Display method and device based on virtual world, equipment, storage medium and product

By switching the display mode and automatically adjusting the viewing angle in action role-playing games, the viewing angle shaking problem caused by the collision with obstacles in the street fighting environment is solved, and a more stable and flexible combat perspective is achieved.

CN120154910APending Publication Date: 2025-06-17SHENZHEN TENCENT NETWORK INFORMATION TECH CO LTD
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Patent Information

Application Number
CN202510534139.2
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-04-25
Publication Date
2025-06-17

AI Technical Summary

Technical Problem

In action role-playing games, virtual camera models are prone to collide with virtual obstacles when fighting in street fighting environments, causing violent shaking, affecting the stability of the player's perspective.

Method used

A virtual world-based display method is provided, by switching the display mode, switching from the first display mode (with the main control virtual character as the observation focus) to the second display mode (with a position between the main control virtual character and the game virtual character as the observation focus), and automatically adjusting the observation viewing angle in the second display mode to avoid collision between the virtual camera model and the obstacle.

Benefits of technology

By switching the display mode and automatically adjusting the viewing angle, the flexibility of the combat viewing angle is improved, the rapid changes in the observation viewing angle are avoided, the smoothness and stability of the viewing angle is ensured, and the clarity of the player's combat process of virtual characters is improved.

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Patent Text Reader

Abstract

The invention discloses a display method and device based on a virtual world, equipment, a storage medium and a product, and belongs to the field of human-computer interaction. The method comprises the following steps: displaying a master control virtual character and a game virtual character in a virtual world; in response to the fact that the battle triggering condition is met, the display mode is switched from a first display mode to a second display mode, the first display mode is a display mode with the master control virtual character as an observation focus, and the second display mode is a display mode with a position located between the master control virtual character and the game virtual character as the observation focus; and when the display mode is in the second display mode, automatically adjusting an observation view angle in the combat process based on at least one adjustment target, and displaying a combat picture of the master control virtual role and / or the game virtual role in the virtual combat scene. The automatic adjustment mode increases the flexibility of the observation view angle, avoids the sharp change of the observation view angle, and ensures the smooth and stable change of the view angle.
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Description

Technical Field

[0001] The embodiments of the present application relate to the field of human-computer interaction, and in particular to a display method, device, equipment, storage medium and product based on a virtual world. Background Art

[0002] In an action role playing game (ARPG), a player controls his or her virtual character to explore, fight, or perform other activities in a virtual world. In one case, the player enters a dungeon to challenge a boss character (BOSS), and controls the virtual character to fight the boss character in a street fighting environment.

[0003] In the related art, when a virtual character fights with a leader character in a street fighting environment, the virtual environment picture of the battle is usually displayed from the third-person perspective of the virtual character. For example, the virtual camera model is always set diagonally above the virtual character and keeps a fixed distance from the virtual character, and the virtual environment picture of the battle between the virtual character and the leader character is displayed with the virtual character as the center.

[0004] However, since the street fighting environment is relatively narrow and there are many obstacles, when the virtual camera model rotates actively or passively (for example, the virtual character is knocked away by the leader character), it is easy to collide with the virtual obstacles, causing the virtual camera model to shake violently, which makes it difficult for the player to maintain a stable perspective. Summary of the invention

[0005] The present application provides a display method, device, equipment, storage medium and product based on a virtual world, and the technical solution is as follows.

[0006] According to one aspect of the present application, a display method based on a virtual world is provided, the method comprising:

[0007] Displaying the main control virtual character and the opponent virtual character in the virtual world;

[0008] In response to meeting a battle trigger condition, switching the display mode from a first display mode to a second display mode, wherein the first display mode is a display mode in which the main control virtual character is an observation focus, and the second display mode is a display mode in which a position between the main control virtual character and the opponent virtual character is an observation focus;

[0009] When the display mode is in the second display mode, the viewing angle during the battle is automatically adjusted based on at least one adjustment target, and the battle scene of the main control virtual character and / or the opponent virtual character in the virtual battle scene is displayed.

[0010] According to one aspect of the present application, a display device based on a virtual world is provided. The device includes:

[0011] A display module for displaying a master virtual character and a game virtual character located in the virtual world;

[0012] A switching module for switching the display mode from a first display mode to a second display mode in response to satisfying a combat trigger condition. The first display mode is a display mode with the master virtual character as the observation focus, and the second display mode is a display mode with a position between the master virtual character and the game virtual character as the observation focus;

[0013] The display module is configured to automatically adjust the observation perspective during combat based on at least one adjustment target and display the combat scenes of the master virtual character and / or the game virtual character in the virtual combat scene when the display mode is in the second display mode.

[0014] According to another aspect of the present application, a computer device is provided. The computer device includes a processor and a memory. At least one computer program is stored in the memory, and the at least one computer program is loaded and executed by the processor to implement the display method based on the virtual world as described in the above aspect.

[0015] According to another aspect of the present application, a computer storage medium is provided. At least one computer program is stored in the computer-readable storage medium, and the at least one computer program is loaded and executed by the processor to implement the display method based on the virtual world as described in the above aspect.

[0016] According to another aspect of the present application, a computer program product is provided. The computer program product includes a computer program, and the computer program is stored in a computer-readable storage medium; the computer program is read and executed by the processor of the computer device from the computer-readable storage medium, so that the computer device executes the display method based on the virtual world as described in the above aspect.

[0017] The beneficial effects brought by the technical solutions provided in the embodiments of the present application at least include:

[0018] After meeting the combat trigger conditions, the main control virtual character and the in-game virtual character enter the combat state. By switching the display mode, the display mode focused on the main control virtual character (the first display mode) is switched to the display mode focused on a position between the main control virtual character and the in-game virtual character (the second display mode). The first display mode focuses on the character operated by the player. After switching to the second display mode, it can focus on the spatial relationship between the main control virtual character and the in-game virtual character. This switching of the display mode can enhance the flexibility of the combat perspective. When the display mode is in the second display mode, the observation perspective during the combat process can be automatically adjusted based on at least one adjustment target. Automatically adjusting the observation perspective enables the player to more clearly see the combat process between the main control virtual character and the in-game virtual character without manually operating the lens of the virtual camera model. Further, in the second display mode, the system will automatically adjust the observation perspective according to the specific situation of the combat. The automatic adjustment method not only increases the flexibility of the observation perspective but also avoids sudden changes in the observation perspective, ensuring that the change in the observation perspective is smooth and stable. BRIEF DESCRIPTION OF THE DRAWINGS

[0019] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the following will briefly introduce the drawings required for the description of the embodiments. Obviously, the drawings in the following description are only some embodiments of the present application. For those of ordinary skill in the art, without creative efforts, other drawings can be obtained based on these drawings.

[0020] Figure 1 is a schematic diagram of the architecture of a computer system provided by an embodiment of the present application;

[0021] Figure 2 is a schematic diagram of a display method based on a virtual world provided by an embodiment of the present application;

[0022] Figure 3 is a flowchart of a display method based on a virtual world provided by an embodiment of the present application;

[0023] Figure 4 is a flowchart of a display method based on a virtual world provided by an embodiment of the present application;

[0024] Figure 5 is a schematic diagram of a display method based on a virtual world provided by an embodiment of the present application;

[0025] Figure 6 is a schematic diagram of a display method based on a virtual world provided by an embodiment of the present application;

[0026] Figure 7 is a schematic diagram of a display method based on a virtual world provided by an embodiment of the present application;

[0027] Figure 8 It is a schematic diagram of a display method based on a virtual world provided by an embodiment of the present application;

[0028] Figure 9 It is a schematic diagram of a display method based on a virtual world provided by an embodiment of the present application;

[0029] Figure 10 It is a schematic diagram of a display method based on a virtual world provided by an embodiment of the present application;

[0030] Figure 11 It is a schematic diagram of a display method based on a virtual world provided by an embodiment of the present application;

[0031] Figure 12 It is a schematic diagram of a display method based on a virtual world provided by an embodiment of the present application;

[0032] Figure 13 It is a schematic diagram of a display method based on a virtual world provided by an embodiment of the present application;

[0033] Figure 14 It is a schematic diagram of a display method based on a virtual world provided by an embodiment of the present application;

[0034] Figure 15 It is a block diagram of the structure of a display device based on a virtual world provided by an embodiment of the present application;

[0035] Figure 16 It is a schematic diagram of the structure of a computer device provided by an embodiment of the present application. Detailed implementation manners

[0036] To make the objectives, technical solutions, and advantages of the present application clearer, the following will further describe the embodiments of the present application in detail with reference to the accompanying drawings.

[0037] Here, the exemplary embodiments will be described in detail, and the examples are shown in the accompanying drawings. When the following description refers to the accompanying drawings, unless otherwise indicated, the same numbers in different drawings represent the same or similar elements. The implementation manners described in the following exemplary embodiments do not represent all implementation manners consistent with the present application. On the contrary, they are merely examples of devices and methods consistent with some aspects of the present application as detailed in the appended claims.

