Control method and device in game, electronic equipment and readable storage medium

By simultaneously displaying scene images of macro perspective and close-range perspectives in the game's graphical user interface, the problem of players needing to frequently switch perspectives to view information is solved, and information acquisition efficiency and gaming experience are improved.

CN119524404APending Publication Date: 2025-02-28NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202411468360.4
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-10-21
Publication Date
2025-02-28

AI Technical Summary

Technical Problem

In the game, players need to frequently switch perspectives to view relevant information about virtual objects, resulting in complex operational processes and inefficient information viewing.

Method used

By simultaneously displaying the first scene screen from a macro perspective and the second scene screen from a close perspective in the graphical user interface, players can view relevant information of the target team without switching perspectives.

Benefits of technology

It improves players' information acquisition efficiency in the game, reduces players' cognitive and operational burden, and makes the game experience smoother.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention discloses a control method and device in a game, electronic equipment and a readable storage medium. The method comprises the steps that a first scene picture which is shot by a corresponding first camera and comprises at least one first team is displayed through a graphical user interface; in response to the first trigger operation, determining a target first team in the first teams; in a graphical user interface displaying the first scene picture, displaying an information display panel corresponding to the target first team, displaying a second scene picture of the target first team shot by the second camera through the information display panel, and displaying associated behavior information of a virtual game behavior currently executed by the target first team; wherein the first shooting distance between the first camera and the target first team is greater than the second shooting distance between the second camera and the target first team. According to the method, the operation burden of the player can be reduced, and the information acquisition efficiency of the player is improved.
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Description

Technical Field

[0001] The present application relates to the field of computers, and in particular to a control method, device, electronic device and computer-readable storage medium in a game. Background Art

[0002] In some games, game scenes are displayed from a macro perspective. In this case, in the related art, when a player views the relevant information of a virtual object, he needs to first switch the macro perspective to a close-up perspective with the virtual object as the visual center, and then view the relevant information of the virtual object; this method of switching perspectives is more complicated in the operation process of viewing information, and the efficiency of information viewing is low.

[0003] Alternatively, in some games, players can click on the virtual object to display an information display page corresponding to the virtual object based on the game scene displayed from the macro perspective, and view relevant information of the virtual object through the information display interface; however, in this method, the visual relationship between the virtual object and the information display page is weak, and players need to spend time locating the relationship between the virtual object and the display page, which places a heavy cognitive burden on players.

[0004] It should be noted that the information disclosed in the above background technology section is only used to enhance the understanding of the background of the present application, and therefore may include information that does not constitute the prior art known to ordinary technicians in the field. Summary of the invention

[0005] In view of this, the present application provides a control method, device, electronic device and computer-readable storage medium in the game, which can help players quickly view relevant game information based on simultaneously grasping the game screen from a macro perspective and the game screen from a close perspective, thereby reducing the player's operational burden of switching perspectives, reducing the player's cognitive burden, and improving the player's gaming experience.

[0006] In a first aspect, an embodiment of the present application provides a control method in a game, the method comprising:

[0007] Displaying, through a graphical user interface, a first scene picture taken by a corresponding first camera, wherein the first scene picture includes at least one first team in a first camp, and the first team includes at least one virtual object;

[0008] In response to a first trigger operation, determining a target first team among at least one first team;

[0009] In a graphical user interface displaying a first scene screen, an information display panel corresponding to the target first team is displayed, and a second scene screen of the target first team photographed by a second camera is displayed through the information display panel, as well as associated behavior information of a virtual game behavior currently being performed by the target first team;

[0010] Wherein, a first shooting distance between the first camera and the target first team is greater than a second shooting distance between the second camera and the target first team.

[0011] In a second aspect, an embodiment of the present application provides a control device in a game, the device comprising:

[0012] A display unit and a determination unit;

[0013] A display unit, configured to display a first scene image captured by a corresponding first camera through a graphical user interface, wherein the first scene image includes at least one first team in a first camp, and the first team includes at least one virtual object;

[0014] a determining unit, configured to determine a target first team among at least one first team in response to a first trigger operation;

[0015] The display unit is further used to display an information display panel corresponding to the target first team in the graphical user interface displaying the first scene screen, and to display the second scene screen of the target first team photographed by the second camera through the information display panel, and to display the associated behavior information of the virtual game behavior currently executed by the target first team;

[0016] Wherein, a first shooting distance between the first camera and the target first team is greater than a second shooting distance between the second camera and the target first team.

[0017] In a third aspect, an embodiment of the present application provides an electronic device, including:

[0018] Processor; and

[0019] The memory is used to store a data processing program. After the electronic device is powered on and the program is run by the processor, the method of the first aspect is executed.

[0020] In a fourth aspect, an embodiment of the present application provides a computer-readable storage medium storing a data processing program, which is executed by a processor to perform the method of the first aspect.

[0021] The control method in the game provided by the present application displays a first scene screen taken by a first camera through a graphical user interface, wherein the first scene screen includes at least one first team in a first camp, and the first team includes at least one virtual object; in response to a first trigger operation, a target first team in at least one first team is determined; in the graphical user interface displaying the first scene screen, an information display panel corresponding to the target first team is displayed, and a second scene screen taken by a second camera for the target first team is displayed through the information display panel, as well as associated behavior information of the virtual game behavior currently executed by the target first team; at this time, the first scene screen and the second scene screen can be displayed in the graphical user interface at the same time, and the associated behavior information of the target first object can be displayed based on the second scene screen with the target first team as the visual center, and the correlation between the game scene and the associated behavior information is relatively strong; wherein the first shooting distance of the first camera shooting the target first team is greater than the second shooting distance of the second camera shooting the target first team, so that it can be understood that the first scene screen is a game screen at a macroscopic perspective shot by the first camera, and the second scene screen is a game screen at a close-up perspective shot by the second camera for the target first team.

[0022] It can be seen that the control method in the game provided by the present application, by simultaneously displaying the first scene picture at a macroscopic perspective and the second scene picture at a close-up perspective in a graphical user interface, allows the player to preview the details of the target first team in the game scene while controlling the overall direction of the game at a macroscopic perspective; that is, the player can simultaneously grasp the game status at different perspectives, thereby improving the player's efficiency in obtaining information in the game;

[0023] At the same time, when the detailed picture of the target first team in the game scene is displayed in the information display panel, the associated behavior information of the game behavior performed by the target first team can also be displayed, so that the visual connection between the associated behavior information and the game scene is stronger, and the player can more easily recognize the associated behavior information, thereby reducing the cognitive burden of the player;

[0024] In addition, since the first trigger operation can simultaneously display the first scene screen and the second scene screen, compared with the two-finger pinching or expanding method described above, the operational burden of repeated horizontal jumping operations when the player manually switches the perspective can be greatly reduced. When the target first team is selected through the first trigger operation and the information display panel corresponding to the target first team is displayed, it is more targeted and accurate than the two-finger pinching or expanding operation method, that is, it is convenient for players to quickly and specifically view the close-up perspective and related behavior information of a certain team. BRIEF DESCRIPTION OF THE DRAWINGS

[0025] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings required for use in the description of the embodiments of the present application will be briefly introduced below. Obviously, the drawings described below are only some embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without paying any creative labor.

[0026] Figure 1 A system diagram of an example of a game system for implementing a control method in a game provided in an embodiment of the present application;

[0027] Figure 2 A flowchart of an example of a control method in a game provided in an embodiment of the present application;

[0028] Figure 3 A schematic diagram of an interface display example showing a first scene image and a second scene image simultaneously provided by an embodiment of the present application;

[0029] Figure 4 A schematic diagram of an interface display example of simultaneously displaying a second scene image and a third scene image in an information display panel corresponding to a first team of a first type of target provided in an embodiment of the present application;

[0030] Figure 5 A schematic diagram of an interface display example of displaying an indicator mark through an information display panel provided in an embodiment of the present application;

[0031] Figure 6 A schematic diagram of an interface display example showing a second scene image and collected information in an information display panel corresponding to a first team of a second type of target provided in an embodiment of the present application;

[0032] Figure 7 A schematic diagram of an interface display example of updating a target first object by sliding operation provided in an embodiment of the present application;

[0033] Figure 8 A schematic diagram of another example of an interface display that simultaneously displays a first scene image and a second scene image provided by an embodiment of the present application;

[0034] Fig. 9 A schematic diagram of the structure of a control device in a game provided by an embodiment of the present application;

[0035] Fig.10 A structural block diagram of an electronic device for implementing a control method in a game is provided for an embodiment of the present application. DETAILED DESCRIPTION

[0036] Many specific details are described in the following description to facilitate a full understanding of the present application. However, the present application can be implemented in many other ways than those described herein, and those skilled in the art can make similar generalizations without violating the connotation of the present application, so the present application is not limited by the specific implementation disclosed below.

[0037] It should be noted that the terms "first", "second", "third", etc. in the claims, description and drawings of the present application are used to distinguish similar objects and are not used to describe a specific order or sequence. The data used in this way are interchangeable where appropriate, so that the embodiments of the present application described herein can be implemented in an order other than that illustrated or described herein. In addition, the terms "including", "having" and their variants are intended to cover non-exclusive inclusions, for example, a process, method, system, product or device that includes a series of steps or units is not necessarily limited to those steps or units clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.

[0038] It should be understood that in the embodiments of the present application, "at least one" refers to one or more, "several" refers to one or more; "multiple" refers to two or more. "And / or" is merely a way to describe the association relationship of associated objects, indicating that three relationships may exist. For example, A and / or B can represent: A exists alone, A and B exist at the same time, and B exists alone. The character " / " generally indicates that the previous and subsequent associated objects are in an "or" relationship. "Including A, B and / or C" means including any one, any two, or any three of A, B, and C.

[0039] It should be understood that in the embodiments of the present application, "B corresponding to A", "B corresponding to A", "A corresponds to B", or "B corresponds to A" means that B is associated with A, and B can be determined according to A. Determining B according to A does not mean determining B only according to A, and B can also be determined according to A and / or other information.

[0040] Based on the above-mentioned problems, the embodiments of the present application provide a control method, device, electronic device and computer-readable storage medium in a game.

[0041] The control method in the game provided by the embodiment of the present application can be performed by an electronic device, which can be a terminal or a server. The terminal can be a terminal device such as a smart phone, a tablet computer, or a laptop computer. The server can be an independent physical server, or a server cluster or a distributed system composed of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud storage, network services, cloud communications, middleware services, domain name services, security services, CDN, and big data and artificial intelligence platforms. The server can be hardware or software. When the server is hardware, it can be implemented as a distributed server cluster composed of multiple servers, or it can be implemented as a single server. When the server is software, it can be implemented as multiple software or software modules (such as software or software modules for providing distributed services), or it can be implemented as a single software or software module. The embodiment of the present application does not specifically limit this.

