponding to the sliding direction, and the preset perspective change angle is used to characterize the perspective change angle relative to the first perspective direction corresponding to the first distance. Exemplarily, the preset perspective change angle can be greater than or equal to 180°. According to a certain embodiment, the ratio of the sliding distance to the first distance can be multiplied by the preset perspective change angle to obtain the perspective change angle relative to the first perspective direction.
[0077] For example, Figure 8 As shown, the sliding distance from the sliding starting position to the current sliding position can be x, the first distance from the sliding starting position to the endpoint position of the first control corresponding to the sliding direction (such as sliding to the right) can be d, and the preset viewing angle change angle can be 180°, for example, then the viewing angle change angle α relative to the first viewing direction is α=(x / d)×180°. When sliding to half of the first distance, that is, x=d / 2, the viewing angle change angle α relative to the first viewing direction is 90°.
[0078] In some embodiments, when the current sliding position is at the endpoint position of the first control, in response to a dwell operation at the endpoint position of the first control, the viewing angle direction is continuously changed from a preset viewing angle relative to the first viewing angle direction according to the viewing angle change direction and preset viewing angle change speed during the dwell time. According to a certain example, when the dwell time at the endpoint position of the first control exceeds the preset time, it can be determined that a dwell operation is performed at the endpoint position. The endpoint position of the first control can be as follows: Figure 8As shown, exemplarily, when the current sliding position is at the endpoint of the first control, the viewing angle relative to the first viewing direction can be 180°. At this time, if a dwell operation is performed at the endpoint of the first control, the viewing direction can be changed from 180° relative to the first viewing direction during the dwell time according to the viewing angle change direction and the preset viewing angle change speed, so that the viewing angle relative to the first viewing direction gradually increases from 180° according to the preset viewing angle change speed.
[0079] In some embodiments, the sliding operation on the first control may include a touch sliding operation and / or a press sliding operation. For example, the pressure of the press sliding operation on the first control is greater than the pressure of the touch sliding operation on the first control. The detection of the pressure magnitude and the setting of the pressure threshold for judging the touch sliding and the press sliding vary depending on the sensor type, which will not be described in detail here.
[0080] According to a certain embodiment, in response to a touch-slide operation on a first control, the game screen displayed in the graphical user interface is changed from a first game screen corresponding to a first viewing angle in the game scene to a second game screen corresponding to a second viewing angle in the game scene at the same zoom ratio as the first game screen. Exemplarily, before a touch-slide operation is performed on the first control, the zoom ratio of the game screen displayed in the game scene can be a first zoom ratio, and when a touch-slide operation is performed on the first control, the game screen displayed in the graphical user interface can continue to change from the first game screen corresponding to the first viewing angle in the game scene to the second game screen corresponding to the second viewing angle in the game scene at the first zoom ratio.
[0081] According to another embodiment, in response to a press-slide operation on the first control, the game screen displayed in the graphical user interface is changed from the first game screen corresponding to the first viewing angle in the game scene to the second game screen corresponding to the second viewing angle in the game scene at a zoom ratio less than the first game screen before pressing. Exemplarily, before pressing and sliding on the first control, the zoom ratio of the game screen displayed in the game scene can be the first zoom ratio, and when pressing and sliding on the first control, the game screen displayed in the graphical user interface can be changed from the first game screen corresponding to the first viewing angle in the game scene to the second game screen corresponding to the second viewing angle in the game scene at the second zoom ratio. The second zoom ratio can be different from the first zoom ratio. Exemplarily, the second zoom ratio can be less than the first zoom ratio or greater than the first zoom ratio. In this way, when different trigger sliding operations are performed on the first control, the game screen in the graphical user interface can present different visual ranges. Taking the case where the second zoom ratio is smaller than the first zoom ratio as an example, when a touch and slide operation is performed on the first control, the game screen in the graphical user interface is displayed at a first zoom ratio that is larger than the second zoom ratio, and a relatively small display field of view is displayed; and when a press and slide operation is performed on the first control, the game screen in the graphical user interface is displayed at a second zoom ratio that is smaller than the first zoom ratio, and a relatively large display field of view is displayed, thereby presenting more content of the game scene.