[0038] The terms used in this application are for the purpose of describing specific embodiments only and are not intended to limit this application. The singular forms "a", "the", and "said" used in this application and the appended claims are also intended to include the plural forms unless the context clearly dictates otherwise. It should also be understood that the term "and / or" used herein refers to and encompasses any and all possible combinations of one or more of the associated listed items.

[0039] It should be noted that the user information (including but not limited to user device information, user personal information, etc.) and data (including but not limited to data for analysis, stored data, displayed data, etc.) involved in this application are all information and data that have been authorized by the user or fully authorized by all parties, and the collection, use, and processing of the relevant data need to comply with the relevant laws, regulations, and standards of the relevant countries and regions. For example, the information such as the setting operations involved in this application is obtained under full authorization.

[0040] It should be understood that although the terms first, second, etc. may be used in this application to describe various information, these information should not be limited to these terms. These terms are only used to distinguish the same type of information from each other. For example, without departing from the scope of this application, the first parameter may also be referred to as the second parameter, and similarly, the second parameter may also be referred to as the first parameter. Depending on the context, the word "if" as used herein may be interpreted as "when" or "while" or "in response to determining".

[0041] First, the relevant nouns involved in this application are introduced:

[0042] Virtual world: It is the virtual world displayed (or provided) when the client runs on the terminal. The virtual world can be a simulation environment of the real world, a semi-simulation and semi-fictional environment, or a purely fictional environment. The virtual environment can be any one of a two-dimensional virtual environment, a 2.5D virtual environment, and a three-dimensional virtual environment, and this application does not limit this. Optionally, the virtual world is also used for virtual environment battles between at least two virtual characters, and there are virtual resources available for at least two virtual characters in the virtual world.

[0043] The following takes the virtual world as a three-dimensional virtual environment as an example. For example, the virtual world includes the sky, land, ocean, etc. The land includes environmental elements such as plants and houses, and users can control virtual objects to move in this virtual world. Of course, virtual objects are also included in this virtual world. The virtual objects can be interactive. For example, props such as virtual beds, virtual chairs, virtual lights, and virtual bathtubs. Users can control virtual objects to lie on the virtual bed or sit on the virtual chair. The virtual objects can also be non-interactive, such as virtual trees, virtual stones, and virtual house structures (which can include roofs, floors, columns, doors, and windows, etc.). This virtual environment can also be used to simulate real environments under different weather conditions, such as sunny, rainy, foggy, or dark weather. Various scene elements enhance the diversity and authenticity of the virtual world.

[0044] Virtual character: An active object in the virtual environment. The active object can be at least one of a virtual character, a virtual animal, and an anime character. Optionally, when the virtual environment is a three-dimensional virtual environment, the virtual character can be a three-dimensional virtual model. Each virtual character has its own shape and volume in the three-dimensional virtual environment and occupies a part of the space in the three-dimensional virtual environment. Optionally, the virtual character is a three-dimensional object constructed based on three-dimensional human bone technology. The virtual character can achieve different external images by wearing different skins. In some implementation manners, the virtual character can also be implemented using a 2.5D or 2D model. The embodiments of the present application do not limit this.

[0045] Leader character: A game virtual character that plays a role in promoting the development of the plot in the game. The leader character is a character that the player cannot control and usually appears in key parts of the game, such as the end of a dungeon, a level, or an important plot node. The leader character usually has stronger attack power, durability, and unique combat skills than ordinary enemies and often requires the player to adopt specific tactics and strategies to defeat.

[0046] First display mode: The first display mode is a display mode with the main control virtual character as the observation focus.

[0047] Second display mode: The second display mode is a display mode with the main control virtual character and the game virtual character as the common observation focus. It can also be understood that the second display mode is a display mode with a position between the main control virtual character and the game virtual character as the observation focus. In the embodiments of the present application, the second display mode can also be referred to as the binocular lens mode or the dual-target display mode.

[0048] Spring arm: In the game engine, the spring arm is a component used to connect the observed target and the virtual camera model (or virtual camera, camera model). The terminal device displays the virtual world through the scene screen in the virtual battle scene. For example, in the first display mode, the observed target is the main virtual character. When the virtual world is observed from a third-person perspective, the virtual camera model can be located behind the main virtual character and bound to the main virtual character through the spring arm. For another example, in the second display mode, the observed target is the main virtual character and the opponent virtual character. When the virtual world is observed from a third-person perspective, the virtual camera model can be located behind a point on the line between the main virtual character and the opponent virtual character (not visible in the scene screen of the virtual world), and bound to the main virtual character and the opponent virtual character through the spring arm.

[0049] In the embodiment of the present application, the spring arm allows the virtual camera model to dynamically move, rotate and stretch around the observed target while maintaining a certain distance. The spring arm can automatically shrink or lengthen, and dynamically adjust the length as needed to avoid the virtual camera model being blocked by objects in the virtual world and ensure the smoothness of the player's field of view. The spring arm component can be configured with various parameters, such as length, rotation limit, collision detection, etc., to meet different game design requirements.

[0050] Figure 1 A schematic diagram of a computer system provided by an exemplary embodiment of the present application is shown. The computer system 100 may include: a first terminal device 110 , a server 120 , and a second terminal device 130 .

[0051] The first terminal device 110 installs and runs a client 111 that supports a virtual environment (a virtual environment in a virtual world), and the client 111 can be a multiplayer online battle program. When the first terminal device 110 runs the client 111, a game interface of the client 111 is displayed on the screen of the first terminal device 110. The client 111 can be any one of a massively multiplayer online role-playing game, a battle royale shooting game, a virtual reality (VR) application, an augmented reality (AR) program, a three-dimensional map program, a virtual reality game, an augmented reality game, a first-person shooting (FPS) game, a third-person shooting (TPS) game, a MOBA (Multiplayer Online Battle Arena) game, a simulation game (SLG), and an action role-playing game (ARPG). In this embodiment, the client 111 is taken as an ARPG game for example. The first terminal device 110 is a terminal used by the first user 112. The first user 112 uses the first terminal device 110 to control a first virtual character (for example, the first virtual character is the main controlled virtual character) located in the virtual world to perform activities, and operate virtual items owned by the first virtual character. The first virtual character can be called the virtual character of the first user 112, the virtual character controlled by the first user 112, etc. The first user 112 can perform operations such as assembling, disassembling, and uninstalling the virtual items owned by the first virtual character, and the present application does not limit this. The activities of the first virtual character include but are not limited to at least one of moving, jumping, teleporting, releasing skills, using items, adjusting body postures, crawling, walking, running, riding, flying, jumping, driving, picking up, shooting, attacking, and throwing.

[0052] The second terminal device 130 installs and runs a client 131 that supports a virtual environment (a virtual environment in a virtual world), and the client 131 can be a multiplayer online battle program. When the second terminal device 130 runs the client 131, a game interface of the client 131 is displayed on the screen of the second terminal device 130. The client can be any one of an MMORPG game, a MOBA game, a battle royale shooting game, a VR application, an AR program, a three-dimensional map program, a virtual reality game, an augmented reality game, an FPS, a TPS, an SLG, and an ARPG. In this embodiment, an ARPG game is taken as an example for illustration. The second terminal device 130 is a terminal used by the second user 132. The second user 132 uses the second terminal device 130 to control the second virtual character located in the virtual world to perform activities and operate the virtual items owned by the second virtual character. The second virtual character can be called the virtual character of the second user 132, the virtual character controlled by the second user 132, etc. The activities of the second virtual character include, but are not limited to, at least one of moving, jumping, teleporting, releasing skills, using items, adjusting body postures, crawling, walking, running, riding, flying, jumping, driving, picking up, shooting, attacking, and throwing.

[0053] Optionally, the user can choose to enter different virtual environments; or, the user can choose to randomly enter different virtual environments; or, the user will enter different virtual environments according to a random order preset by the developer. The virtual environment is pre-designed by the developer; or, the virtual environment is created by the user using a user-generated content (UGC) editor provided by the client.

[0054] Optionally, the first virtual character and the second virtual character are in the same virtual environment. Optionally, the first virtual character and the second virtual character can belong to the same camp, the same team, the same organization, have a friendship relationship, or have temporary communication permissions.

[0055] Optionally, the clients installed on the first terminal device 110 and the second terminal device 130 are the same, or the clients installed on the two terminals are of the same type on different operating system platforms (Android or IOS). The first terminal device 110 can generally refer to one of multiple terminals, and the second terminal device 130 can generally refer to another of multiple terminals. In this embodiment, only the first terminal device 110 and the second terminal device 130 are taken as examples for illustration. The device types of the first terminal device 110 and the second terminal device 130 are the same or different, and the device types include at least one of a smart phone, a tablet computer, an e-book reader, an MP3 player, an MP4 player, a laptop computer, and a desktop computer.