[0042] In an optional embodiment, when the control method in the game is run on a terminal device, the terminal device stores a game application and a game virtual scene. The terminal device interacts with the player through a graphical user interface. The terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal device, or the graphical user interface may be presented through holographic projection.

[0043] In an optional embodiment, when the control method in the game runs on the server, the method can be implemented and executed based on the cloud game system. The cloud game system refers to a game method based on cloud computing. The cloud game system includes a server and a client device. The running body of the game application and the game screen presentation body are separated, and the storage and operation of the control method in the game are completed on the server. The game screen presentation is completed on the client, and the client is mainly used for receiving and sending game data and presenting the game screen. For example, the client can be a display device with data transmission function close to the player side, such as a mobile terminal, a TV, a computer, a handheld computer, a personal digital assistant, a head-mounted display device, etc., but the terminal device for processing game data is a server in the cloud. When playing the game, the player operates the client to send instructions to the server, and the server controls the running of the game according to the instructions, encodes and compresses the game screen and other data, and returns it to the client through the network. Finally, the client decodes and outputs the game screen.

[0044] It should be noted that in the embodiments of the present application, the execution subject of the control method in the game can be a terminal device or a server, wherein the terminal device can be a local terminal device or a client device in the aforementioned cloud game. The embodiments of the present application do not limit the type of the execution subject.

[0045] For example, in combination with the above introduction, Figure 1 A game system 1000 for implementing a control method in a game provided by an embodiment of the present application is shown. The game system 1000 may include at least one terminal 1001, at least one server 1002, at least one database 1003, and a network. The terminal 1001 held by the player can be connected to servers of different games through the network. The terminal is any device with computing hardware that can support and execute software application tools corresponding to the game.

[0046] In the above-mentioned game system 1000, the terminal 1001 is used to install and run the game application. In some cases, the game application may not be installed in advance in the terminal 1001, and the player can directly access the game through a client such as a browser. The player uses the registered game account to log in to the game application, and can control the virtual character corresponding to the game account to participate in the game. When the player logs in to the game application, the terminal 1001 will send a login request to the server 1002, and the server 1002 will verify the game account used by the player. At the same time, the server 1002 determines the game mechanism corresponding to the game account according to the login request, and the verification will return a login success notification to the terminal 1001. In the process of the player participating in the game through the game application, the terminal 1001 and the server 1002 interact with each other, and the terminal 1001 sends various information to the server 1002. The server 1002 determines the display data of the terminal 1001 according to the stored game mechanism (such as the control method in the game provided by this application) and the received information, and sends the display data to the terminal 1001, so as to display the display data sent by the server 1002 to the player through the terminal 1001.

[0047] In possible application scenarios, different terminals 1001 may be served by different servers 1002. Therefore, in order to distinguish the servers 1002 corresponding to different game terminals 1001, the first and second methods will be used for description when involved in the embodiments of the present application. In fact, the servers 1002 corresponding to different game terminals 1001 may be the same server 1002. Therefore, without distinguishing between the first and the second, it can be understood that the terminals 1001 corresponding to the virtual characters in the same game scene are served by the same server 1002.

[0048] In addition, when the game system 1000 includes multiple terminals, multiple servers, and multiple networks, different terminals can be connected to each other through different networks and different servers. The network can be a wireless network or a wired network, such as a wireless network such as a wireless local area network (WLAN), a local area network (LAN), a cellular network, a 2G network, a 3G network, a 4G network, a 5G network, etc. In addition, different terminals can also use their own Bluetooth network or hotspot network to connect to other terminals or to servers, etc. In addition, the game system 1000 may include multiple databases, multiple databases are coupled to different servers, and game-related information can be continuously stored in the database when different players play multi-player games online.

[0049] It should be noted that Figure 1 The game system diagram shown is only an example. The game system 1000 described in the embodiment of the present application is to more clearly illustrate the technical solution of the embodiment of the present application, and does not constitute a limitation on the technical solution provided in the embodiment of the present application. A person of ordinary skill in the art can know that with the evolution of the game system 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] It should be noted that the trigger operations that appear in the subsequent detailed introduction of the control method in the game provided by the embodiment of the present application can all be regarded as operations performed by the player through fingers or controlling a medium such as a mouse, keyboard, or stylus. The specific medium to be used can be determined according to the type of electronic device. For example, when the electronic device is a touch screen device such as a mobile phone, a tablet computer, or a game console, the player can operate on the touch screen through any suitable object or accessory such as a finger or stylus. When the terminal device is a non-touch screen terminal device such as a desktop computer or a laptop computer, the player can trigger the operation through an external device such as a mouse or keyboard.

[0051] The trigger operations that appear in the embodiments of the present application may include but are not limited to: touch operations such as clicking operations, sliding operations, pressing operations, shortcut key operations, voice command operations, air gesture operations, etc., which are specifically set according to actual conditions; in addition, the first and second methods are used to distinguish the trigger operations acting on different objects in the embodiments of the present application, and the first and second are not limitations on specific operation methods.

[0052] It should be noted that in the embodiments of the present application, there is no restriction on whether the terminal device providing the graphical user interface is placed horizontally or vertically, that is, there is no specific restriction on whether the virtual game is a horizontal screen game or a vertical screen game. In this embodiment, the virtual game is a horizontal screen game, and the terminal device is placed horizontally as an example to introduce the solution. However, it does not mean that the control method in the game provided by this application is not applicable to vertical screen games. The control method in the game provided by this application can be applied to horizontal screen games and vertical screen games, that is, the operation mode set in the virtual game and the corresponding game logic are consistent in horizontal screen games and vertical screen games, and there are only slight differences in the layout of the interface elements in the graphical user interface.

[0053] The technical solution of the present application is described in detail below through specific embodiments. It should be noted that the following specific embodiments can be combined with each other, and the same or similar concepts or processes may not be described in detail in some embodiments.

[0054] like Figure 2 As shown, Figure 2 This is a flow chart of an example of a control method in a game provided by an embodiment of the present application. It should be noted that the steps shown can be performed in a logical order different from that shown in the flow chart of the method. The method may include the following steps S110 to S130.

[0055] Step S110: displaying a first scene image captured by a first camera through a graphical user interface, wherein the first scene image includes at least one first team in a first camp, and the first team includes at least one virtual object.

[0056] Step S120: In response to the first trigger operation, determining a target first team among at least one first team.

[0057] Step S130: In a graphical user interface displaying a first scene screen, an information display panel corresponding to the target first team is displayed, and a second scene screen of the target first team photographed by the second camera is displayed through the information display panel, as well as associated behavior information of the virtual game behavior currently performed by the target first team; wherein a first shooting distance between the first camera and the target first team is greater than a second shooting distance between the second camera and the target first team.

[0058] Next, each concept in the above steps is described in detail.

[0059] The graphical user interface is a visual representation and operation interface for players to interact with virtual games. The game screen of the virtual game can be displayed in the graphical user interface. The game screen includes various visual elements provided to the players, among which the various visual elements include the game scene of the virtual game, control components, social elements, etc., which are used to show the style of the game world and visual information for guiding user operations. It can be understood that the graphical user interface is provided by the terminal device running the virtual game.

[0060] In a graphical user interface, various interface contents to be displayed in a virtual game are usually presented in layers. Layers refer to a layered display method in a graphical user interface, and different interface contents can be placed on different layers to better control the display and hiding of each interface content.

[0061] For example, a game scene can be placed on a scene layer, that is, the scene layer is mainly used to render the game world and the objects therein, including characters, environments, dynamic elements, etc. The game scene can be a simulation of the real world in the game, a semi-simulation and semi-fictional virtual environment, or a purely fictional virtual environment. The game scene can be any of a 2D game scene, a 2.5D game scene, and a 3D game scene.

[0062] The UI layer where various UI (User Interface) elements are displayed is placed. For example, UI elements may include but are not limited to various operation controls, information panels for displaying various game information (such as chat interfaces, character status panels, etc.), game thumbnail maps, and other elements. Since UI elements are interface elements for players to interact with games, usually, the display level of the UI layer where UI elements are placed is higher than the scene layer of the game scene. That is, the display level of each UI element is higher than the display level of the scene screen.

[0063] Generally speaking, the scene picture in the game screen displayed in the graphical user interface is the specific visual content captured by the virtual camera (virtual camera), where the scene picture refers to all scene visual elements including the virtual scene, such as light and shadow effects, weather effects, etc. in the virtual scene.

[0064] Depending on the shooting position of the virtual camera, virtual games can be divided into first-person games, third-person games or global perspective games.

[0065] For example, in a first-person game, a virtual camera can be set at the head (e.g., eye position) of a virtual character controlled by a player. The virtual camera moves with the movement of the virtual character, and the direction of the virtual camera rotates with the rotation of the virtual subject. Therefore, the virtual scene is a part of the game scene within a preset range in front of the virtual character. For another example, in a third-person game, a virtual camera can be set directly above or above the back of the virtual character controlled by the player. Therefore, the virtual scene is a part of the game scene including the virtual character. In a global perspective game, the virtual camera is usually located at a higher position, shooting the entire virtual scene from a bird's-eye view or an oblique perspective. It is a macro perspective game.

[0066] It is understandable that in the game, the first-person perspective, third-person perspective or global perspective can be switched for viewing under certain circumstances. In this embodiment, the method is introduced by taking a virtual game as a global perspective game as an example.

[0067] Based on the above content, in this embodiment, the first scene picture is a scene picture taken by the first camera, and the second scene picture is a scene picture taken by the second camera; that is, the first scene picture and the second scene picture are scene pictures taken by two different virtual cameras respectively.

[0068] The above-mentioned first scene screen displays at least one first team in the first camp, wherein the first camp can be understood as one's own camp. In this embodiment, if there is an enemy camp that is in a hostile relationship with one's own camp, the enemy camp can be called the second camp, that is, the first camp and the second camp are in a hostile relationship, and the team in the second camp is called the second team, so as to distinguish the camps to which each team belongs.

[0069] It is understandable that, no matter it is the first team or the second team, each team may include at least one virtual object, and the virtual object is the basic unit constituting the team. One virtual object corresponds to a virtual model, and the virtual model may be a three-dimensional virtual model or a two-dimensional virtual model, which is not specifically limited in this embodiment. The virtual object includes but is not limited to at least one of a virtual person, a virtual animal, a virtual machine, a virtual building, and a virtual plant. For example, the virtual object may be a ship object, based on which, a team consisting of several virtual objects may be called a fleet.