[0082] Step 720, changing the game screen displayed in the graphical user interface from a first game screen corresponding to a first viewing direction in the game scene to a second game screen corresponding to a second viewing direction in the game scene according to the viewing angle change direction and the viewing angle change.
[0083] The description of this step is similar to that in the previous text. For details about this step, please refer to the description in the previous step 320, which will not be repeated here.
[0084] Fig. 9 This is an exemplary flow chart of a method for changing a game screen according to some embodiments of this specification. Fig. 9 The process 900 shown can be executed by a terminal device, for example, Figure 1 In some embodiments, the process 900 may be implemented by a second display module 1220 in a game control system 1200 deployed on a processing device or a terminal device. The second display module 1220 and the first display module 1210 may also be the same display module. Fig. 9 As shown, process 900 may include the following steps.
[0085] Step 910, in response to a trigger operation on the first control, determining a preset viewing angle change direction and a preset viewing angle change angle corresponding to the current contact point position relative to the first viewing angle direction based on the current contact point position.
[0086] In some embodiments, the shape of the first control set on the side of the terminal device can be a bar shape, and the triggering operation on the first control can include a single-point triggering operation and / or a sliding operation.
[0087] In some embodiments, the preset viewing angle change direction and the preset viewing angle change angle corresponding to each contact point position in the first control relative to the first viewing angle direction can be determined based on the preset position in the first control. The preset position can be located at the middle position of the first control, or at any other position of the first control.
[0088] According to a certain embodiment, the preset viewing angle change direction corresponding to the contact point from the preset position to the endpoint position on one side of the first control can be set to a clockwise direction, and the preset viewing angle change direction corresponding to the contact point from the preset position to the endpoint position on the other side of the first control can be set to a counterclockwise direction. Fig.10 is a schematic diagram of a first control according to some embodiments of this specification, for example, Fig.10 As shown, the middle position of the first control can be used as the preset position, the preset viewing angle change direction corresponding to the contact position on the left side of the middle position can be set to a clockwise direction, and the preset viewing angle change direction corresponding to the contact position on the right side of the middle position can be set to a counterclockwise direction; or, the preset viewing angle change direction corresponding to the contact position on the left side of the middle position can be set to a counterclockwise direction, and the preset viewing angle change direction corresponding to the contact position on the right side of the middle position can be set to a clockwise direction.
[0089] According to a certain embodiment, the preset viewing angle change angle corresponding to the preset position relative to the first viewing angle direction can be set to 0°, the preset viewing angle change angle corresponding to the endpoint position relative to the first viewing angle direction can be set to a preset degree, for example, 180° or 360°, and the preset viewing angle change angle corresponding to the contact position between the preset position and the endpoint position relative to the first viewing angle direction can be between 0° and the preset degree. For example, Fig.10 As shown, the preset viewing angle change angle β corresponding to the current contact position on the first control relative to the first viewing angle direction can be determined according to the distance y from the current contact position to the preset position, the distance D from the preset position to the endpoint position, and the preset degree. Assuming that the preset degree is 180°, the preset viewing angle change angle β corresponding to the current contact position relative to the first viewing angle direction = (y / D) × 180°, as shown in FIG. Fig.10As shown, when the current contact point position is located between the preset position and the right end point position, that is, y=D / 2, the preset viewing angle change angle β corresponding to the current contact point position relative to the first viewing angle direction is 90°.
[0090] In some embodiments, the single-point trigger operation on the first control may include a single-point touch operation and a single-point press operation. According to a certain embodiment, in response to the single-point touch operation on the first control, the game screen displayed in the graphical user interface is changed from the first game screen corresponding to the first viewing angle in the game scene to the second game screen corresponding to the second viewing angle in the game scene at the same zoom ratio as the first game screen. Exemplarily, before the single-point touch operation is performed on the first control, the zoom ratio of the game screen displayed in the game scene can be the first zoom ratio. When the single-point touch operation is performed on the first control, the game screen displayed in the graphical user interface can continue to change from the first game screen corresponding to the first viewing angle in the game scene to the second game screen corresponding to the second viewing angle in the game scene at the first zoom ratio.