[0056] Figure 1Only two terminals are shown, but in different embodiments, there are multiple other terminals 140 that can access the server 120. Optionally, there is also one or more terminals 140 that are the terminals corresponding to the developers. A development and editing platform for the client that supports the virtual environment is installed on the terminals 140. The developers can edit and update the client on the terminals 140, and transmit the installation package in the updated client to the server 120 through a wired or wireless network. The first terminal device 110 can download the client installation package from the server 120 to update the client.

[0057] The server 120 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. The server 120 is used to provide background services for the client 111. Optionally, the server 120 undertakes the main computing work, and the first terminal device 110 undertakes the secondary computing work; or, the server 120 undertakes the secondary computing work, and the first terminal device 110 undertakes the main computing work; or, a distributed computing architecture is adopted between the server 120 and the first terminal device 110 for collaborative computing.

[0058] Optionally, the server 120 includes a processor 121, a user account database 122, a battle service module 123, and a user-oriented input / output interface (I / O interface) 124. Among them, the processor 121 is used to load the instructions stored in the server 120 and process the data in the user account database 122 and the battle service module 123; the user account database 122 is used to store the data of the user accounts used by the first terminal device 110 and other terminals 140, such as the avatar of the user account, the name of the user account, the combat power index of the user account, and the service area where the user account is located; the battle service module 123 is used to provide multiple battle rooms for users to conduct battles, such as 1V1 battles, 3V3 battles, 5V5 battles, etc.; the user-oriented I / O interface 124 is used to establish communication with the first terminal device 110 and / or other terminals 140 through a wireless network or a wired network to exchange data.

[0059] The first terminal device 110, the second terminal device 130, and other terminals 140 are connected to the server 120 through a wireless network or a wired network.

[0060] In some embodiments, the first terminal device 110 and the second terminal device 130 send the operation data of the user in the game session to the server 120. The server 120 receives the operation data and processes the operation data to obtain a processing result. The server 120 sends the processing result to the first terminal device 110 and the second terminal device 130 respectively.

[0061] In the related art, when the main control virtual character battles with the leader character in an alley fight environment, the virtual environment picture of the battle is usually displayed from the third perspective of the main control virtual character. For example, the virtual camera model is always set diagonally above the main control virtual character and maintains a fixed distance from the virtual character, and the virtual environment picture of the battle between the main control virtual character and the leader character is displayed centered on the main control virtual character. When confronting the leader character, a locked camera processing method is usually adopted, that is, the battle between the main control virtual character and the leader character is displayed through a fixed perspective, and the player cannot rotate the virtual camera model and change the current perspective.

[0062] On the one hand, the battles in the alley fight environment usually occur in narrow areas such as buildings, streets, and alleys. The alley fight environment is relatively narrow and there are many virtual obstacles. Due to the narrow space, frequent turning, and various obstacles in the environment, the main control virtual character is prone to collide with the virtual obstacles in the battle environment, and the player's perspective will be interfered by the lens shaking and rapid rotation of the virtual camera model. On the other hand, the locked camera processing method limits the player's free operation of the virtual camera model, making it impossible for the player to flexibly adjust the viewing perspective of the virtual camera model according to their own needs.

[0063] Based on this, in order to solve the problems existing in the related art, the embodiments of the present application provide a display method based on a virtual world. Figure 2 The figure shows a schematic diagram of the display method based on a virtual world provided by an exemplary embodiment of the present application. Taking the example that this method is executed by the first client of an application program supporting a virtual environment, the first client logs in with a first account, and the first account has the control right to the main control virtual character.

[0064] With reference to Figure 2 , a brief description of the display method based on a virtual world of the embodiments of the present application is given.

[0065] The scene picture of the virtual world is displayed through a virtual camera model, and the main control virtual character 10 and the game virtual character 20 located in the virtual world are displayed. The main control virtual character 10 is the virtual character controlled by the first account, and the game virtual character 20 is the virtual character controlled by a computer program. For example, the game virtual character 20 is the leader character (such as a giant BOSS) in a mission dungeon.

[0066] In some embodiments, in response to satisfying the combat trigger condition, the display mode is switched from the first display mode to the second display mode. Herein, the display mode is a mode for displaying a virtual combat scene in the virtual world through a virtual camera model. Optionally, the first display mode is a display mode with the master virtual character 10 as the observation focus, and the second display mode is a display mode with both the master virtual character 10 and the opponent virtual character 20 as the observation focus. It can also be understood that the second display mode is a display mode with a position between the master virtual character 10 and the opponent virtual character 20 as the observation focus.

[0067] · In the second display mode, the virtual camera model penetrates the virtual obstacle to display the virtual combat scene

[0068] Optionally, before the master virtual character 10 enters the dungeon, the scene in the virtual world is displayed in the first display mode, that is, the scene in the virtual world is displayed with the master virtual character 10 as the observation focus. After satisfying the combat trigger condition, the combat scene in the virtual world is displayed in the second display mode, that is, the combat scene in the virtual world is displayed with both the master virtual character 10 and the opponent virtual character 20 as the observation focus. Herein, the combat trigger condition includes but is not limited to at least one of the following: the combat condition triggered by the master virtual character 10, the combat condition triggered by the opponent virtual character 20, and the combat condition triggered by other factors (such as the combat condition triggered by time), which is not limited in this application.

[0069] In some embodiments, when the display mode is the second display mode, in response to the virtual camera model colliding with a virtual obstacle in the virtual world, the master virtual character 10 and the opponent virtual character 20 located in the virtual combat scene are displayed through the virtual obstacle. Optionally, in response to the virtual camera model colliding with a virtual obstacle in the virtual world, the virtual camera model is controlled to penetrate the virtual obstacle, the virtual obstacle is displayed with a preset transparency, and the master virtual character 10 and the opponent virtual character 20 located in the virtual combat scene are displayed through the virtual obstacle.

[0070] Exemplarily, the virtual obstacle is a virtual building, the virtual combat scene is a virtual alley combat scene, and the virtual alley combat scene refers to a combat in which the master virtual character conducts in an environment with limited space, narrow vision, and where enemies may appear at any time. With reference to Figure 2In part (a) of the figure, in the second display mode, in response to the virtual camera model colliding with a virtual building in the virtual world, the virtual camera model penetrates the virtual building, the virtual building is displayed with a semi-transparency, and the main control virtual character 10 and the game virtual character 20 located in the virtual street fighting scene are displayed through the virtual building. When the virtual building obscures the main control virtual character 10, the main control virtual character 10 is stroked to prominently display the main control virtual character 10 in the combat scene.

[0071] In some embodiments, the virtual obstacle includes a main obstacle and an accessory obstacle, that is, the virtual obstacle is composed of the main obstacle and the accessory obstacle. Optionally, the main obstacle and the accessory obstacle are displayed with the same transparency, and the main control virtual character 10 and the game virtual character 20 located in the virtual combat scene are displayed through the main obstacle and the accessory obstacle. Optionally, the main obstacle and the accessory obstacle are displayed with different transparencies, and the main control virtual character 10 and the game virtual character 20 located in the virtual combat scene are displayed through the main obstacle and the accessory obstacle. For example, the virtual obstacle is a virtual building, the virtual building includes a wall (main obstacle) and a lantern hanging on the wall (accessory obstacle), and the wall and the lantern hanging on the wall are displayed with a first transparency. Another example is that the virtual obstacle is a mountain, the mountain includes a soil slope (main obstacle) and plants on the soil slope (accessory obstacle), the soil slope is displayed with a second transparency, and the plants on the soil slope are displayed with a third transparency.

[0072] · In the second display mode, automatically adjust the observation angle during the combat process based on at least one adjustment target, so that the main control virtual character 10 and the game virtual character 20 have a suitable screen occupancy ratio

[0073] In some embodiments, in the second display mode, automatically adjust the observation angle during the combat process based on at least one adjustment target, and display the combat pictures of the main control virtual character 10 and / or the game virtual character 20 in the virtual combat scene. Optionally, the adjustment target includes but is not limited to at least one of the following: the main control virtual character 10 and / or the game virtual character 20 is located within the target display range; prominently display the skills released by the main control virtual character 10 and / or the game virtual character 20; one of the main control virtual character 10 or the game virtual character 20 is a close-up object.

[0074] In some embodiments, the adjustment target includes that the main control virtual character 10 and / or the game virtual character 20 is located within the target display range. Optionally, in the second display mode, with the main control virtual character 10 and / or the game virtual character 20 located within the target display range as the adjustment target, automatically adjust the observation angle during the combat process, and display the combat pictures of the main control virtual character 10 and / or the game virtual character 20 in the virtual combat scene.