[0070] The above-mentioned first trigger operation refers to an operation for determining the target first team from among the first teams; in an optional specific embodiment, the first trigger operation may be a long press operation acting on a certain first team among the first teams, based on which the first team corresponding to the operation position of the long press operation may be determined as the target first team, that is, in this embodiment, before the long press operation ends, the first team selected by the long press operation is determined as the target team. Among them, the long press operation refers to the player pressing an element (such as an icon, button or model in other scenes) on the graphical user interface for a period of time without immediately lifting the finger. Alternatively, the first trigger operation may also be a click operation acting on a certain first team among the first teams, and the first team corresponding to the operation position of the click operation may be determined as the target first team.

[0071] Optionally, when the first trigger operation is a long press operation, a hover operation, a sliding operation, etc., in response to the end of the first trigger operation, the information display panel corresponding to the target first team is deleted; in other words, when the first trigger operation ends, the information display panel corresponding to the target first team is made invisible.

[0072] In summary, in this case, the object of the first trigger operation is the target first team, that is, the target first team is the first team that the player expects to select.

[0073] Alternatively, in an optional specific embodiment, the object of the first trigger operation may also be the control operation area of ​​the recommended control displayed in the graphical user interface. In this case, based on the first trigger operation, the first team among the first teams that meets the preset conditions may be determined as the target first team. For example, the first team with the worst combat status among the first teams may be determined as the target first team. In another example, the first team among the first teams that is closest to the enemy team may be determined as the target first team.

[0074] In this embodiment, the information display panel in the above step S130 is an interface area in a graphical user interface for displaying the second scene image captured by the second camera for the target first team, and the associated behavior information of the game behavior currently performed by the target first team. Among them, the game behavior currently performed by the target first team may include but is not limited to: battle game behavior, resource collection game behavior, mobile game behavior, etc.; no specific limitation is made to this.

[0075] It should be noted that when the information display panel is displayed on the basis of displaying the first scene picture, the display level of the information display panel is higher than the display level of the first scene picture, that is, the information display panel can be displayed in a floating manner above the first scene picture; based on this, the display level of the second scene picture is higher than the display level of the first picture.

[0076] The display style of the above-mentioned information display panel in the graphical user interface can be a circle, a quadrilateral, a hexagon or other shapes, which is not specifically limited in this embodiment. In the specific examples introduced later, the display style of the information display panel is a circle as an example.

[0077] It should be noted that, in this embodiment, the first shooting distance between the first camera and the target first team is greater than the second shooting distance between the second camera and the target first team; it can be understood that, in this embodiment, after the first camera or the second camera is set, it has a shooting distance with any object in the virtual scene. In this embodiment, the distance at which the first camera captures the first scene can be regarded as the first shooting distance between the first camera and the target first team.

[0078] It should be further explained that the shooting distance between the virtual camera and any object in the virtual scene may include: the physical distance between the virtual camera and the virtual scene, and / or the lens focal length between the virtual camera and the virtual scene, that is, the optical distance of the lens of the virtual camera.

[0079] The physical distance refers to the distance between the three-dimensional position coordinates of the virtual camera in the game world and the position coordinates of an object in the virtual scene;

[0080] Optical distance refers to the viewing angle effect of a virtual camera. The optical distance between a virtual camera and an object in a virtual scene can be adjusted by adjusting the shooting focal length of the lens of the virtual camera without changing the physical position of the virtual camera. In this embodiment, the optical distance is the distance between the virtual camera and the virtual scene in terms of visual effect, which is an abstract concept. The shooting focal length of the virtual camera is negatively correlated with the optical distance.

[0081] Specifically, when the shooting focal length of the lens is short, that is, the optical distance is large, the focus of the virtual camera is not focused on a certain object in the virtual scene, so that the shooting picture of the virtual camera covers a wider range, and the scene picture captured by the virtual camera is wider; when the shooting focal length of the lens is large, that is, the optical distance is small, that is, the virtual camera is focused on a certain object in the virtual scene, and the surrounding scene content is blurred, and only the scene content at that position is displayed. In this way, the scene picture captured by the virtual camera is more compact.

[0082] In the embodiment of the present application, the first shooting distance being greater than the second shooting distance may include: the physical distance between the first camera and the target first team being greater than the physical distance between the second camera and the target first team; and / or the optical distance between the first camera and the target first team being greater than the optical distance between the second camera and the target first team. There is no specific limitation on this.

[0083] It should be noted that, in this embodiment, when the first shooting distance is greater than the second shooting distance, it means that the position of the first camera is relatively high or the shooting focal length is relatively short, and the first scene picture is a scene picture taken by the first camera under a macroscopic perspective (global perspective). Therefore, the target first team accounts for a relatively small proportion in the first scene picture, which is convenient for observing the overall direction of the game;

[0084] The second scene picture is a scene picture shot by the second camera from a close-up perspective (local perspective) of the target first team in a macro perspective. The shooting position of the second camera is closer to the target first team. Therefore, the target first team occupies a larger area in the second scene picture, thereby being able to display the characteristics and details of the target first team in more detail.

[0085] In some optional embodiments, the information display panel can be displayed in a fixed position in the graphical user interface, for example, the upper left corner, the upper right corner, the middle position, etc. in the graphical user interface, and the fixed position is not specifically limited.

[0086] Alternatively, in some optional specific implementations, an information display panel may be displayed at a corresponding position of the target first team in a graphical user interface displaying a first scene screen. The corresponding position may be understood as a position associated with the target first team. The corresponding position may include: a position adjacent to the target first team, and when the information display panel is displayed at this position, the target first team will not be covered. Alternatively, the display position of the target first team in the first scene screen is used as the geometric center of the information display panel, that is, the target first team in the first scene screen is partially or completely covered.

[0087] Next, combine Figure 3 And a specific example is provided to describe in detail the control method in the game provided by this application.

[0088] exist Figure 3 In the specific example shown, the fleet is taken as a specific example of the first team described above, the target fleet is taken as a specific example of the target first team described above, and the long press operation is taken as a specific example of the first trigger operation described above.

[0089] like Figure 3 As shown, the interface 2000 displays a first scene picture 100 taken by a first camera in an interstellar strategy game with space as the background, and the first scene picture 100 is a scene picture from a macroscopic perspective; fleet 1, fleet 2, fleet 3 and fleet 4 are displayed in the first scene picture 100, and in addition, several strongholds 5 are distributed in the first scene picture.

[0090] Based on the interface 2000, if the player applies a long press operation to fleet 1, fleet 1 can be determined as the target fleet. It is assumed that fleet 1 is currently performing a sailing game behavior; based on this, interface 2000 can be switched to interface 2001, and the first scene screen 100 is still displayed in interface 2001. However, on this basis, the information display panel 6 corresponding to the target fleet can be displayed in interface 2001; for example, in interface 2001, the position of fleet 1 in the first scene screen 100 is used as the geometric center of the information display panel 6 to display the information display panel 6; the information display panel 6 displays a second scene screen 200 taken by the second camera at a close distance of the fleet 1, as well as information such as the current sailing speed of the fleet 1 when performing the sailing behavior is 10 km / h, the remaining fuel quantity accounts for 30% of the preset fuel quantity, and the sailed distance is 20 km.

[0091] Comparing fleet 1 displayed in interface 2000 and fleet 1 displayed in information display panel 6 in interface 2001, since the area occupied by fleet 1 in the first scene screen displayed in interface 2000 is relatively small, the details of fleet 1 cannot be clearly viewed; while the second scene screen displayed in information display panel 6 is taken by the second camera at a closer shooting distance. Therefore, in the second scene screen 200, fleet 1 occupies a larger area, so the game status of fleet 1 in the game can be more clearly understood, and through specific information such as the sailing speed, remaining fuel amount and sailed distance, the player can accurately judge the sailing status of fleet 1, which can reduce the operation of players switching other interfaces to view specific sailing information.

[0092] In addition, the second scene screen 200 is displayed on the basis of displaying the first scene screen 100 , so that the player can grasp the overall direction of the game and the game status of the individual fleet 1 at the same time.

[0093] It can be seen that the control method in the game provided by the present application, by simultaneously displaying the first scene picture at a macroscopic perspective and the second scene picture at a close-up perspective in a graphical user interface, allows the player to preview the details of the target first team in the game scene while controlling the overall direction of the game at a macroscopic perspective; that is, the player can simultaneously grasp the game status at different perspectives, thereby improving the player's efficiency in obtaining information in the game;

[0094] At the same time, when the detailed picture of the target first team in the game scene is displayed in the information display panel, the associated behavior information of the game behavior performed by the target first team can also be displayed, so that the visual connection between the associated behavior information and the game scene is stronger, and the player can more easily recognize the associated behavior information, thereby reducing the cognitive burden of the player;

[0095] In addition, since the first trigger operation can simultaneously display the first scene screen and the second scene screen, compared with the two-finger pinching or expanding method described above, the operational burden of the player's repeated horizontal jumping operation when manually switching the perspective can be greatly reduced, and when the target first team is selected through the first trigger operation and the information display panel corresponding to the target first team is displayed, compared with the two-finger pinching or expanding operation method, the pertinence and accuracy are higher, that is, it is convenient for players to quickly and pertinently view the close-up perspective and related behavior information of a certain team. Below, the control method in the game provided by the present application is further described in detail.

[0096] In some optional implementations, as described above, the game behavior currently being performed by the target first team may include, but is not limited to: battle game behavior, resource collection game behavior, mobile game behavior, etc. Specifically, when the target first team is currently performing a battle game behavior, the above step S130 of "displaying the associated behavior information of the virtual game behavior currently being performed by the target first team" can be specifically implemented through the following step S131.

[0097] Step S131: When the target first team performs a battle game behavior, the first remaining life value of the target first team is displayed; the first remaining life value is the difference between the preset life value corresponding to the target first team and the consumed life value.

[0098] The purpose of this step S131 is to display the remaining life value corresponding to the current battle game behavior in the target team while displaying the second scene picture corresponding to the target team in the information display panel.

[0099] In this way, players can quickly and intuitively understand the remaining health of the target first team, and thus accurately and quickly understand the current battle situation.

[0100] Among them, the life value is used to represent the health status or survivability of the virtual object in the game; in this embodiment, only the life value is taken as an example, but it is not limited to the life value, and it can also be physical strength, blood volume, energy value, etc., which are used to represent the health status or survivability of the virtual object.