[0091] According to another embodiment, in response to a single-point pressing operation on the first control, the game screen displayed in the graphical user interface is changed from the first game screen corresponding to the first viewing angle direction in the game scene to the second game screen corresponding to the second viewing angle direction in the game scene at a zoom ratio less than the first game screen before pressing. Exemplarily, before the single-point pressing operation is performed on the first control, the zoom ratio of the game screen displayed in the game scene can be the first zoom ratio, and when the single-point pressing operation is performed on the first control, the game screen displayed in the graphical user interface can be changed from the first game screen corresponding to the first viewing angle direction in the game scene to the second game screen corresponding to the second viewing angle direction in the game scene at the second zoom ratio. The second zoom ratio can be different from the first zoom ratio. Exemplarily, the second zoom ratio can be less than the first zoom ratio or greater than the first zoom ratio. In this way, when different single-point trigger operations are performed on the first control, the game screen in the graphical user interface can present different visual ranges. Taking the case where the second zoom ratio is smaller than the first zoom ratio as an example, when a single-point touch operation is performed on the first control, the game screen in the graphical user interface is displayed at a first zoom ratio that is larger than the second zoom ratio, and the displayed field of view is relatively small. When a single-point press operation is performed on the first control, the game screen in the graphical user interface is displayed at a second zoom ratio that is smaller than the first zoom ratio, and the displayed field of view is relatively large, thereby presenting more content of the game scene.
[0092] Step 920, according to the preset perspective change direction and the preset perspective change angle, the game screen displayed in the graphical user interface is changed from a first game screen corresponding to the first perspective direction in the game scene to a second game screen corresponding to the second perspective direction in the game scene.
[0093] The description of this step is similar to that in the previous text. For details about this step, please refer to the description in the previous step 320, which will not be repeated here.
[0094] Fig.11 This is an exemplary flow chart of a method for changing a game screen according to some embodiments of this specification. Fig.11 The process 1100 shown can be executed by a terminal device, for example, Figure 1 In some embodiments, the process 1100 may be implemented by a game control system 1200 deployed on a processing device or a terminal device. Fig.11 As shown, process 1100 may include the following steps.
[0095] Step 1110, obtaining a sliding operation on a first control set on the side of the terminal device.
[0096] Exemplarily, when a player performs a sliding operation on a first control set on the side of the terminal device, the terminal device can obtain the sliding operation and, in response to the sliding operation on the first control, change the game screen displayed in the graphical user interface from a first game screen corresponding to a first viewing direction in the game scene to a second game screen corresponding to a second viewing direction in the game scene.
[0097] Step 1120 , in response to a triggering operation on a second virtual control in the graphical user interface during the sliding operation, adjusting the orientation of the first game character in the game screen based on the second viewing angle. In some embodiments, step 1120 may be implemented by the game character adjustment module 1230 .
[0098] In some embodiments, a second virtual control may be provided in the graphical user interface, for example, Figure 4 As shown, the second virtual control can be set on a side of the graphical user interface close to the first control. The player can use the index finger to slide on the first control and use the thumb on the same side as the index finger to trigger the second virtual control in the graphical user interface. In this way, the second virtual control in the graphical user interface can be manipulated while adjusting the game screen displayed in the graphical user interface.
[0099] In some embodiments, during a sliding operation on the first control, different current sliding positions on the first control may correspond to different second viewing angles, and the orientation of the first game character in the game screen may be adjusted based on the second viewing angle corresponding to the current sliding position of the sliding operation on the first control in response to a triggering operation of the second virtual control. Exemplarily, the orientation of the first game character in the game screen may be adjusted to a direction consistent with the second viewing angle, so that the first game character is quickly turned while adjusting the game screen displayed in the graphical user interface, so that the orientation of the first game character is the same as the second viewing angle corresponding to the second game screen currently displayed.