[0075] Optionally, the target display range includes a moving display range in the horizontal direction. In response to the movement of the main controlled virtual character 10 in the virtual battle scene, the observation perspective during the battle is automatically adjusted with the main controlled virtual character 10 being located within the first horizontal display range as the adjustment target. The first horizontal display range is used to indicate the moving display range of the main controlled virtual character 10 in the horizontal direction. In response to the movement of the opponent virtual character 20 in the virtual battle scene, the observation perspective during the battle is automatically adjusted with the opponent virtual character 20 being located within the second horizontal display range as the adjustment target. The second horizontal display range is used to indicate the moving display range of the opponent virtual character 20 in the horizontal direction. Exemplarily, when the main controlled virtual character 10 moves horizontally in the virtual battle scene, when the main controlled virtual character 10 moves horizontally to the edge of the first horizontal display range, the virtual camera model is controlled to follow the movement of the main controlled virtual character 10, and it is shown that the main controlled virtual character 10 makes a circular motion around the opponent virtual character 20 with the opponent virtual character 20 as the center. Exemplarily, when the opponent virtual character 20 moves horizontally in the virtual battle scene, when the opponent virtual character 20 moves horizontally to the edge of the second horizontal display range, the virtual camera model is controlled to follow the movement of the opponent virtual character 20, and it is shown that the opponent virtual character 20 is located within the second horizontal display range.

[0076] Exemplarily, taking the field of view angle of the virtual camera model as 70 degrees as an example, the main controlled virtual character 10 is located within 10 degrees of the center of the interface. That is, the virtual camera model follows the horizontal movement of the main controlled virtual character 10 and always shows that the main controlled virtual character 10 is within 10 degrees of the center of the interface. The opponent virtual character 20 is located within 60 degrees of the center of the interface. That is, the virtual camera model follows the horizontal movement of the opponent virtual character 20 and always shows that the opponent virtual character 20 is within 60 degrees of the center of the interface. As shown in part (b) of Figure 2 the figure, when the main controlled virtual character 10 moves horizontally to the edge of the first horizontal display range, the virtual camera model is controlled to follow the movement of the main controlled virtual character 10, and it is shown that the main controlled virtual character 10 makes a circular motion around the opponent virtual character 20 with the opponent virtual character 20 as the center. At this time, the virtual camera model rotates following the main controlled virtual character 10.

[0077] Optionally, the target display range includes a moving display range in the vertical direction. In response to the movement of the master virtual character 10 in the virtual battle scene, the viewing angle during the battle is automatically adjusted with the master virtual character 10 being located within the first vertical display range as the adjustment target. The first vertical display range is used to indicate the moving display range of the master virtual character 10 in the vertical direction. In response to the movement of the opponent virtual character 20 in the virtual battle scene, the viewing angle during the battle is automatically adjusted with the opponent virtual character 20 being located within the second vertical display range as the adjustment target. The second vertical display range is used to indicate the moving display range of the opponent virtual character 20 in the vertical direction. Among them, the first vertical display range and the second vertical range are displayed based on the field of view angle and the pitch angle in the viewing angle.

[0078] In some embodiments, when the height of the master virtual character 10 changes, the display position of the master virtual character 10 in the interface also changes. When the height change of the opponent virtual character 20 exceeds a preset threshold, the display position of the opponent virtual character 20 in the interface also changes. In the case where the opponent virtual character 20 is relatively tall, the pitch angle of the virtual camera model is mainly adjusted for the purpose of better displaying the opponent virtual character 20. To maintain the lens stability of the virtual camera model, in response to the height change of the opponent virtual character 20 being within the first height range, the pitch angle of the virtual camera model is not adjusted; when the height change exceeds the first height range, the pitch angle of the virtual camera model is adjusted. In response to a specified point (such as the highest point) of the opponent virtual character 20 being within the second height range, the pitch angle of the virtual camera model is not adjusted; when the specified point (such as the highest point) exceeds the second height range, the pitch angle of the virtual camera model is adjusted.

[0079] In some embodiments, in response to the movement of the master virtual character 10 and / or the opponent virtual character 20 in the virtual battle scene (including horizontal movement and vertical movement), with a preset rotation angle (for example, the preset rotation angle is the optimal rotation angle) as the rotation target, the viewing focus of the virtual camera model is automatically corrected, and the optimal rotation angle is controlled to be within the angle rotation range. Among them, the viewing focus of the virtual camera model is a point on the line connecting the master virtual character 10 and the opponent virtual character 20, the optimal rotation angle is the rotation angle of the virtual camera model in the horizontal direction, and the angle rotation range is used to indicate the rotation range of the optimal rotation angle.

[0080] · In the second display mode, the lens of the virtual camera model is in a weak locking state

[0081] In a normal game scene, when the master virtual character confronts the opponent virtual character, a locked camera processing method is adopted, and the player cannot change the current viewing angle through the virtual camera model.

[0082] In the embodiment of the present application, when the display mode is in the second display mode, the virtual camera model adopts a weak locking mode. In response to a rotation operation on the virtual camera model, the combat screen in the virtual combat scene is displayed to change following the rotation operation. For example, in response to a left rotation operation on the virtual camera model, the combat screen in the virtual combat scene is displayed to rotate left. When the rotation operation on the virtual camera model stops, the viewing focus of the virtual camera model is automatically corrected to be a point on the line connecting the main control virtual character 10 and the game virtual character 20.

[0083] Optionally, in response to the game virtual character 20 not being displayed in the scene screen within a preset duration, the display mode is switched from the second display mode to the first display mode. That is, the combat screen in the virtual world is displayed with the main control virtual character 10 as the viewing focus.

[0084] Next, the display method based on the virtual world will be introduced in detail.

[0085] Figure 3 is a flowchart of the display method based on the virtual world provided by an exemplary embodiment of the present application. Taking this method as an example applied to Figure 1 the first terminal device 110 shown. The first terminal device 110 includes a first client, and the first client is used to control the main control virtual character, or the first terminal device 110 running the first client is used to control the main control virtual character. This method at least includes step 210, step 220, and step 230.

[0086] Step 210: Display the main control virtual character and the game virtual character located in the virtual world;

[0087] Exemplarily, the terminal running the first client is the first terminal device. The first terminal device runs a first client that supports the virtual environment (the environment in the virtual world). The display screen of the first terminal device can display the virtual scene screen, which is the scene screen in the virtual environment collected by the virtual camera model. The virtual scene screen can be regarded as all or part of the display screen of the virtual world involved in the present application. Players can interact with the display screen (the display screen is a touch-supported display screen, also called a touch screen) or an external interaction device (such as a mouse, keyboard, electronic stylus, gamepad, etc.) to control the main control virtual character to interact with the virtual world.

[0088] Among them, the master virtual character is a virtual character whose actions are controlled by the first account. Optionally, the master virtual character can be a virtual character controlled by a player, or the master virtual character is a virtual character controlled by artificial intelligence (AI), or the master virtual character is a virtual character controlled by a computer program (of the terminal and / or the server). In the embodiments of the present application, the case where the master virtual character is a virtual character controlled by a player is taken as an example for illustration.

[0089] Among them, the game virtual character is implemented as a virtual character whose actions are controlled by a second account logged in from another terminal; or, the game virtual character is implemented as a non-player character. In the present application, the case where the game virtual character is a non-player character is mainly taken as an example for illustration. Optionally, the game virtual character is a virtual character that cannot be controlled by a player, or the game virtual character is a virtual character controlled by AI, or the game virtual character is a virtual character controlled by a computer program (of the terminal and / or the server). For example, the game virtual character is the leader character in a dungeon.

[0090] In some embodiments, the player explores in the virtual world by manipulating the master virtual character, controls the master virtual character to enter the dungeon, and displays the master virtual character and the game virtual character located in the virtual world. Among them, the dungeon is an independent space or area in the virtual world, usually associated with the main plot of the game or specific tasks. For example, the virtual battle scene of the dungeon is a narrow alley fighting area. The present application does not make any limitation in this regard.

[0091] Step 220: In response to satisfying the combat trigger condition, switch the display mode from the first display mode to the second display mode;

[0092] Among them, the combat trigger condition is a condition for triggering the master virtual character and the game virtual character to perform combat in the virtual battle scene.

[0093] In some embodiments, the combat trigger condition is a combat condition triggered based on the master virtual character, or the combat trigger condition is a combat condition triggered based on the game virtual character, or the combat trigger condition is a combat condition jointly triggered by other master virtual characters and game virtual characters, or the combat trigger condition is a combat condition triggered based on other factors.

[0094] Optionally, the combat trigger condition includes but is not limited to at least one of the following:

[0095] · The master virtual character enters the first attack range of the game virtual character;

[0096] · The distance between the master virtual character and the game virtual character is less than the first distance threshold;

[0097] · The main control virtual character actively attacks the in-game virtual character;

[0098] · The duration for which the main control virtual character stays in the dungeon reaches the first duration threshold;

[0099] · The main control virtual character completes the preset task nodes in the dungeon;

[0100] · The main control virtual character reaches the preset position in the dungeon;

[0101] · The in-game virtual character enters the second attack range of the main control virtual character;

[0102] · The in-game virtual character actively attacks the main control virtual character;

[0103] · The duration after the in-game virtual character appears reaches the second duration threshold;

[0104] · The duration of the main control virtual character and the in-game virtual character in the virtual battle scene reaches the third duration threshold.