[0101] In this embodiment, the remaining health value corresponding to the target first team is the difference between the preset health value corresponding to the target first team and the consumed health value of the target first team.

[0102] Among them, the preset life value corresponding to the target first team is the sum of the preset life values ​​of each virtual object in the target first team; the consumed life value corresponding to the target first team is the sum of the consumed life values ​​of each virtual object in the target first team.

[0103] In an optional embodiment, the first remaining life value can be displayed by a text label or a graphic label; wherein, the text label may include a text description and a number, and displaying the remaining life value by a text label can be more accurate, and the graphic label refers to a visual element used to represent the first remaining life value in a graphical user interface, and displaying the remaining life value by a graphic label is more intuitive, which is convenient for players to roughly estimate the proportion of the remaining life value relative to the preset life value.

[0104] Optionally, the text identifier may include: a percentage identifier for indicating the proportional relationship between the remaining health value and the preset health value of the virtual object group. For example, if the preset health value of the target first team is 100 and the remaining health value is 50, the text identifier may include: 50%; used to indicate that the target first team has 50% of the remaining health value; or, the text representation may also include: 50 / 100; in this way, the player can accurately understand that the preset health value of the target first team is 100 and the current remaining health value is 50 through the specific numerical value. This embodiment does not specifically limit this.

[0105] Optionally, the above-mentioned graphic logo may include: a progress bar logo, a "heart-shaped" pattern logo, a "five-pointed star" pattern logo, etc., without specific limitation.

[0106] Furthermore, in some optional embodiments, when the target first team performs the battle game behavior, the control method in the game provided by the present application may also include the following steps S140 to S150.

[0107] Step S140: when the target first team executes the battle game behavior, a second team in the second camp that meets a preset association condition with the target first team is determined; the second camp is in a hostile relationship with the first camp.

[0108] Step S150: Displaying the third scene image of the second team captured by the third camera and the second remaining health value of the second team through the information display panel; the third shooting distance between the third camera and the second team is less than the fourth shooting distance between the first camera and the second team.

[0109] That is, when executing a battle game behavior, the target first team can interact with the remaining teams in the game scene; based on this, when the target first team photographed by the second camera is displayed through the information display panel, if there is a second team in the second camp that meets the preset association conditions with the target first team, the scene picture of the second team photographed by the third camera and the second remaining life value of the second team are further displayed in the information display panel.

[0110] This will help players to closely view the game status of a team in their own camp while also viewing the game status of the enemy team, and then they can refer to the information obtained and adjust relevant game strategies more flexibly.

[0111] For the introduction of the above-mentioned second remaining life value, please refer to the introduction of the first remaining life value in the previous article, and will not be repeated here.

[0112] The second team in the enemy camp may be displayed in the first scene screen or not, and this embodiment does not specifically limit this. When the second team is not displayed in the first scene screen, the player displays the scene screen where the second team is located in the information display panel based on the first trigger operation, so that the player can view the game status of the second team without switching the scene screen, further reducing the player's operational burden of finding the second team.

[0113] In an optional specific embodiment, the preset association condition may include: the distance between the target first team and the target first team is less than a first preset distance; and / or the target first team is in a battle state. That is, the second team may be determined in the following exemplary manner.

[0114] Example 1: The second team in the enemy camp whose distance to the target first team is less than the first preset distance is determined as the second team;

[0115] Example 2: The second team in the battle state with the target first team among the second teams is determined as the second team;

[0116] Example 3: A second team among the second teams whose distance to the target first team is less than the first preset distance and which is in a battle state with the target first team is determined as the second team.

[0117] Among them, in the above example one, the above first preset distance can be a preset risk avoidance warning distance. If the distance between the target first team and the second team is less than the first preset distance, it can be considered that the target first team and the second team are about to collide, and the game event of the upcoming collision can be regarded as a battle game event.

[0118] In the first example, a second team whose distance to the target first team is less than the first preset distance is regarded as the second team regardless of whether the second team is engaged in battle with the target first team;

[0119] In this way, players can quickly and clearly view information such as the collision position of the two teams when they are about to collide, so as to adjust the movement direction of the target first team according to this information.

[0120] In the above example 2, the second team that is in battle with the target first team can be understood as: the second team that is currently battling with the target first team. When the second team is identified as the second team and viewed closely, it helps the player to closely observe the battle status of the enemy team, and then compare it with the battle status of his own team, and adjust the corresponding battle strategy in real time.

[0121] In this second example, no matter the second team that is in a battle state with the target first team is far or near from the target first team, the second team is determined as the second team.

[0122] In the above example three, the second team must not only be at a distance less than the first preset distance from the target first team, but also be in a battle state with the target first team, which helps to improve the targeting of the second team.

[0123] In this embodiment, the virtual camera for taking close-up photos of the second team is called the third camera, the shooting distance between the third camera and the second team is the third shooting distance, and the shooting distance between the first camera and the second team is the fourth shooting distance. The fourth shooting distance can be equal to the first shooting distance described above, and there is no specific limitation on this.

[0124] It should be noted that, in this embodiment, the first shooting distance, the second shooting distance, the third shooting distance and the fourth shooting distance can be pre-set fixed distances, or can be shooting distances adjusted by the player in real time during the game, which will not be described in detail.

[0125] The third scene image is the scene image captured by the third camera at a close distance mainly targeting the second virtual character.

[0126] In an optional specific embodiment, the second scene screen and the third scene screen can be displayed in the information display panel at the same time, or one of them can be displayed selectively, without specific limitation. However, in a preferred embodiment, the second scene screen and the third scene screen can be displayed at the same time, and if there is no second team associated with the target first team, only the second scene screen is displayed in the information display panel.

[0127] In an optional specific embodiment, the information display panel may include a first area and a second area, based on which a second scene picture of the target first team captured by the second camera and associated behavior information of the game behavior performed by the target first team can be displayed in the first area of ​​the information display panel; a third scene picture of the second team captured by the third camera and associated behavior information of the game behavior performed by the second team can be displayed in the second area, wherein the first area and the second area do not overlap.

[0128] It can be understood that the first area and the second area can be two fixed areas in the information display panel. For example, the first area is the left half area or the upper half area of ​​the information display panel, and the second area is the right half area or the lower half area of ​​the information display panel, that is, the information display panel can be divided into two to display the second scene screen and the third scene screen respectively. The second scene screen can be fixedly displayed in the first area, and the third scene screen can be displayed in the second area. This fixed display position helps players form qualitative cognition and reduces the cognitive load of players in obtaining information.

[0129] It should be noted that if there is no second team that meets the preset association conditions with the target first team, the second area of ​​the information display panel may be blank, that is, no information is displayed in the second area; or, only the second scene screen is displayed in the information display panel, and there is no specific restriction on this.

[0130] Next, combine Figure 4 And a specific example is provided to describe in detail the control method in the game provided by this application.

[0131] exist Figure 4 In the specific example shown, the information display panel is divided into two areas, the left area is a specific example of the second area, and the right area is a specific example of the first area.

[0132] like Figure 4 As shown, the interface 2002 displays a first scene picture 100 taken by a first camera, and the first scene picture 100 is a scene picture from a macroscopic perspective; the first scene picture 100 displays fleet 1, fleet 2, fleet 3, and fleet 4, and in addition, there are several strongholds 5 distributed in the first scene picture. In addition, the interface 2002 also displays a battle line mark 7 connecting fleet 1, and the battle line mark 7 is used to indicate that fleet 1 is fighting with the enemy camp, and the fighting object is not currently displayed in the interface 2002.

[0133] Based on the interface 2002, if the player applies a long-press operation to fleet 1, fleet 1 can be determined as the target fleet of the own camp. Based on this, the interface 2002 can be switched to interface 2003. The first scene screen 100 is still displayed in the interface 2003. However, on this basis, the information display panel 7 corresponding to the target fleet can be displayed in the interface 2003, and the second scene screen 200 taken by the second camera at a close distance of the fleet 1 and the current remaining health value of the fleet 1 are displayed on the right side of the information display panel 7, such as Figure 4As shown, Fleet 1 has 98% of its health remaining. On the left side of the information display panel 7, a third scene image 300 taken by a third camera at close range of Fleet 8 in the enemy camp engaging Fleet 1 is displayed, as well as the current remaining health of Fleet 8. Figure 4 As shown, Fleet 1 has 89% of its health remaining.

[0134] It is understandable that in the related art, if the player wants to view the local fleet 8 that is fighting with the fleet 1 based on the interface 2002, the player needs to perform an upward sliding operation in the interface 2002 to display the fleet 8 in the interface 2002. However, in this way, the fleet 1 or fleet 4 in the own camp may not be displayed in the interface 2002, and even if the fleet 8 is photographed from a distance by the first camera, the fleet 8 cannot be clearly viewed because it occupies a small proportion in the first scene screen 100.

[0135] Based on the above-mentioned problems, the control method in the game provided by the present application can, through a long press operation on fleet 1, closely view the combat status of fleet 8 (such as the layout of ships in the fleet and health information, etc.) through the information display panel 7 in the interface 2003, without performing a sliding operation, and will not switch the currently displayed first scene screen 100, thereby reducing the player's operating burden and the efficiency of information viewing.

[0136] In some optional implementations, the control method in the game provided by the present application may also include the following steps S160 to S170.

[0137] Step S160: grouping the virtual objects in the target team according to preset attributes of the virtual objects in the target team to obtain at least one virtual object group corresponding to the target team; the target team includes the target first team, or the second team.

[0138] Step S170: When there are at least two virtual object groups in the target team, the virtual objects in each virtual object group of the target team are displayed in a differentiated manner in the information display panel according to a preset differentiated display method.

[0139] As described above, a team may include at least one virtual object. The target team may be the first target team or the second target team, that is, the first target team in the own camp may be displayed differently from each virtual object in the first target team through the steps S160 to S170, and the second target team in the enemy camp may be displayed differently from each virtual object in the second target team through the steps S160 to S170.

[0140] The above-mentioned preset attributes may include but are not limited to: the position attribute, object type attribute or other attributes of each virtual object in the target team, which is not specifically limited in this embodiment. Among them, the position attribute is used to indicate the position of the virtual object in the target team; the object type attribute is used to indicate the type of the virtual object. In this embodiment, when the virtual object is a ship, the target team can be a fleet, and the position of the virtual object in the fleet can include: front row, middle row and / or back row; the object type of the virtual object can include but is not limited to: frigate, destroyer, reconnaissance ship, engineering ship, supply ship.