[0100] This specification also provides a game control system. Fig.12 is an exemplary block diagram of a game control system according to some embodiments of this specification. Fig.12 As shown, in some embodiments, the game control system 1200 provides a graphical user interface through a terminal device, the game screen displayed in the graphical user interface includes at least part of the game scene of the game, and a touch-sensitive first control is set on the side of the terminal device. In some embodiments, the game control system 1200 may include a first display module 1210 and a second display module 1220.
[0101] The first display module 1210 is used to display a first game screen corresponding to a first viewing direction in a game scene in a graphical user interface, wherein the first viewing direction corresponds to a direction of a first game character in the game.
[0102] The second display module 1220 is used to respond to the trigger operation of the first control set on the side of the terminal device, changing the game screen displayed in the graphical user interface from a first game screen corresponding to a first viewing direction in the game scene to a second game screen corresponding to a second viewing direction in the game scene, wherein the second viewing direction is determined according to the trigger operation of the first control.
[0103] In some optional embodiments, the second display module 1220 is also used to respond to a sliding operation on the first control, determine the perspective change direction and the perspective change angle relative to the first perspective direction according to the sliding direction and the sliding distance of the sliding operation; and change the game screen displayed in the graphical user interface from the first game screen corresponding to the first perspective direction in the game scene to the second game screen corresponding to the second perspective direction in the game scene according to the perspective change direction and the perspective change angle.
[0104] In some optional embodiments, the second display module 1220 is also used to determine the perspective change direction relative to the first perspective direction based on the sliding direction; determine the perspective change angle relative to the first perspective direction based on the sliding distance, the first distance and the preset perspective change angle, wherein the sliding distance is determined based on the sliding starting position and the current sliding position, the first distance is determined based on the sliding starting position and the endpoint position of the first control corresponding to the sliding direction, and the preset perspective change angle is used to characterize the perspective change angle relative to the first perspective direction corresponding to the first distance.
[0105] In some optional embodiments, the second display module 1220 is also used to determine that the direction of perspective change relative to the first perspective direction is clockwise when the sliding operation slides from the sliding starting position to one side of the first control, and to determine that the direction of perspective change relative to the first perspective direction is counterclockwise when the sliding operation slides from the sliding starting position to the other side of the first control.
[0106] In some optional embodiments, the second display module 1220 is further configured to multiply the ratio of the sliding distance to the first distance by a preset viewing angle change angle to obtain a viewing angle change angle relative to the first viewing angle direction.
[0107] In some optional embodiments, the second display module 1220 is also used to, in response to a stay operation at the endpoint position of the first control when the current sliding position is at the endpoint position of the first control, continue to change the viewing angle from a preset viewing angle relative to the first viewing direction according to the viewing angle change direction and a preset viewing angle change speed during the stay time.
[0108] In some optional embodiments, the second display module 1220 is further used to rotate the perspective change angle according to the perspective change direction with the first game character as the center, and adjust the perspective direction from the first perspective direction to the second perspective direction.
[0109] In some optional embodiments, the first display module 1210 and the second display module 1220 may be the same display module.
[0110] In some optional embodiments, the game control system 1200 may further include a game character adjustment module 1230 for adjusting the orientation of the first game character in the game screen based on the second viewing direction in response to a triggering operation on a second virtual control in the graphical user interface during a sliding operation.
[0111] In some optional embodiments, the game character adjustment module 1230 is further configured to adjust the orientation of the first game character in the game screen to a direction consistent with the second viewing angle.
[0112] In some optional embodiments, the second display module 1220 is also used to respond to a trigger operation on the first control, determine a preset perspective change direction and a preset perspective change angle relative to the first perspective direction corresponding to the current contact position based on the current contact position; and change the game screen displayed in the graphical user interface from a first game screen corresponding to the first perspective direction in the game scene to a second game screen corresponding to the second perspective direction in the game scene according to the preset perspective change direction and the preset perspective change angle.