[0105] It should be noted that the above is only an exemplary description of the combat trigger conditions, and the present application does not limit the combat trigger conditions.

[0106] In some embodiments, after the combat trigger conditions are met, the display mode is switched from the first display mode to the second display mode. Among them, the display mode is the mode for displaying the virtual battle scene in the virtual world. The first display mode is the display mode with the main control virtual character as the observation focus, and the second display mode is the display mode with both the main control virtual character and the in-game virtual character as the observation focus. It can also be understood that the second display mode is the display mode with a position between the main control virtual character and the in-game virtual character as the observation focus.

[0107] In some embodiments, the virtual battle scene is the scene in the virtual environment collected by the virtual camera model. The display mode is the mode for the virtual camera model to display the virtual battle scene in the virtual world, or rather, the display mode is the mode for the virtual camera model to display the scene picture in the virtual world (when the main control virtual character and the in-game virtual character are in combat, the scene picture can be called the combat picture).

[0108] In some embodiments, a virtual camera model is connected to an observed target in the virtual world through a spring arm. The virtual camera model can be located behind the observed target and is bound to the observed target through the spring arm. Optionally, in the first display mode, the observed target is the main control virtual character. When observing the virtual world from a third-person perspective, the virtual camera model is located behind the main control virtual character, and the virtual camera model is bound to the main control virtual character through the spring arm. The observation focus in the first display mode is the main control virtual character. Optionally, in the second display mode, the observed targets are the main control virtual character and the in-game virtual character. When observing the virtual world from a third-person perspective, the virtual camera model is located behind a point on the line connecting the main control virtual character and the in-game virtual character, and the virtual camera model is bound to the main control virtual character and the in-game virtual character through the spring arm. The observation focus in the second display mode is the main control virtual character and the in-game virtual character, or rather, the observation focus in the second display mode is a point on the line connecting the main control virtual character and the in-game virtual character.

[0109] In some embodiments, a virtual battle scene includes a main control virtual character, an in-game virtual character, and a teammate virtual character. The teammate virtual character is a virtual character in the same camp as the main control virtual character. The main control virtual character and the teammate virtual character jointly fight against the in-game virtual character. Optionally, the main control virtual character and the teammate virtual character do not initiate battles against the in-game virtual character at the same time; or, the main control virtual character and the teammate virtual character initiate battles against the in-game virtual character at the same time.

[0110] Exemplarily, taking the battle scene in a dungeon as the virtual battle scene, the dungeon is a multi-player dungeon. The virtual battle scene includes a main control virtual character, a teammate virtual character, and an in-game virtual character. The main control virtual character and the teammate virtual character do not initiate battles against the in-game virtual character at the same time. When the main control virtual character initiates a battle against the in-game virtual character, the display mode is switched from the first display mode to the second display mode. The second display mode is a display mode with an observation focus at a position between the main control virtual character and the in-game virtual character. When the teammate virtual character initiates a battle against the in-game virtual character, the display mode is switched from the first display mode to the second display mode. The second display mode is a display mode with an observation focus on the teammate virtual character and the in-game virtual character jointly, or rather, the second display mode is a display mode with an observation focus at a position between the teammate virtual character and the in-game virtual character.

[0111] Exemplarily, taking the virtual combat scenario as the combat scenario in the dungeon, the dungeon is a multi-player dungeon, and the virtual combat scenario includes a master virtual character, teammate virtual characters, and opponent virtual characters. The master virtual character and the teammate virtual characters initiate combat against the opponent virtual characters at the same time. When the master virtual character and the teammate virtual characters initiate combat against the opponent virtual characters simultaneously, the display mode is switched from the first display mode to the second display mode. The second display mode is a display mode with the master virtual character, the teammate virtual characters, and the opponent virtual character as the common focus, or rather, the second display mode is a display mode with the center point position (or the position around the center point) between the master virtual character, the teammate virtual characters, and the opponent virtual character as the observation focus. For example, the number of teammate virtual characters is 1. In the second display mode, the observation focus is the centroid position of the triangle formed by the master virtual character, the teammate virtual character, and the opponent virtual character, or the position around the centroid. Another example is that the number of teammate virtual characters is 2. In the second display mode, the observation focus is the intersection position of the diagonals of the quadrilateral formed by the master virtual character, the two teammate virtual characters, and the opponent virtual character, or the position around the intersection of the diagonals. There is also a case where the number of teammate virtual characters is greater than 2. The position of the observation focus can refer to the cases where the number of teammate virtual characters is 1 or 2 as described above, and this application will not elaborate on it further.

[0112] It should be noted that this application mainly takes the dungeon as a single-player dungeon, that is, taking the virtual combat scenario including the master virtual character and the opponent virtual character as an example for illustration, but this does not constitute a limitation to this application.

[0113] Step 230: When the display mode is in the second display mode, automatically adjust the observation perspective during the combat based on at least one adjustment target, and display the combat screen of the master virtual character and / or the opponent virtual character in the virtual combat scenario.

[0114] Among them, the adjustment target refers to the target for adjusting the observation perspective during the combat in the second display mode. The observation perspective refers to the perspective for observing and displaying the virtual world, and it can also be understood that the observation perspective refers to the perspective for observing and displaying the virtual world through the virtual camera model.

[0115] In some embodiments, at least one adjustment target is an adjustment target related to the host virtual character, or at least one adjustment target is an adjustment target related to the opponent virtual character, or at least one adjustment target is an adjustment target related to both the host virtual character and the opponent virtual character. It can also be understood that at least one adjustment target is an adjustment target triggered by the host virtual character, or at least one adjustment target is an adjustment target triggered by the opponent virtual character, or at least one adjustment target is an adjustment target jointly triggered by the host virtual character and the opponent virtual character. The present application does not limit this.

[0116] In some embodiments, the observation perspective refers to the perspective of observing and displaying the virtual world through a virtual camera model. Optionally, the observation perspective is related to the distance (the distance from the observed target), position, observation focus, pitch angle, field of view angle, or other factors of the virtual camera model. Optionally, the observation perspective during the battle process is automatically adjusted based on at least one adjustment target, including but not limited to at least one of the following: automatically adjusting the distance between the camera model and the observed target during the battle process based on at least one adjustment target, automatically adjusting the position of the camera model in the virtual world during the battle process based on at least one adjustment target, automatically adjusting the observation focus of the camera model in the virtual world during the battle process (adjusting the observation focus means adjusting the position of the observation focus on the line connecting the host virtual character and the opponent virtual character), automatically adjusting the pitch angle of the camera model during the battle process based on at least one adjustment target, and automatically adjusting the field of view angle of the camera model during the battle process based on at least one adjustment target. It should be noted that the above is only an exemplary description of the observation perspective, and the present application does not limit this.

[0117] In some embodiments, when the display mode is in the second display mode, the observation perspective during the battle process is automatically adjusted based on at least one adjustment target, and the battle screen of the host virtual character and / or the opponent virtual character in the virtual battle scene is displayed. Among them, the battle screen is the scene screen when the host virtual character and the opponent virtual character are in a battle state.

[0118] In summary, in the method provided in this embodiment, after the combat trigger condition is met, the master virtual character and the opponent virtual character enter the combat state. By switching the display mode, the display mode with the master virtual character as the observation focus (the first display mode) is switched to the display mode with a position between the master virtual character and the opponent virtual character as the observation focus (the second display mode). The first display mode focuses on the character operated by the player. After switching to the second display mode, it can focus on the spatial relationship between the master virtual character and the opponent virtual character. This switching of the display mode can improve the flexibility of the combat perspective. When the display mode is in the second display mode, the observation perspective during the combat process can be automatically adjusted based on at least one adjustment target. Automatically adjusting the observation perspective enables the player to more clearly see the combat process of the master virtual character and the opponent virtual character without manually operating the lens of the virtual camera model. Further, in the second display mode, the system will automatically adjust the observation perspective according to the specific situation of the combat. The automatic adjustment method not only increases the flexibility of the observation perspective but also avoids sharp changes in the observation perspective, ensuring that the change in the observation perspective is smooth and stable.

[0119] Automatically adjust the observation perspective during the battle based on at least one adjustment target

[0120] In some embodiments, when the display mode is in the second display mode, the observation perspective during the combat process is automatically adjusted based on at least one adjustment target, and the combat screen of the master virtual character and / or the opponent virtual character in the virtual combat scene is displayed. Among them, the at least one adjustment target is an adjustment target related to the master virtual character and / or the opponent virtual character. It can also be understood that the at least one adjustment target is an adjustment target triggered by the master virtual character and / or the opponent virtual character.

[0121] In some embodiments, the at least one adjustment target includes, but is not limited to, at least one of the following:

[0122] · The master virtual character and / or the opponent virtual character is located within the target display range;

[0123] · Highlight the skills released by the master virtual character and / or the opponent virtual character;

[0124] · One of the master virtual character or the opponent virtual character is the close-up object.