[0141] Among them, the front row, middle row and / or back row usually refer to the positioning of the roles of ships in different positions in the fleet and their role in battle. The front row, middle row and / or back row can help players better understand the position and responsibilities of ships in battle. Among them, the front row usually refers to the frontmost position of the fleet in battle; the middle row is usually located behind the front row of ships; and the back row usually refers to the backmost position of the fleet. For example, in Figure 3 In the interface 2001 shown, the fleet 1 displayed in the information display panel 6 has one ship in the front row, two ships in the middle row, and three ships in the back row.

[0142] In an optional specific embodiment, the preset attribute may include a position attribute or an object type attribute; that is, the step S160 may specifically group the virtual objects in the target team according to the position attribute of the virtual objects in the target team to obtain at least one virtual object group corresponding to the target team; or may specifically group the virtual objects in the target team according to the object type of the virtual objects to obtain at least one virtual object group corresponding to the target team. This embodiment does not specifically limit this.

[0143] In the following introduction of the solution, the method is described by taking the example of grouping virtual objects in the target team according to the position attributes of the virtual objects in the target team to obtain at least one virtual object group corresponding to the target team.

[0144] It can be understood that after the virtual objects in the target team are divided into virtual object groups, each virtual object group includes at least one virtual object. When there are at least two virtual object groups, it means that there are virtual objects with different preset attributes in the current target team. At this time, the virtual objects in each virtual object group can be displayed distinguishably in the information display panel; when there is only one virtual object group, it means that the preset attributes of the virtual objects in the target team are the same and do not need to be displayed distinguishably.

[0145] The above-mentioned preset distinguishing display methods may include but are not limited to: displaying virtual objects with different preset attributes in different colors, displaying virtual objects with different preset attributes in different flashing frequencies, displaying virtual objects with different preset attributes in different brightness, and displaying the outer contours of virtual objects with different preset attributes in different colors. In this way, it is helpful for players to clearly and intuitively judge the current game status of virtual objects with different preset attributes in the information display panel, and enhance the speed at which players understand game information.

[0146] Next, combine Figure 4 And a specific example, further describing the control method in the game provided by this application. Figure 4 In the specific example shown, the virtual objects in the target team are grouped according to the position attributes of the virtual objects in the target team.

[0147] like Figure 4 In the interface 2002 shown, the fleet 1 displayed in the first scene screen 100 in the interface 2002 is a fleet grouped according to the front row, the middle row and the back row. Therefore, according to the position of each ship in the fleet 1, the fleet 1 can be divided from top to bottom into a front row object group, a middle row object group and a back row object group. At this time, it can be determined that the fleet 1 includes three virtual object groups. Therefore, in response to the long press operation on the fleet 1, the interface 2002 can be switched to the interface 2003. In the information display panel 7 displayed in the interface 2003, the second scene screen displayed on the right side Fleet 1 in 200 and fleet 8 in the third scene screen 300 displayed on the left side respectively distinguish and display the front row ship group, the middle row ship group, and the back row ship group in different colors. For example, the ships in the front row ship group can be displayed in a blue glowing manner (indicated by a vertical line filling manner in interface 2003), the ships in the middle row ship group can be displayed in a purple glowing manner (indicated by a diamond grid filling manner in interface 2003), and the ships in the back row ship group can be displayed in a yellow glowing manner (indicated by an unfilled manner in interface 2003).

[0148] It can be seen that, as shown in the above interface 2003, the ships in different positions in Fleet 1 and Fleet 8 are clearly visible, and the player can understand the composition of the fleet clearly, quickly and intuitively.

[0149] In some optional specific embodiments, the control method in the game provided by the present application may also include the following steps S180 to S190.

[0150] Step S180: Determine the third remaining health value corresponding to each virtual object group in the target team.

[0151] Step S190: displaying the indicator marks corresponding to each virtual object group in the information display panel, where the indicator marks are used to represent the position attribute of the virtual object group and the corresponding third remaining health value.

[0152] The purpose of this embodiment is to display the third remaining life value corresponding to each virtual object group in the target team simultaneously when the scene picture corresponding to the target team is displayed in the information display panel.

[0153] In this way, players can quickly and intuitively understand the remaining health of virtual object groups in different positions in the target team, so as to quickly control the current advantages and disadvantages of virtual object groups in different positions, improve the communication of status information of individual teams in the game, and help players to enhance the team matching experience later.

[0154] It should be noted that the total remaining health value corresponding to the target team and the third remaining health value corresponding to each virtual object group in the target team can be displayed either one or at the same time without restriction.

[0155] In this embodiment, the remaining life value corresponding to a virtual object group is the difference between the preset life value corresponding to the virtual object group and the consumed life value of the virtual object group.

[0156] The preset life value corresponding to the virtual object group is the sum of the preset life values ​​of each virtual object in the virtual object group; and the consumed life value corresponding to the virtual object group is the sum of the consumed life values ​​of each virtual object in the virtual object group.

[0157] The above-mentioned indicator refers to a visual element used to represent the position attribute and the third remaining life value of each virtual object group in the graphical user interface.

[0158] For example, the indicator may include a text indicator and / or a graphic indicator, wherein the text indicator may include a text description and a number. Displaying the remaining life value corresponding to the virtual object group through a text indicator can be more accurate, while displaying the remaining life value through a graphic indicator is more intuitive, which is convenient for players to roughly estimate the proportion of the remaining life value relative to the preset life value.

[0159] Optionally, the text identifier may include: a percentage identifier for indicating the proportional relationship between the remaining health value and the preset health value of the virtual object group, and a text description identifier for indicating the position attribute of the virtual object group. For example, the preset health value of the virtual object group in the middle row of the team is 100, and the remaining health value is 50, then the text identifier may include: middle row and 50%; used to indicate the remaining 50% health value of the virtual object group in the middle row of the team; or, the text representation may also include: middle row and 50 / 100; in this way, the player can accurately understand through specific numerical values ​​that the total health value of the virtual object group in the middle row of the team is 100, and the current remaining health value is 50. This embodiment does not specifically limit this.

[0160] It should be noted that when the various indication indicators are displayed through the information display panel, they can be displayed in the form of a list, and the list can be located at any position of the information display panel without specific limitation.

[0161] In some optional specific embodiments, in the above step S190, "displaying the indicator marks corresponding to each virtual object group in the information display panel" can be specifically implemented through the following step S191.

[0162] Step S191: displaying an indicator corresponding to each virtual object group at an associated position of each virtual object group through an information display panel; the associated position is a position whose distance from the current display position of the virtual object group is less than a second preset distance.

[0163] The purpose of step S191 is to limit the indication marks corresponding to each virtual object group to be displayed at a position where the distance from the current display position of each virtual object group is less than the second preset distance, that is, to limit the indication marks corresponding to each virtual object group to be displayed near each virtual object group. In this way, the player can quickly establish a visual connection between the virtual object group and its corresponding indication mark, thereby improving the player's recognition and understanding of the remaining life value of each virtual object group, so that the player can more quickly and accurately specify the subsequent game strategy based on the information obtained.

[0164] It should be noted that the UI element of the information display panel has a window outline. If the distance between the window outline and each virtual object group is less than a second preset distance, each indicator mark can be displayed on the window outline respectively. In this way, the layout of the graphical user interface can be more reasonable and neat, which helps to improve the player's visual experience.

[0165] Furthermore, as described above, a preset distinguishing display method can be used to distinguish and display each virtual object in a virtual object group with different preset attributes in a target team. Similarly, when distinguishing and displaying each virtual object in a virtual object group with different preset attributes, the same preset distinguishing display method can be used to distinguish and display the indicator marks corresponding to each virtual object group.

[0166] For example, when the preset distinguishing display mode includes distinguishing display by different colors, as described above, virtual objects in virtual object groups with different preset attributes can be presented in different colors. Accordingly, in the information display panel, for each virtual object group, an indication mark corresponding to the virtual object group can be presented in the preset color corresponding to the virtual object group.

[0167] Next, combine Figure 5 And a specific example, the control method in the game provided by this application is further described in detail.

[0168] like Figure 5 As shown, based on interface 2002, if the player applies a long press operation on fleet 1, fleet 1 can be determined as the target fleet of his own camp. Based on this, interface 2002 can be switched to interface 2004. The right area of ​​the information display panel 9 displayed in interface 2004 displays a second scene image 200 taken at close range by the second camera for the fleet 1, and the left side of the information display panel 9 displays a third scene image 300 taken at close range by the third camera for the fleet 8 in the enemy camp that is engaged in battle with fleet 1.

[0169] In addition, in the information display panel 9 displayed in the interface 2004, corresponding indicator marks 10 are respectively displayed near each front row ship group, middle row ship group and back row ship group in fleet 1 and fleet 8. The indicator mark 10 includes a progress bar mark and a text mark, and the text mark is displayed near the progress bar mark.

[0170] For example, the indicator corresponding to the front row of ships in Fleet 1 indicates that the remaining health value of the front row of ships accounts for 76% of the preset health value; the indicator corresponding to the middle row of ships in Fleet 1 indicates that the remaining health value of the middle row of ships accounts for 98% of the preset health value; the indicator corresponding to the back row of ships in Fleet 1 indicates that the remaining health value of the back row of ships accounts for 41% of the preset health value;

[0171] For another example, the indicator mark corresponding to the front row of ship groups in fleet 8 indicates that the remaining health values ​​of the front row of ship groups account for 70% of the preset health values; the indicator mark corresponding to the middle row of ship groups in fleet 8 indicates that the remaining health values ​​of the middle row of ship groups account for 89% of the preset health values; the indicator mark corresponding to the rear row of ship groups in fleet 8 indicates that the remaining health values ​​of the rear row of ship groups account for 30% of the preset health values.

[0172] It should be noted that the indicator marks corresponding to the ship groups with different position attributes may also be displayed in different colors, and the color corresponding to each indicator mark is consistent with the preset color corresponding to the ship group to which it corresponds.

[0173] like Figure 5 As shown in the middle interface 2004, for fleet 1 and fleet 8, when the ships in the front row of ship groups are displayed in a blue luminous manner, the indicator marks corresponding to the front row of ship groups are also displayed in a blue luminous manner (indicated by a left-leaning line fill in the interface 2004); when the ships in the middle row of ship groups are displayed in a purple luminous manner, the indicator marks corresponding to the middle row of ship groups are also displayed in a purple luminous manner (indicated by a diamond grid fill in the interface 2004); when the ships in the rear row of ship groups are displayed in a yellow luminous manner, the indicator marks corresponding to the rear row of ship groups are also displayed in a yellow luminous manner (indicated by a left-leaning line fill in the interface 2004).