[0113] In some optional embodiments, the sliding operation on the first control includes a touch sliding operation and / or a press sliding operation, and the second display module 1220 is also used to, in response to the touch sliding operation on the first control, change the game screen displayed in the graphical user interface from a first game screen corresponding to a first viewing direction in the game scene to a second game screen corresponding to a second viewing direction in the game scene at the same zoom ratio as the first game screen; in response to the press sliding operation on the first control, change the game screen displayed in the graphical user interface from the first game screen corresponding to the first viewing direction in the game scene to a second game screen corresponding to the second viewing direction in the game scene at a zoom ratio less than that of the first game screen before pressing.
[0114] For more information about each module, see Figures 2~11 The relevant description of will not be repeated here. It should be understood that Fig.12 The system and its modules shown can be implemented in various ways. For example, in some embodiments, the system and its modules can be implemented by hardware, software, or a combination of software and hardware. Among them, the hardware part can be implemented using dedicated logic; the software part can be stored in a memory and executed by an appropriate instruction execution system, such as a microprocessor or dedicated design hardware. Those skilled in the art will understand that the above methods and systems can be implemented using computer executable instructions and / or control codes contained in a processor, such as a disk, CD or DVD-ROM, etc., and such codes are provided in a carrier medium or a memory of a programmable device. The system and its modules of this specification can not only be implemented by hardware circuits such as ultra-large-scale integrated circuits or gate arrays, semiconductors such as logic chips, transistors, etc., or programmable hardware devices such as field programmable gate arrays, programmable logic devices, etc., but can also be implemented by software executed by various types of processors, and can also be implemented by a combination of the above hardware circuits and software (e.g., firmware).
[0115] It should be noted that the above description of the system and its modules is only for convenience of description and does not limit this specification to the scope of the embodiments. It is understandable that for those skilled in the art, after understanding the principle of the system, it is possible to arbitrarily combine the modules without deviating from this principle to form a subsystem connected to other modules. Or some modules may be split to obtain more modules or multiple units under the module. Such variations are all within the scope of the disclosure of this specification.
[0116] Some embodiments of the present specification also provide a computer program product, including computer instructions. When at least part of the computer instructions are executed by a processor, the present specification can be implemented. Figures 2~11 In some embodiments, the computer program product may only involve computer instructions, which may be carried by a storage medium or a processing device. In other embodiments, the computer program product may also be a storage medium or a processing device containing the aforementioned computer instructions. The processing device may include one or more processors and a storage medium.
[0117] In some embodiments, the processor may be a combination of one or more of the following processors: a central processing unit (CPU), an application specific integrated circuit (ASIC), an application specific instruction set processor (ASIP), a graphics processing unit (GPU), a physical processing unit (PPU), a digital signal processor (DSP), a field programmable gate array (FPGA), a programmable logic device (PLD), a programmable logic controller (PLC), a reduced instruction set computer (RISC), and a microprocessor.
[0118] In some embodiments, the storage medium may include a combination of one or more of the following: a mass storage, a removable storage, a volatile read-write memory, and a read-only memory (ROM). Exemplary mass storage may include a magnetic disk, an optical disk, a solid-state hard disk, and the like. Exemplary removable storage may include a flash disk, a floppy disk, an optical disk, a memory card, a compressed hard disk, a magnetic tape, and the like. Exemplary volatile read-write memory may include a random access memory (RAM). Exemplary random access memory may include a dynamic random access memory (DRAM), a double data rate synchronous dynamic random access memory (DDRSDRAM), a static random access memory (SRAM), a thyristor random access memory (T-RAM), and a zero capacitance memory (Z-RAM), and the like. Exemplary read-only memory may include a masked read-only memory (MROM), a programmable read-only memory (PROM), an erasable programmable read-only memory (EPROM), an electrically erasable programmable read-only memory (EEPROM), a compact disk read-only memory (CD-ROM), and a digital multifunction hard disk read-only memory, and the like.