[0125] The above at least one adjustment target will be introduced separately below.

[0126] 1. For the case where the at least one adjustment target includes that the master virtual character and / or the opponent virtual character is located within the target display range.

[0127] With reference to Figure 4 above, step 230 can be replaced by step 231.

[0128] Step 231: When the display mode is in the second display mode, automatically adjust the observation perspective during the battle with the main control virtual character and / or the in-game virtual character being within the target display range as the adjustment target, and display the battle scenes of the main control virtual character and / or the in-game virtual character in the virtual battle scene.

[0129] Among them, the target display range is used to indicate the ideal display range of the main control virtual character and / or the in-game virtual character in the virtual battle scene. The target display range can also be referred to as the target display area.

[0130] In some embodiments, when the display mode is in the second display mode, automatically adjust the observation perspective during the battle with the main control virtual character being within the target display range as the adjustment target, and display the battle scenes of the main control virtual character and the in-game virtual character in the virtual battle scene. Among them, the target display range is used to indicate the ideal display range of the main control virtual character in the virtual battle scene.

[0131] In some embodiments, when the display mode is in the second display mode, automatically adjust the observation perspective during the battle with the in-game virtual character being within the target display range as the adjustment target, and display the battle scenes of the main control virtual character and the in-game virtual character in the virtual battle scene. Among them, the target display range is used to indicate the ideal display range of the in-game virtual character in the virtual battle scene.

[0132] In some embodiments, when the display mode is in the second display mode, automatically adjust the observation perspective during the battle with both the main control virtual character and the in-game virtual character being within the target display range as the adjustment target, and display the battle scenes of the main control virtual character and the in-game virtual character in the virtual battle scene. Among them, the target display range is used to indicate the ideal display range of the main control virtual character and the in-game virtual character in the virtual battle scene.

[0133] In some embodiments, the target display range is a static display range, or it can be understood that the target display range is a fixed display range. Optionally, in the second display mode, in response to the movement operation of the main control virtual character and / or the in-game virtual character in the virtual battle scene, automatically adjust the observation perspective during the battle with the main control virtual character and / or the in-game virtual character being within the fixed display range as the adjustment target, and display the battle scenes where the main control virtual character and / or the in-game virtual character are always within the fixed display range.

[0134] In some embodiments, the target display range is a dynamic display range, which can also be understood as a display range whose range area changes dynamically. Optionally, in the second display mode, in response to meeting the range change condition, with the master virtual character and / or the opponent virtual character being located within the dynamic display range as the adjustment target, the observation perspective during the battle is automatically adjusted to display the battle scene where the master virtual character and / or the opponent virtual character are always located within the dynamic display range. Among them, the range change condition is related to the position of the master virtual character and / or the opponent virtual character in the virtual battle scene or the type of the virtual battle scene.

[0135] Exemplarily, taking the range change condition being related to the position of the master virtual character and / or the opponent virtual character in the virtual battle scene as an example. Optionally, when the distance between the master virtual character and the opponent virtual character in the virtual battle scene is not greater than the first distance, the observation perspective during the battle is automatically adjusted with the master virtual character and the opponent virtual character being located within the first dynamic display range as the adjustment target. When the distance between the master virtual character and the opponent virtual character in the virtual battle scene is not greater than the second distance, the observation perspective during the battle is automatically adjusted with the master virtual character and the opponent virtual character being located within the second dynamic display range as the adjustment target. For example, the first distance is less than the second distance, and the first dynamic display range is smaller than the second dynamic display range.

[0136] Exemplarily, taking the range change condition being related to the type of the virtual battle scene as an example. Optionally, when the master virtual character and the opponent virtual character are located in the first type of virtual battle scene, the observation perspective during the battle is automatically adjusted with the master virtual character and the opponent virtual character being located within the third dynamic display range as the adjustment target. When the master virtual character and the opponent virtual character are located in the second type of virtual battle scene, the observation perspective during the battle is automatically adjusted with the master virtual character and the opponent virtual character being located within the fourth dynamic display range as the adjustment target. For example, the first type of virtual battle scene (such as a narrow alley battle scene) is less wide and flat than the second type of virtual battle scene (such as a wide plain battle scene), and the third dynamic display range is smaller than the fourth dynamic display range.

[0137] In the embodiments of the present application, by keeping the master virtual character and / or the opponent virtual character within the target display range during the battle, it is avoided that the master virtual character and / or the opponent virtual character deviate too far from the player's field of view due to reasons such as movement or enter some areas with poor display effects.

[0138] In some embodiments, the target display range includes a moving display range in the horizontal direction, or the target display range includes a moving display range in the vertical direction.

[0139] The following introduces the two situations of the target display range respectively.

[0140] 1.1 The target display range includes a moving display range in the horizontal direction

[0141] In some embodiments, the target display range includes a moving display range in the horizontal direction.

[0142] · The moving display range of the master virtual character in the horizontal direction

[0143] Optionally, when the display mode is in the second display mode, the observation perspective during the battle is automatically adjusted with the master virtual character located within the first horizontal display range, and the battle scenes of the master virtual character and / or the opponent virtual character in the virtual battle scene are displayed. The first horizontal display range is used to indicate the moving display range of the master virtual character in the horizontal direction, or in other words, the first horizontal display range is used to indicate the moving width range of the master virtual character in the horizontal direction.

[0144] In some embodiments, the master virtual character moves in the horizontal direction, or in other words, the master virtual character moves on a horizontal plane. In response to the master virtual character moving in different directions on the horizontal plane, the virtual camera model is controlled to follow the movement, and the observation perspective is automatically adjusted with the master virtual character located within the first horizontal display range to ensure that the master virtual character is always located within the first horizontal display range.

[0145] In some embodiments, the first horizontal display range is related to the field of view (FOV) of the virtual camera model. The field of view of the virtual camera model is used to determine the area size of the battle scene presented by the virtual camera model, that is, the field of view of the virtual camera model is used to capture the scene width in the virtual battle scene. Optionally, the field of view of the virtual camera model has a positive correlation with the scene width. The larger the field of view, the wider the scene width that the player can see. Exemplarily, with reference to Figure 5 , the field of view of the virtual camera model is field of view 1, and field of view 1 is used to determine the scene width of the scene image 300 of the virtual battle scene. The first horizontal display range is located in the central area of the scene image 300, or in other words, the field of view 2 corresponding to the first horizontal display range is located in the central area of field of view 1. For example, field of view 1 is 70 degrees and field of view 2 is 10 degrees. Starting from the center of the field of view of the scene image 300, 5 degrees are taken to the left and right respectively. Field of view 2 is used to determine the first horizontal display range of the master virtual character in the scene image 300 of the virtual battle scene.

[0146] Optionally, in response to the first horizontal direction movement of the master virtual character on the horizontal plane, the viewing angle during the battle is automatically adjusted with the master virtual character located within the first horizontal display range as the adjustment target. For example, when the first horizontal direction is the horizontal forward direction or the horizontal backward direction, in response to the master virtual character moving in the horizontal forward direction, the viewing angle is adjusted with the master virtual character located within the first horizontal display range as the adjustment target, controlling the virtual camera model to move forward following the master virtual character and controlling the master virtual character to always be within the first horizontal display range.

[0147] In some embodiments, in response to the master virtual character moving in the horizontal forward direction, the virtual camera model moves forward following the master virtual character. Optionally, the virtual camera model smoothly follows the master virtual character based on linear interpolation (Lerp interpolation) at a preset interpolation speed, and the interpolation speed is used to indicate how fast the virtual camera model smoothly transitions from the current position (the position where the virtual camera model was located before the master virtual character moved) to the target position (the position where the virtual camera model is located after the master virtual character stops moving).

[0148] In some embodiments, there is a gap threshold between the virtual camera model and the master virtual character. For example, the upper and lower limits of the gap threshold are -1m to 1m (which is equivalent to the telescopic distance of the spring arm of the virtual camera model being 2m). Optionally, in response to the gap of the smooth following of the virtual camera model being greater than the gap threshold, the moving speed of the virtual camera is controlled to be the same as the moving speed of the master virtual character. Here, the gap is used to indicate the distance difference between the current position and the target position of the virtual camera. By setting linear interpolation and the gap threshold during the process of the virtual camera model moving according to the master virtual character, jitter or excessive lag of the virtual camera model is avoided, ensuring the stability of the virtual camera model.

[0149] Exemplarily, with reference to Figure 6 , in the battle screen 400 of the virtual battle scene, the master virtual character 401 and the opponent virtual character 402 are displayed. Taking the viewing angle including the viewing focus of the virtual camera model as an example for illustration, as shown in part (a) of Figure 6 , in the second display mode, the viewing focus of the virtual camera model is located at a position on the line connecting the master virtual character 401 and the opponent virtual character 402, such as the viewing focus being point a. As shown in Figure 6As shown in part (b) of [Figure X], in response to the master virtual character 401 moving in the horizontal forward direction, the viewing angle is adjusted with the master virtual character 401 located within the first horizontal display range as the adjustment target. That is, with the master virtual character 401 located within the first horizontal display range as the adjustment target, the viewing focus of the virtual camera model is adjusted, and the virtual camera model is controlled to move forward following the master virtual character. The viewing focus of the virtual camera model is point b.