[0174] It can be seen that the remaining health values ​​corresponding to the ship groups with different position attributes in the fleet are clear at a glance, which reduces the cognitive burden of the player in identifying the remaining health values ​​of the virtual object groups at different positions in the target team.

[0175] When it is necessary to pay attention to Figure 5 The interface 2002 and some of the graphics in the interface 2004 shown can refer to the above description. Figure 4 , I will not go into details about this.

[0176] Accordingly, in some optional implementations, virtual game behaviors include virtual collection behaviors, i.e., game behaviors of collecting resources in a virtual scene, wherein resources refer to various items that players can collect, manage, and use in the game; for example, the resources may include but are not limited to: ore, food, wood, medicine, water, etc.

[0177] Based on this, the step S130 described above of "displaying the behavior information associated with the virtual game behavior currently executed by the target first team" can also be specifically implemented through the following step S132.

[0178] Step S132: When the target first team performs a virtual collection behavior, the resource collection information of the target first team when performing the virtual collection behavior is displayed; the resource collection information includes: the type of resources collected by the target first team, and / or the collection progress.

[0179] It should be noted that in the present embodiment, only the collection information of the second type of team in one's own camp when collecting resources is viewed through the information display panel. However, theoretically speaking, if there is a need to view the collection information of the second type of team in the enemy camp when collecting resources, the collection information of the team in the enemy camp when collecting resources can also be viewed in the same way as viewing the collection information of the target first team. There is no restriction on this.

[0180] The above-mentioned collection information refers to all data and description information related to the game task of resource collection, which can help players understand how to obtain resources. Optionally, the collection information may include: the type of resources collected, the progress of resource collection, and / or the difficulty of resource collection.

[0181] Among them, the type of resources is used to indicate what type of resources are collected, such as metals, crystals, deuterium, wood, etc.; the resource collection progress refers to the degree or state reached by players in the game during the process of collecting or mining resources.

[0182] Further, in some optional specific embodiments, when the collection information includes two types of information, namely, the type of resources collected by the target first team and the collection progress, based on this, the "displaying the resource collection information when the target first team performs the virtual collection behavior" in the above step S132 can be specifically implemented in the following manner: that is, when the types of resources collected by the target first team include at least two types, the collection progress of each type of the resources is displayed separately. For example, different colors can be used to distinguish and display the progress indicators used to indicate the collection progress of each type of resources.

[0183] In this way, when the resource names of various types of resources are not displayed, players can identify the collection progress of the types of resources represented by each color only by the color.

[0184] Optionally, the above-mentioned progress indicator may include a text progress indicator and / or a graphic progress indicator; wherein the text progress indicator may include a percentage indicator of the acquisition completion, a time progress indicator, and a percentage indicator of the acquisition resource amount; the graphic progress indicator may include a progress bar indicator, a "heart-shaped" pattern indicator, a "five-pointed star" pattern indicator, etc., without specific limitation.

[0185] Among them, the percentage mark of the collection completion degree refers to the proportion of the collected resources that have been completed. For example, the player may need to collect 100 ores, but only 50 have been collected so far, then the collection completion mark is 50%; the time progress mark can be represented by the remaining collection time, which is the difference between the preset collection time and the collection time; for example, it takes 20 minutes to collect 100 ores, and the current collection has started for 10 minutes, then it will take 10 minutes to complete the collection, then the time progress mark can be 10 minutes remaining; the mark of the collected resource amount refers to the ratio of the collected resources to the total amount of resources. For example, the total amount of resources to be collected is 1500, and 580 have been collected, then 580 / 1500 can be used to represent the collection progress mark.

[0186] Next, combine Figure 6 And a specific example, the control method in the game provided by this application is further described in detail.

[0187] like Figure 6 As shown, based on interface 2000, if the player applies a click operation to fleet 3, fleet 3 can be determined as the target fleet of his own camp. Based on this, interface 2002 can be switched to interface 2005. The information display panel 10 displayed in interface 2005 displays a second scene image 400 taken by the second camera at close range of the fleet 3.

[0188] At this time, assuming that the fleet 3 is currently executing a game behavior of collecting resources, the collection information 12 corresponding to the fleet 3 for indicating the collection game behavior is displayed in the information display panel 10. The collection information 12 includes a progress bar mark and a text mark for the fleet 3 to collect resources. The text mark is displayed near the progress bar mark.

[0189] For example, if the resources currently collected by the fleet 3 may include three types of resources, namely metal resources, crystal resources and heavy hydrogen resources, different colors may be used to distinguish the progress bar marks of the collection progress of each type of resources collected by the fleet 3. For example, a yellow progress bar mark indicates the progress of collecting metal resources (indicated by a progress bar filled with mesh lines in the interface 2005), a purple progress bar mark indicates the progress of collecting crystal resources (indicated by a progress bar filled with vertical lines in the interface 2005), and a blue progress bar mark indicates the progress of collecting heavy hydrogen resources (indicated by a progress bar filled with right-leaning lines in the interface 2005).

[0190] In addition, a text mark is displayed near the progress bar mark, and the text mark includes a percentage mark of the amount of collected resources. For example, the total amount of resources on the base collected by Fleet 3 is 1500, and 580 have been mined so far. Therefore, the current amount of resource collection can be represented by a percentage mark "580 / 1500";

[0191] In addition, in the resource information 12 in the interface 2005, a time progress indication "12:06 remaining" is also displayed, which means that there are still 12 minutes and 6 seconds to complete the collection.

[0192] It can be seen that when the player long presses a fleet that is performing virtual collection activities, he can quickly view the resource types, quantities and collection progress of various types of resources collected by the fleet, which improves the player's efficiency in obtaining information.

[0193] In some optional implementations, the control method in the game provided by the present application may also include the following steps S1100 to S1110.

[0194] Step S1100: In response to a sliding operation that is continuous with the first triggering operation, the target first team is updated according to the sliding operation to obtain an updated target first team.

[0195] Step S1110: Display an information display panel corresponding to the updated target first team in the graphical user interface displaying the first scene screen, and display a fourth scene screen of the updated target first team taken by the second camera in the information display panel corresponding to the updated target first team, as well as associated behavior information of the virtual game behavior currently being performed by the updated target first team.

[0196] The sliding operation that is continuous with the first trigger operation means that the sliding operation is continuously performed when the first trigger operation is not completed. For example, when the first trigger operation is a long press operation, the sliding operation is continuously performed while the long press state is maintained, and when the first trigger operation is a hovering operation, the sliding operation is continuously performed while the hovering state is maintained. For example, if the terminal device is a touch screen device, the long press operation is not completed if the player does not lift the finger after long press.

[0197] The above-mentioned updating of the target first team refers to iterating the specific team that is the target first team. For example, Figure 3 In the example, Fleet 1 is taken as the target first team. Updating the target first team means reselecting any one of Fleet 1, Fleet 2, Fleet 3 or Fleet 4 as the target first team.

[0198] In an optional specific embodiment, a first team may be selected according to the sliding operation, and the first team selected by the sliding operation may be determined as the updated target first team.

[0199] Furthermore, in this embodiment, the above-mentioned “updating the target first team according to the sliding operation to obtain the updated target first team” can be implemented specifically through the following steps S1101 to S1102.

[0200] Step S1101: According to a first trigger operation, the first scene screen is controlled to enter an update state, where the update state is used to indicate that a target first team can be updated in the first scene screen.

[0201] Step S1102: when the first scene screen is in an updating state, the first team selected by the sliding operation is determined as the updated target first team.

[0202] The update state is used to represent that a sliding operation for updating the target first team can be applied in the current graphical user interface.

[0203] In this embodiment, when it is detected that the first scene screen is in an updating state, the first team selected by the sliding operation is determined as the updated target first team.

[0204] It should be noted that in some games, if the first scene screen is not in an updating state, the player can adjust the current shooting angle of the first camera when performing a sliding operation to change the first scene screen currently displayed in the graphical user interface. Based on this problem, in this embodiment, when the first trigger operation is detected, the first scene screen is controlled to enter an updating state, and when the first scene screen is in an updating state, the first camera is controlled to enter an adjustment-prohibited state, that is, the shooting angle of the first camera is prohibited from being adjusted according to the sliding operation. In this way, the accuracy and rationality of the player's operation can be improved, and the game feedback can meet the player's expectations, thereby improving the player's gaming experience.

[0205] After determining the updated target first team, an information display panel corresponding to the updated target first team can be displayed in the graphical user interface displaying the first scene screen, and a fourth scene screen of the updated target first team taken by the second camera can be displayed in the information display panel corresponding to the updated target first team.

[0206] The fourth scene image may be a scene captured by the second camera for the updated target first team after adjusting the shooting angle. For example, the second camera is horizontally displaced and the lens is aimed at the updated target first team to capture the fourth scene image. Alternatively, if there are multiple second cameras for capturing close-up scenes of each team in one's own camp, different second cameras are used to capture the target first team before the update and the target first team after the update, respectively.

[0207] In an optional embodiment, when the information display panel corresponding to the updated target first team is displayed, the information display panel corresponding to the target first team is hidden. That is, the information display panels corresponding to the target first team before and after the update are displayed one by one. In this way, the player's information acquisition can be more targeted, the information density in the graphical user interface can be reduced, and the player's cognitive load on information can be reduced.

[0208] Next, combine Figure 7 And a specific example, the control method in the game provided by this application is further described in detail.

[0209] like Figure 7 As shown, based on interface 2002, if the player performs a long press operation on fleet 1, fleet 1 can be determined as the target fleet, and then interface 2002 can be switched to interface 2004. The right area of ​​the information display panel 9 displayed in interface 2004 displays a second scene image 200 taken by the second camera at close range of fleet 1, and the left side of the information display panel 9 displays a third scene image 300 taken by the third camera at close range of fleet 8 in the enemy camp that is fighting with fleet 1.

[0210] It can be understood that the long press operation has not ended at this time. In this case, if based on the interface 2004, the player applies a sliding operation along the route indicated by the dotted arrow, the fleet 3 selected when the sliding operation stops can be determined as the new target fleet, that is, the target fleet is updated from fleet 1 to fleet 3. Based on this, the interface 2004 can be switched to interface 2005. In interface 2005, the information display panel 9 corresponding to fleet 1 is hidden, and the information display panel 11 corresponding to fleet 3 is displayed.