[0119] The beneficial effects that may be brought about by the embodiments of this specification include but are not limited to: (1) displaying a first game screen corresponding to a first viewing angle in a game scene in a graphical user interface, and in response to a triggering operation on a first control set on the side of a terminal device, changing the game screen displayed in the graphical user interface from the first game screen corresponding to the first viewing angle in the game scene to a second game screen corresponding to a second viewing angle in the game scene, so that the player can use other fingers (such as the index finger) different from the fingers that control the graphical user interface to control the first control while controlling the graphical user interface of the terminal device, thereby controlling the viewing angle corresponding to the game scene, realizing the use of multiple fingers to control virtual games, and bringing new user experience. The invention provides a control mode to improve the user's control experience and game experience, and reduce the occlusion of the game screen of the virtual scene; (2) by responding to the triggering operation of the second virtual control in the graphical user interface during the sliding operation, the orientation of the first game character in the game screen is adjusted based on the second viewing angle, so that the first game character is quickly turned while adjusting the game screen displayed in the graphical user interface, so that the orientation of the first game character is the same as the second viewing angle corresponding to the second game screen currently displayed; (3) by setting different zoom ratios of the game screen for touch sliding operation and press sliding operation, different viewing ranges are provided for players when adjusting the game screen displayed in the graphical user interface, thereby improving the player's game experience. It should be noted that different embodiments may produce different beneficial effects. In different embodiments, the beneficial effects that may be produced may be any one or a combination of the above, or any other beneficial effects that may be obtained.
[0120] The basic concepts have been described above. Obviously, for those skilled in the art, the above detailed disclosure is only for example and does not constitute a limitation of this specification. Although not explicitly stated here, those skilled in the art may make various modifications, improvements and corrections to this specification. Such modifications, improvements and corrections are taught in this specification, so such modifications, improvements and corrections still belong to the spirit and scope of the exemplary embodiments of this specification.
Claims
1. A game control method, characterized in that: A graphical user interface is provided through a terminal device, wherein a game screen displayed in the graphical user interface includes at least a part of a game scene of the game, and a first touchable control is provided on a side of the terminal device, and the method includes: Displaying a first game screen corresponding to a first viewing direction in the game scene in the graphical user interface, wherein the first viewing direction corresponds to a direction of a first game character in the game; In response to a trigger operation on a first control set on the side of the terminal device, the game screen displayed in the graphical user interface is changed from a first game screen corresponding to a first viewing direction in the game scene to a second game screen corresponding to a second viewing direction in the game scene, wherein the second viewing direction is determined according to the trigger operation of the first control.
2. The method according to claim 1, characterized in that In response to the triggering operation of the first control set on the side of the terminal device, changing the game screen displayed in the graphical user interface from a first game screen corresponding to the first viewing direction in the game scene to a second game screen corresponding to the second viewing direction in the game scene includes: In response to a sliding operation on the first control, determining a viewing angle change direction and a viewing angle change angle relative to the first viewing angle direction according to a sliding direction and a sliding distance of the sliding operation; According to the perspective change direction and the perspective change angle, the game screen displayed in the graphical user interface is changed from a first game screen corresponding to a first perspective direction in the game scene to a second game screen corresponding to a second perspective direction in the game scene.
3. The method according to claim 2, characterized in that The shape of the first control set on the side of the terminal device is a bar shape, and determining the viewing angle change direction and the viewing angle change angle relative to the first viewing angle direction according to the sliding direction and the sliding distance of the sliding operation includes: Determining a viewing angle change direction relative to the first viewing angle direction according to the sliding direction; The perspective change angle relative to the first perspective direction is determined according to the sliding distance, the first distance and the preset perspective change angle, wherein the sliding distance is determined based on the sliding starting position and the current sliding position, the first distance is determined based on the sliding starting position and the endpoint position of the first control corresponding to the sliding direction, and the preset perspective change angle is used to characterize the perspective change angle relative to the first perspective direction corresponding to the first distance.
4. The method according to claim 3, characterized in that The determining of the viewing angle change direction relative to the first viewing angle direction according to the sliding direction comprises: When the sliding operation slides from the sliding starting position to one side of the first control, the perspective change direction relative to the first perspective direction is determined to be clockwise; when the sliding operation slides from the sliding starting position to the other side of the first control, the perspective change direction relative to the first perspective direction is determined to be counterclockwise.