[0150] Optionally, in response to the master virtual character moving in the second horizontal direction on the horizontal plane, the viewing angle during the battle is automatically adjusted with the master virtual character located within the first horizontal display range as the adjustment target. For example, the second horizontal direction is the horizontal left direction or the horizontal right direction. The master virtual character moving in the second horizontal direction on the horizontal plane can also be understood as the master virtual character moving horizontally in the virtual battle scene. For example, in response to the master virtual character moving in the horizontal left direction (moving horizontally in the horizontal direction), the viewing angle is adjusted with the master virtual character located within the first horizontal display range as the adjustment target, and the virtual camera model is controlled to move left following the master virtual character and the master virtual character is always controlled to be within the first horizontal display range.

[0151] In some embodiments, when the display mode is in the second display mode, in response to the master virtual character moving horizontally to the edge of the first horizontal display range, the virtual camera model is controlled to move following the master virtual character, and in the battle screen, it is displayed that the master virtual character moves around the opponent virtual character with the opponent virtual character as the center. Among them, the master virtual character is always within the first horizontal display range when moving around the opponent virtual character. In the embodiments of the present application, taking the first horizontal display range as a rectangular area as an example, the edge of the first horizontal display range is used to indicate the boundary of the rectangular area, and it can also be understood that the edge of the first horizontal display range is used to indicate the movable boundary of the master virtual character in the horizontal direction.

[0152] Optionally, in response to the master virtual character moving horizontally in the horizontal direction, with the master virtual character located within the first horizontal display range as the adjustment target, the virtual camera model is controlled to move horizontally following the master virtual character. After the master virtual character moves horizontally to the edge of the first horizontal display range, the master virtual character is controlled to move in a circular motion around the opponent virtual character with the opponent virtual character as the center of the circle, and the virtual camera model is controlled to rotate following the rotational motion of the master virtual character. With reference to Figure 7 , in a top view scenario, the opponent virtual character is in a stationary state, and the movement trajectory of the master virtual character is position A → position B → position C, and the movement trajectory of the virtual camera model following the master virtual character is position a → position b → position c.

[0153] Exemplarily, with reference toFigure 8 , in the battle screen 500 of the virtual battle scenario, the main control virtual character 501 and the game virtual character 502 are displayed. As shown in part (a) of Figure 8 , the first horizontal display range is located in the central area of the scenario screen 500. For example, the right edge of the first horizontal display range is A, and the left edge of the first horizontal display range is B. The first horizontal display range is a rectangular area formed by the edge A and the edge B. When the main control virtual character 501 moves horizontally and does not exceed the first horizontal display range, the virtual camera model moves according to the horizontal movement of the main control virtual character 501. As shown in part (b) of Figure 8 , when the main control virtual character 501 moves horizontally to the right edge A of the first horizontal display range, the control virtual camera model follows the rotation of the main control virtual character 501, and it is shown that the main control virtual character 501 makes a circular motion around the game virtual character 502 with the game virtual character 502 as the center.

[0154] In some embodiments, when the display mode is in the second display mode and the distance between the main control virtual character and the game virtual character is less than the preset distance threshold, in response to the main control virtual character moving horizontally to the edge of the first horizontal display range, with the main control virtual character being located within the first horizontal display range as the adjustment target, the virtual camera model is controlled to move following the main control virtual character, and the main control virtual character no longer moves around the game virtual character with the game virtual character as the center. For example, the height of the game virtual character is 12m, the distance between the virtual camera model and the main control virtual character is 11m, and the preset distance threshold is set to 10m. By setting the preset distance threshold, the action of the main control virtual character rotating around the game virtual character is cancelled, ensuring that players can control the main control virtual character to perform other operations more directly and smoothly.

[0155] Optionally, in response to the main control virtual character moving in the third horizontal direction on the horizontal plane, the observation perspective during the battle is automatically adjusted with the main control virtual character being located within the first horizontal display range as the adjustment target. For example, the third horizontal direction is the horizontal oblique direction, such as the direction between the horizontal forward direction and the horizontal right direction. In response to the oblique movement of the main control virtual character, the observation perspective is adjusted with the main control virtual character being located within the first horizontal display range as the adjustment target, and the virtual camera model is controlled to move obliquely following the main control virtual character and the main control virtual character is controlled to be located within the first horizontal display range. The display effect of the main control virtual character in the third horizontal direction (oblique movement) is the superposition of the effects in the first horizontal direction (horizontal forward / backward direction) and the second horizontal direction (horizontal left / right direction). The main control virtual character makes a circular motion around the game virtual character with a gradually decreasing radius with the game virtual character as the center.

[0156] In the embodiments of the present application, when the master virtual character horizontally moves to the boundary of the first horizontal display range, by making the master virtual character move around the game virtual character and always remain within the first horizontal display range, players can obtain a stronger sense of substitution and immersion, while avoiding the problem of unclear vision caused by the master virtual character deviating from the observation perspective.

[0157] · For the moving display range of the game virtual character in the horizontal direction

[0158] Optionally, when the display mode is in the second display mode, the observation perspective during the battle is automatically adjusted with the game virtual character located within the second horizontal display range as the adjustment target, and the battle screens of the master virtual character and / or the game virtual character in the virtual battle scene are displayed. Herein, the second horizontal display range is used to indicate the moving display range of the game virtual character in the horizontal direction, or in other words, the second horizontal display range is used to indicate the moving width range of the game virtual character in the horizontal direction.

[0159] In some embodiments, the game virtual character moves in the horizontal direction, or in other words, the game virtual character moves on the horizontal plane. In response to the game virtual character moving in different directions on the horizontal plane, the virtual camera model is controlled to follow the movement, and the observation perspective is automatically adjusted with the game virtual character located within the second horizontal display range as the adjustment target, ensuring that the game virtual character always remains within the second horizontal display range.

[0160] In some embodiments, the second horizontal display range is related to the field of view angle of the virtual camera model. The field of view angle of the virtual camera model is used to determine the area size of the battle screen presented by the virtual camera model, that is, the field of view angle of the virtual camera model is used to capture the scene width in the virtual battle scene. Optionally, the field of view angle of the virtual camera model has a positive correlation with the scene width. The larger the field of view angle, the wider the scene width that the player can see. Exemplarily, with reference to Figure 9 , the field of view angle of the virtual camera model is the field of view angle 3, and the field of view angle 3 is used to determine the scene width of the scene screen 600 of the virtual battle scene. The second horizontal display range is located in the middle area of the scene screen 600, or in other words, the field of view angle 4 corresponding to the second horizontal display range is located in the middle part area of the field of view angle 3. For example, the field of view angle 3 is 70 degrees, and the field of view angle 4 is 60 degrees. Starting from the center of the field of view of the scene screen 600, 30 degrees are taken to the left and right respectively. The field of view angle 4 is used to determine the second horizontal display range of the game virtual character in the scene screen 600 of the virtual battle scene.

[0161] Optionally, in response to the first horizontal direction movement of the in-game virtual character on the horizontal plane, the observation perspective during the battle is automatically adjusted with the in-game virtual character being located within the second horizontal display range as the adjustment target. For example, the first horizontal direction is the horizontal forward direction or the horizontal backward direction. In response to the in-game virtual character moving in the horizontal backward direction, the observation perspective is adjusted with the in-game virtual character being located within the second horizontal display range as the adjustment target, controlling the virtual camera model to move backward following the in-game virtual character and controlling the in-game virtual character to always be within the second horizontal display range.

[0162] Optionally, in response to the second horizontal direction movement of the in-game virtual character on the horizontal plane, the observation perspective during the battle is automatically adjusted with the in-game virtual character being located within the second horizontal display range as the adjustment target. For example, the second horizontal direction is the horizontal left direction or the horizontal right direction. The in-game virtual character moving in the second horizontal direction on the horizontal plane can also be understood as the in-game virtual character moving horizontally in the virtual battle scene. For example, in response to the in-game virtual character moving in the horizontal right direction (moving horizontally in the horizontal direction), the observation perspective is adjusted with the in-game virtual character being located within the second horizontal display range as the adjustment target, controlling the virtual camera model to move right following the in-game virtual character and controlling the in-game virtual character to always be within the second horizontal display range.

[0163] In some embodiments, when the display mode is in the second display mode, in response to the in-game virtual character moving horizontally to the edge of the second horizontal display range, the virtual camera model is controlled to move following the in-game virtual character, and the in-game virtual character is displayed within the second horizontal display range in the battle screen. In the embodiments of the present application, taking the second horizontal display range as a rectangular area as an example, the edge of the second horizontal display range is used to indicate the boundary of the rectangular area, and can also be understood as the edge of the second horizontal display range is used to indicate the movable boundary of the in-game virtual character in the horizontal direction.