[0211] It should be noted that similar concepts in interface 2002, interface 2004, and interface 2005 can be referred to in the previous Figure 5 as well as Figure 6 The description is not repeated here.

[0212] It can be seen that through the above-mentioned long press and slide operations, when the battle situation in the game is complicated, players can long press once and slide at will to quickly preview the battle status of each fleet, without having to perform long press operations on different fleets each time to waste the response time of the terminal device, further improving the player's viewing efficiency of game information for different teams.

[0213] In some optional implementations, the control method in the game provided by the present application may further include the following step S1120.

[0214] Step S1120: When the first scene picture is displayed and the second scene picture is not displayed, in response to the perspective switching operation, the first scene picture displayed in the graphical user interface is switched to the second scene picture.

[0215] The above-mentioned display of the first scene screen and the non-display of the second scene screen can refer to Figure 3 The interface 2000 shown is a scene screen when the player has not applied the first trigger operation or the first trigger operation is completed.

[0216] The above-mentioned perspective switching operation may be a two-finger sliding operation, through which the first scene image captured by the first camera displayed in the graphical user interface may be switched to the second scene image captured by the second camera for the target first team;

[0217] The above switching display means hiding the first scene picture under the macro perspective and displaying the second scene picture under the close perspective of the target first team.

[0218] In an optional embodiment, based on step S1120, the control method in the game provided by the present application may further include the following step S1130.

[0219] Step S1130: when the second scene picture is displayed, in response to the third trigger operation, an information viewing window is displayed in the graphical user interface displaying the second scene picture, and the first scene picture is displayed through the information viewing window.

[0220] In this embodiment, the third trigger operation can be a touch operation, shortcut key operation, voice command operation, air gesture operation, etc. on the perspective switching control displayed on the graphical user interface, without specific limitation.

[0221] Among them, the perspective switching control corresponds to the game logic of controlling the first camera to shoot a virtual scene including the target first team at a first shooting distance. Therefore, when a touch operation is applied to the perspective switching operation, the first camera can be controlled to shoot a first scene image including the target first team at the first shooting distance, and then the first scene image can be displayed through the second viewing window.

[0222] In a specific embodiment, when the first scene picture is displayed through the information viewing window, a thumbnail of the first scene picture obtained by reducing the picture according to a preset ratio may be displayed.

[0223] Next, combine Figure 8 And a specific example, the control method in the game provided by this application is further described in detail.

[0224] like Figure 8 As shown, based on interface 2002, if the player applies a two-finger pinch operation to fleet 1, the first scene picture 100 currently displayed which is taken by the first camera in macro mode can be switched to the second scene picture of fleet 1 taken by the first camera in close range, that is, interface 2002 is switched to interface 2006, in which, in addition to the second scene picture 200, a perspective switching control 13 is also displayed.

[0225] Based on the interface 2006 , if the player performs a long press operation on the perspective switching control 13 , a second viewing window 14 can be displayed based on the second scene screen 200 , and the first scene screen 100 shot by the first camera at the first shooting distance can be displayed in the information display panel 14 .

[0226] In this way, players can control the overall direction of the game while viewing the close-up perspective, which improves the efficiency of players viewing information in the game.

[0227] It should be noted that Figures 3 to 8 The dotted lines in the figure are fictitious lines for the sake of ease of understanding and do not exist on the graphical user interface displayed on the terminal device.

[0228] It should be noted that in each drawing, the same pattern represents the same element. Therefore, each pattern is labeled when it first appears, and when it appears in subsequent drawings, although it is not labeled, the description in the previous drawings can be referred to.

[0229] In addition, it can be understood that the above is similar to Figures 3 to 8 The size, appearance, layout, display text and other information of each element in the schematic diagram are exemplary and are not intended to limit the actual graphical user interface.

[0230] So far, the method provided by this embodiment has been described. The control method in the game provided by this application, by simultaneously displaying the first scene screen under the macro perspective and the second scene screen under the close-up perspective in the graphical user interface, allows the player to preview the details of the target first team in the game scene while controlling the overall direction of the game under the macro perspective; that is, the player can simultaneously grasp the game status under different perspectives, thereby improving the efficiency of the player's information acquisition in the game;

[0231] At the same time, when the detailed picture of the target first team in the game scene is displayed in the information display panel, the associated behavior information of the game behavior performed by the target first team can also be displayed, so that the visual connection between the associated behavior information and the game scene is stronger, and the player can more easily recognize the associated behavior information, thereby reducing the cognitive burden of the player;

[0232] In addition, since the first trigger operation can simultaneously display the first scene screen and the second scene screen, compared with the two-finger pinching or expanding method described above, the operational burden of repeated horizontal jumping operations when the player manually switches the perspective can be greatly reduced. When the target first team is selected through the first trigger operation and the information display panel corresponding to the target first team is displayed, it is more targeted and accurate than the two-finger pinching or expanding operation method, that is, it is convenient for players to quickly and specifically view the close-up perspective and related behavior information of a certain team.

[0233] Furthermore, the control method in the game provided by the present application can distinguish between and display the virtual objects in the virtual object groups with different preset attributes in the target first team, and correspondingly distinguish between and display the remaining life values ​​corresponding to each virtual object group, as well as the remaining life values ​​of the second team associated with the target first team, etc.; in this way, the player can quickly and intuitively control the quality information of each virtual object in the target first team and / or the second team, thereby improving the efficiency of information transmission in the game.

[0234] Corresponding to the control method in the game provided in the embodiment of the present application, the embodiment of the present application also provides a control device 3000 in the game, such as Fig. 9 As shown, the device 3000 includes: a display unit 3001 and a determination unit 3002;

[0235] The display unit 3001 is used to display a first scene picture taken by a corresponding first camera through a graphical user interface, where the first scene picture includes at least one first team in a first camp, and the first team includes at least one virtual object;

[0236] A determining unit 3002 is configured to determine a target first team among at least one first team in response to a first trigger operation;

[0237] The display unit 3001 is further configured to display an information display panel corresponding to the target first team in the graphical user interface displaying the first scene screen, and display the second scene screen of the target first team photographed by the second camera through the information display panel, and display the associated behavior information of the virtual game behavior currently executed by the target first team;

[0238] Among them, the display level of the information display panel is higher than the first scene picture; the first shooting distance between the first camera and the target first team is greater than the second shooting distance between the second camera and the target first team.

[0239] Optionally, the display unit 3001 is specifically configured to display an information display panel at a corresponding position of the target first team in the graphical user interface displaying the first scene screen.

[0240] Optionally, the display unit 3001 is specifically used to display the first remaining life value of the target first team when the virtual game behavior includes a battle game behavior; the first remaining life value is the difference between the preset life value corresponding to the target first team and the consumed life value.

[0241] Optionally, the determination unit 3002 is further configured to, when the target first team performs the battle game behavior, determine at least one second team in the second camp that meets a preset association condition with the target first team; the first camp and the second camp are in a hostile relationship;

[0242] The display unit 3001 is also used to display the third scene image of the second team taken by the third camera and the second remaining life value of the second team through the information display panel; the third shooting distance between the third camera and the second team is less than the fourth shooting distance between the first camera and the second team.

[0243] Optionally, the preset association condition includes: the distance between the target first team and the target first team is less than a first preset distance; and / or being in a battle state with the target first team.

[0244] Optionally, the display unit 3001 is further used to group the virtual objects in the target team according to preset attributes of the virtual objects in the target team to obtain at least one virtual object group corresponding to the target team; the target team includes the target first team, or the second team; when there are at least two virtual object groups in the target team, in the information display panel, the virtual objects in each virtual object group of the target team are displayed distinguishably according to a preset distinguishing display method.

[0245] Optionally, the preset attributes include: a position attribute of each virtual object in the target team, or an object type attribute of each virtual object.

[0246] Optionally, the display unit 3001 is also used to determine the third remaining life value corresponding to each virtual object group in the target team; by displaying the indicator marks corresponding to each virtual object group in the information display panel, the indicator marks are used to represent the position attributes of the virtual object group and the corresponding remaining life value.

[0247] Optionally, the display unit 3001 is further specifically used to display an indicator corresponding to each virtual object group at an associated position of each virtual object group through an information display panel; the associated position is a position whose distance from the current display position of the virtual object group is less than a second preset distance.

[0248] Optionally, the preset distinguishing display method includes distinguishing display in different colors;

[0249] The display unit 3001 is further specifically configured to present, in the information display panel, for each virtual object group, an indication mark corresponding to the virtual object group in a preset color corresponding to the virtual object group.

[0250] Optionally, the determination unit 3002 is further specifically used to display resource collection information when the target first team performs the virtual collection behavior; the resource collection information includes: the type of resources collected by the target first multiple teams, and / or the collection progress.

[0251] Optionally, when the collection information includes the types and collection progress of resources collected by the target first team, the display unit 3001 is further specifically used to distinguish and display the progress indicators of the collection progress of each type of resources when the types of resources collected by the target first team include at least two types.

[0252] Optionally, the information display panel includes a first area and a second area;

[0253] The display unit 3001 is specifically used to display a second scene picture of the first team shot by the second camera in the first area of ​​the information display panel; and to display a third scene picture of the second team shot by the third camera in the second area of ​​the information display panel.

[0254] Optionally, the first trigger operation includes a long press operation; the determination unit 3002 is specifically configured to, in response to the long press operation, determine the first team selected by the long press operation as the target first team.

[0255] Optionally, the display unit 3001 is also used to respond to a sliding operation continuous with the first trigger operation, update the target first team according to the sliding operation, and obtain an updated target first team; display an information display panel corresponding to the updated target first team in a graphical user interface displaying the first scene screen, and display a fourth scene screen of the updated target first team taken by the second camera in the information display panel corresponding to the updated target first team, as well as display associated behavior information of the virtual game behavior currently performed by the updated target first team.

[0256] Optionally, the display unit 3001 is further configured to hide the information display panel corresponding to the target first team when displaying the updated information display panel corresponding to the target first team.

[0257] Optionally, the display unit 3001 is also specifically used to control the first scene screen to enter an update state according to the first trigger operation, and the update state is used to characterize that the target first team can be updated in the first scene screen; when the first scene screen is in the update state, the first team selected by the sliding operation is determined as the updated target first team.

[0258] Optionally, the display unit 3001 is further configured to control the first camera to enter an adjustment prohibited state when the first scene image is in an updating state.

[0259] Optionally, the display unit 3001 is further configured to delete the information display panel corresponding to the target first team in response to the completion of the first trigger operation.