5. The method according to claim 3, characterized in that: The determining of the viewing angle change angle relative to the first viewing angle direction according to the sliding distance, the first distance and the preset viewing angle change angle comprises: The ratio of the sliding distance to the first distance is multiplied by the preset viewing angle change angle to obtain a viewing angle change angle relative to the first viewing angle direction.
6. The method according to claim 3, characterized in that: The preset viewing angle change angle is greater than or equal to 180°.
7. The method according to claim 2, characterized in that The determining of the viewing angle change direction and the viewing angle change angle relative to the first viewing angle direction according to the sliding direction and the sliding distance of the sliding operation comprises: When the current sliding position is located at the endpoint position of the first control, in response to a stay operation at the endpoint position of the first control, the viewing angle direction continues to change from the preset viewing angle relative to the first viewing direction according to the viewing angle change direction and the preset viewing angle change speed during the stay time.
8. The method according to claim 2, characterized in that: The step of changing the game screen displayed in the graphical user interface from a first game screen corresponding to a first viewing direction in the game scene to a second game screen corresponding to a second viewing direction in the game scene according to the viewing angle change direction and the viewing angle change angle comprises: Taking the first game character as the center, the perspective change angle is rotated according to the perspective change direction, and the perspective direction is adjusted from the first perspective direction to the second perspective direction.
9. The method according to claim 2, characterized in that: Also includes: In response to a triggering operation on a second virtual control in the graphical user interface during the sliding operation, a direction of the first game character in the game screen is adjusted based on the second viewing direction.
10. The method according to claim 9, characterized in that The adjusting the orientation of the first game character in the game screen based on the second viewing angle direction includes: The orientation of the first game character in the game screen is adjusted to be consistent with the second viewing angle.
11. The method according to claim 1, characterized in that: In response to the triggering operation of the first control set on the side of the terminal device, changing the game screen displayed in the graphical user interface from a first game screen corresponding to the first viewing direction in the game scene to a second game screen corresponding to the second viewing direction in the game scene includes: In response to a triggering operation on the first control, determining a preset viewing angle change direction and a preset viewing angle change angle corresponding to the current contact point position and relative to the first viewing angle direction based on the current contact point position; According to the preset perspective change direction and the preset perspective change angle, the game screen displayed in the graphical user interface is changed from a first game screen corresponding to a first perspective direction in the game scene to a second game screen corresponding to a second perspective direction in the game scene.
12. The method according to claim 2, characterized in that: The sliding operation on the first control includes a touch sliding operation and / or a press sliding operation; In response to a touch-slide operation on the first control, changing the game screen displayed in the graphical user interface from a first game screen corresponding to a first viewing angle in the game scene to a second game screen corresponding to a second viewing angle in the game scene at the same zoom ratio as the first game screen; In response to a press and slide operation on the first control, the game screen displayed in the graphical user interface is changed from a first game screen corresponding to a first viewing direction in the game scene to a second game screen corresponding to a second viewing direction in the game scene at a zoom ratio smaller than that of the first game screen before the press.
13. The method according to claim 1, characterized in that The first control is a physical control or a virtual control.
14. A game control system, characterized in that: A graphical user interface is provided through a terminal device, wherein a game screen displayed in the graphical user interface includes at least a part of a game scene of the game, and a first touchable control is provided on a side of the terminal device, wherein the system includes: A first display module, configured to display a first game screen corresponding to a first viewing direction in the game scene in the graphical user interface, wherein the first viewing direction corresponds to a direction of a first game character in the game; A second display module is used to respond to a trigger operation of a first control set on the side of the terminal device, changing the game screen displayed in the graphical user interface from a first game screen corresponding to a first viewing direction in the game scene to a second game screen corresponding to a second viewing direction in the game scene, wherein the second viewing direction is determined according to the trigger operation of the first control.
15. A computer program product, characterized in that The invention comprises a computer program, and when at least a part of the computer program is executed by a processor, the method according to any one of claims 1 to 13 can be implemented.