[0260] Optionally, the display unit 3001 is further configured to, in response to a perspective switching operation, switch the first scene picture displayed in the graphical user interface to the second scene picture when the first scene picture is displayed and the second scene picture is not displayed.

[0261] Optionally, the display unit 3001 is also used to display an information viewing window in the graphical user interface displaying the second scene picture in response to a third trigger operation when displaying the second scene picture, and display the first scene picture through the information viewing window.

[0262] Corresponding to the control method in a game provided in the embodiment of the present application, the embodiment of the present application also provides an electronic device 4000 for implementing the control method in the game, such as Fig.10 As shown, the electronic device 4000 includes: a processor 4001; and a memory 4002, which is used to store the program of the control method in the game. After the device is powered on and runs the program of the control method in the game through the processor, any implementation method described in the control method in the game is executed. For example, the following steps can be executed:

[0263] Displaying, through a graphical user interface, a first scene picture taken by a corresponding first camera, wherein the first scene picture includes at least one first team in a first camp, and the first team includes at least one virtual object;

[0264] In response to a first trigger operation, determining a target first team among at least one first team;

[0265] In a graphical user interface displaying a first scene screen, an information display panel corresponding to the target first team is displayed, and a second scene screen of the target first team photographed by a second camera is displayed through the information display panel, as well as associated behavior information of a virtual game behavior currently being performed by the target first team;

[0266] Wherein, a first shooting distance between the first camera and the target first team is greater than a second shooting distance between the second camera and the target first team.

[0267] Corresponding to the control method in the game provided in the embodiment of the present application, the embodiment of the present application further provides a computer-readable storage medium storing a program of the control method in the game, the program is executed by a processor to execute any implementation method described in the control method in the above game, for example, the following steps may be executed:

[0268] Displaying, through a graphical user interface, a first scene picture taken by a corresponding first camera, wherein the first scene picture includes at least one first team in a first camp, and the first team includes at least one virtual object;

[0269] In response to a first trigger operation, determining a target first team among at least one first team;

[0270] In a graphical user interface displaying a first scene screen, an information display panel corresponding to the target first team is displayed, and a second scene screen of the target first team photographed by a second camera is displayed through the information display panel, as well as associated behavior information of a virtual game behavior currently being performed by the target first team;

[0271] Wherein, a first shooting distance between the first camera and the target first team is greater than a second shooting distance between the second camera and the target first team.

[0272] It should be noted that for the detailed description of the device, electronic device and computer-readable storage medium provided in the embodiments of the present application, reference can be made to the relevant description of the control method embodiment in the game provided in the embodiments of the present application, which will not be repeated here.

[0273] Although the present application is disclosed as above in the form of a preferred embodiment, it is not intended to limit the present application. Any technical personnel in this field may make possible changes and modifications without departing from the spirit and scope of the present application. Therefore, the scope of protection of the present application shall be based on the scope defined by the claims of the present application.

[0274] In a typical configuration, an electronic device includes one or more processors (CPU), input / output interfaces, network interfaces, and memory.

[0275] The memory may include non-permanent storage in a computer-readable medium, random access memory (RAM) and / or non-volatile memory in the form of read-only memory (ROM) or flash RAM. The memory is an example of a computer-readable medium.

[0276] 1. Computer-readable media includes permanent and non-permanent, removable and non-removable media that can be used to store information by any method or technology. Information can be computer-readable operations, data structures, program modules or other data. Examples of computer storage media include, but are not limited to, phase change memory (PRAM), static random access memory (SRAM), dynamic random access memory (DRAM), other types of random access memory (RAM), read-only memory (ROM), electrically erasable programmable read-only memory (EEPROM), flash memory or other memory technology, compact disk read-only memory (CD-ROM), digital versatile disk (DVD) or other optical storage, magnetic cassettes, magnetic tape magnetic disk storage or other magnetic storage devices or any other non-transmission media that can be used to store information that can be accessed by a computing device. As defined in this article, computer-readable media does not include non-transitory media such as modulated data signals and carrier waves.

[0277] 2. Those skilled in the art should understand that the embodiments of the present application can be provided as methods, systems or computer program products. Therefore, the present application can take the form of a complete hardware embodiment, a complete software embodiment or an embodiment combining software and hardware. Moreover, the present application can take the form of a computer program product implemented on one or more computer-usable storage media (including but not limited to disk storage, CD-ROM, optical storage, etc.) containing computer-usable program code.

[0278] Although the present application is disclosed as above in the form of a preferred embodiment, it is not intended to limit the present application. Any technical personnel in this field may make possible changes and modifications without departing from the spirit and scope of the present application. Therefore, the scope of protection of the present application shall be based on the scope defined by the claims of the present application.

Claims

1. A control method in a game, characterized in that: The method comprises: Displaying, through a graphical user interface, a first scene picture taken by a corresponding first camera, wherein the first scene picture includes at least one first team in a first camp, and the first team includes at least one virtual object; In response to a first trigger operation, a target first team among the at least one first team is determined; in a graphical user interface displaying the first scene screen, an information display panel corresponding to the target first team is displayed, and a second scene screen of the target first team captured by a second camera is displayed through the information display panel, as well as associated behavior information of a virtual game behavior currently being performed by the target first team is displayed; Wherein, a first shooting distance between the first camera and the target first team is greater than a second shooting distance between the second camera and the target first team.

2. The method according to claim 1, characterized in that The step of displaying an information display panel in a graphical user interface displaying the first scene image includes: The information display panel is displayed at a corresponding position of the target first team in the graphical user interface displaying the first scene screen.

3. The method according to claim 1, characterized in that The virtual game behavior includes a battle game behavior; the associated behavior information showing the virtual game behavior currently being performed by the target first team includes: When the target first team executes the battle game behavior, the first remaining life value of the target first team is displayed; the first remaining life value is the difference between the preset life value corresponding to the target first team and the consumed life value.

4. The method according to claim 3, characterized in that: The method further comprises: When the target first team performs the battle game behavior, determining at least one second team in the second camp that meets a preset association condition with the target first team; the second camp is in a hostile relationship with the first camp; The information display panel displays a third scene image of the second team captured by the third camera and a second remaining life value of the second team; a third shooting distance between the third camera and the second team is less than a fourth shooting distance between the first camera and the second team.

5. The method according to claim 4, characterized in that The preset association condition includes: the distance between the target first team and the target first team is less than a first preset distance; and / or the target first team is in a battle state.

6. The method according to claim 4, characterized in that The method further comprises: According to preset attributes of each virtual object in the target team, each virtual object in the target team is grouped to obtain at least one virtual object group corresponding to the target team; the target team includes the target first team, or the second team; When there are at least two virtual object groups in the target team, the virtual objects in each virtual object group of the target team are displayed distinguishably in the information display panel according to a preset distinguishing display method.

7. The method according to claim 6, characterized in that The preset attributes include: a position attribute of each of the virtual objects in the target team, or an object type attribute of each of the virtual objects.

8. The method according to claim 7, characterized in that The method further comprises: Determine a third remaining life value corresponding to each of the virtual object groups in the target team; The information display panel displays indication marks corresponding to each of the virtual object groups, where the indication marks are used to represent the position attribute of the virtual object group and the corresponding third remaining life value.

9. The method according to claim 1, characterized in that: The virtual game behavior includes a virtual collection behavior; the behavior information associated with the virtual game behavior currently executed by the target first team is displayed, including: When the target first team performs the virtual collection behavior, the resource collection information of the target first team when performing the virtual collection behavior is displayed; the resource collection information includes: the type of resources collected by the target first multiple teams, and / or the collection progress.

10. The method according to claim 9, characterized in that When the collection information includes the type of resources collected by the target first team and the collection progress, the resource collection information when the target first team performs the virtual collection behavior is displayed, including: When the types of resources collected by the target first team include at least two types, the collection progress of each type of resources is displayed separately.

11. The method according to claim 4, characterized in that The information display panel includes a first area and a second area, and the first area and the second area do not overlap; The displaying of a second scene picture of the target first team photographed by the second camera on the information display panel includes: Displaying a second scene image of the target first team captured by a second camera in the first area of ​​the information display panel; The displaying, through the information display panel, of a third scene picture of the second team photographed by a third camera includes: The third scene image of the second team captured by the third camera is displayed in the second area of ​​the information display panel.

12. The method according to claim 1, characterized in that The method further comprises: In response to a sliding operation that is continuous with the first triggering operation, updating the target first team according to the sliding operation to obtain an updated target first team; An information display panel corresponding to the updated target first team is displayed in a graphical user interface displaying the first scene screen, and a fourth scene screen of the updated target first team taken by the second camera is displayed in the information display panel corresponding to the updated target first team, as well as associated behavior information of the virtual game behavior currently performed by the updated target first team.

13. The method according to claim 12, characterized in that The method further comprises: When the updated information display panel corresponding to the target first team is displayed, the information display panel corresponding to the target first team is hidden.

14. The method according to claim 12, characterized in that The updating of the target first team according to the sliding operation to obtain an updated target first team includes: According to the first trigger operation, controlling the first scene screen to enter an update state, wherein the update state is used to indicate that the target first team can be updated in the first scene screen; When the first scene screen is in the updating state, the first team selected by the sliding operation is determined as the updated target first team.

15. The method according to claim 14, characterized in that The method further comprises: When the first scene image is in the updating state, the first camera is controlled to enter an adjustment-disabled state.

16. The method according to claim 1, characterized in that The method further comprises: In response to the completion of the first trigger operation, the information display panel corresponding to the target first team is deleted.

17. A control device in a game, characterized in that: The device comprises: a display unit and a determination unit; A display unit, configured to display a first scene image captured by a corresponding first camera through a graphical user interface, wherein the first scene image includes at least one first team in the first camp; a determining unit, configured to determine, in response to a first trigger operation, a target first team among the at least one first team, wherein the first team includes at least one virtual object; The display unit is further configured to display an information display panel corresponding to the target first team in the graphical user interface displaying the first scene screen, and display a second scene screen of the target first team photographed by the second camera through the information display panel, and display associated behavior information of the virtual game behavior currently executed by the target first team; Wherein, a first shooting distance between the first camera and the target first team is greater than a second shooting distance between the second camera and the target first team.

18. An electronic device, characterized in that: include: processor; as well as The memory is used to store a data processing program. After the electronic device is powered on and the program is run by the processor, the method according to any one of claims 1 to 16 is executed.

19. A computer-readable storage medium, characterized in that: A data processing program is stored, and the program is run by a processor to execute the method according to any one of claims 1 to 16.