[0164] In the embodiments of the present application, when the in-game virtual character moves horizontally to the boundary of the second horizontal display range, the virtual camera model is controlled to perform a rotational movement following the in-game virtual character, keeping the in-game virtual character within the second horizontal display range. Through the following movement of the virtual camera model, players don't have to worry about the perspective getting out of control or the field of view being limited due to the movement of the in-game virtual character. This smooth visual experience can effectively reduce the troubles caused by perspective problems for players during the battle.

[0165] In the embodiments of the present application, the target display range includes a moving display range in the horizontal direction. The observation perspective is automatically adjusted with the master virtual character and the game virtual character in different horizontal display ranges as the adjustment targets. Combining the first horizontal display range and the second horizontal display range, the system can automatically adjust the observation perspective according to the combat requirements to help the player obtain the most suitable field of view at any time. This dynamic adjustment reduces the burden on the player during operation and improves the fluency and strategy of the game experience.

[0166] 1.2 The target display range includes a moving display range in the vertical direction

[0167] In some embodiments, the target display range includes a moving display range in the vertical direction.

[0168] · For the moving display range of the master virtual character in the vertical direction

[0169] Optionally, when the display mode is in the second display mode, the observation perspective during the combat process is automatically adjusted with the master virtual character located within the first vertical display range as the adjustment target, and the combat screen of the master virtual character and / or the game virtual character in the virtual combat scene is displayed. Among them, the first vertical display range is used to indicate the moving display range of the master virtual character in the vertical direction, and it can also be understood that the first vertical display range is used to indicate the moving height range of the master virtual character in the vertical direction.

[0170] In some embodiments, the master virtual character moves in the vertical direction, which can also be understood as the master virtual character moves in the vertical plane. In response to the master virtual character moving in the vertical direction, the virtual camera model is controlled to follow the movement, and the observation perspective is automatically adjusted with the master virtual character located within the first vertical display range as the adjustment target to ensure that the master virtual character is always within the first vertical display range.

[0171] In some embodiments, the first vertical display range is related to the field of view angle and the pitch angle of the virtual camera model, and it can also be understood that the first vertical display range is displayed based on the field of view angle and the pitch angle in the observation perspective. Among them, the field of view angle of the virtual camera model is used to determine the area size of the combat screen presented by the virtual camera model, that is, the field of view angle of the virtual camera model is used to capture the scene width in the virtual combat scene. Among them, the pitch angle of the virtual camera model is used to indicate the rotation angle of the virtual camera model in the vertical direction. For example, when the pitch angle is positive, it means the virtual camera model looks up; when the pitch angle is negative, it means the virtual camera model looks down.

[0172] In some embodiments, when the master virtual character moves longitudinally in the vertical direction, its height changes. When the height of the master virtual character changes in the vertical direction, the display position of the master virtual character on the combat screen also changes. The first vertical display range is a dynamic display range. Optionally, the first vertical display range is related to the height change of the master virtual character, that is, the first vertical display range is related to the height of the master virtual character from the ground, and the first vertical display range is adjusted according to the height of the master virtual character from the ground.

[0173] In some embodiments, when the height of the master virtual character changes in the vertical direction, the observation perspective during the combat process is adjusted according to the height of the master virtual character in the vertical direction, with the adjustment target being that the master virtual character is within the first vertical display range. Optionally, when the display mode is in the second display mode, in response to the master virtual character moving at the first height, the observation perspective during the combat process is automatically adjusted with the adjustment target being that the master virtual character is within the first vertical display range corresponding to the first height; or, when the display mode is in the second display mode, in response to the master virtual character moving at the second height, the observation perspective during the combat process is automatically adjusted with the adjustment target being that the master virtual character is within the first vertical display range corresponding to the second height; or, when the display mode is in the second display mode, in response to the master virtual character moving at the third height, the observation perspective during the combat process is automatically adjusted with the adjustment target being that the master virtual character is within the first vertical display range corresponding to the third height. Among them, the first height is higher than the ground and not higher than the height of the master virtual character, the second height is higher than the master virtual character and not higher than the height of the in-game virtual character, and the third height is higher than the height of the in-game virtual character. Optionally, the display ranges of the first vertical display range corresponding to the first height, the first vertical display range corresponding to the second height, and the first vertical display range corresponding to the third height are different.

[0174] In some embodiments, when the display mode is in the second display mode, the master virtual character moves longitudinally within a height range of a first height, where the first height is above the ground and not higher than the height of the master virtual character. In response to the master virtual character moving within the height range of the first height (e.g., the master virtual character squats or is in a low posture or an upright posture), the observation perspective during the battle is adjusted with the first vertical display range corresponding to the first height where the master virtual character is located as the adjustment target. When the first height is less than the height of the master virtual character, for example, when the master virtual character lies on the ground, the master virtual character is at the lowest point of the first vertical display range corresponding to the first height. When the first height is equal to the height of the master virtual character, the master virtual character is at the highest point of the first vertical display range corresponding to the first height. For example, the field of view angle of the virtual camera model is 70 degrees in the vertical direction, and the field of view angle of the first vertical display range corresponding to the first height is 35 degrees.

[0175] In some embodiments, when the display mode is in the second display mode, the master virtual character moves longitudinally within a height range of a second height, where the second height is higher than the master virtual character and not higher than the height of the opponent virtual character. In response to the master virtual character moving within the height range of the second height, the observation perspective during the battle is adjusted with the first vertical display range corresponding to the second height where the master virtual character is located as the adjustment target. When the second height is less than the height of the opponent virtual character, for example, when the master virtual character is just higher than its own height, the master virtual character is at the lowest point of the first vertical display range corresponding to the second height. When the second height is equal to the height of the opponent virtual character, the master virtual character is at the highest point of the first vertical display range corresponding to the second height.

[0176] In some embodiments, when the display mode is in the second display mode, the master virtual character moves longitudinally within a height range of a third height, where the third height is higher than the height of the opponent virtual character. In response to the master virtual character moving within the height range of the third height, the observation perspective during the battle is adjusted with the first vertical display range corresponding to the third height where the master virtual character is located as the adjustment target. When the third height is greater than the height of the opponent virtual character, for example, when the master virtual character is just higher than the height of the opponent virtual character, the master virtual character is at the lowest point of the first vertical display range corresponding to the third height. When the height at which the master virtual character moves is equal to the height threshold of the third height, the master virtual character is at the highest point of the first vertical display range corresponding to the third height. For example, the field of view angle of the virtual camera model is 70 degrees in the vertical direction, the field of view angle of the first vertical display range corresponding to the third height is 42 degrees, and the highest point of the master virtual character (equal to the height threshold of the third height) is the upper boundary of the first vertical display range corresponding to the field of view angle of 42 degrees.

[0177] Exemplarily, with reference toFigure 10 In the virtual combat scenario 700, the main control virtual character 701 and the game virtual character 702 are displayed. When the display mode is in the second display mode, the main control virtual character 701 moves vertically within the height range of the second height, and the second height is higher than the main control virtual character 701 and not higher than the height of the game virtual character 702. When the main control virtual character 701 moves within the height range of the second height, the observation perspective during the combat process is adjusted with the main control virtual character 701 located within the first vertical display range corresponding to the second height (the virtual camera model and the first vertical display range are not shown in the figure) as the adjustment target.

[0178] In the embodiments of the present application, as the main control virtual character moves in the vertical direction, the observation perspective will be automatically adjusted according to the height where the character is located. By dynamically adjusting the observation perspective according to the height change of the main control virtual character (for example: when moving at different heights), players can always obtain a perspective that is more suitable for the current height and position. This avoids visual disturbances caused by fixed or manually adjusted perspectives, allowing players to naturally follow the actions of the main control virtual character. As the main control virtual character moves at different heights (such as above the ground, above the height of the main control virtual character, above the height of the game virtual character, etc.), the automatic adjustment of the observation perspective can keep the player's view clear at all times, thereby enhancing the sense of immersion.

[0179] In some embodiments, when the main control virtual character moves at different heights, the pitch angle adjustment speed of the virtual camera model is different. In response to the main control virtual character moving vertically in the vertical direction, the virtual camera model is controlled to follow the main control virtual character's movement, the observation perspective during the combat process is automatically adjusted with the main control virtual character located within the first vertical display range as the adjustment target, and the pitch angle adjustment speed of the virtual camera model is controlled. Among them, the pitch angle adjustment speed is used to indicate the speed of the change in the tilt angle of the virtual camera model in the vertical direction. That is, the pitch angle adjustment speed controls the speed of the change in the observation perspective when the virtual camera model tilts up and down.

[0180] Exemplarily, when the master virtual character moves on the ground, the virtual camera model corresponds to the first pitch angle adjustment speed; when the master virtual character moves in the air, the virtual camera model corresponds to the second pitch angle adjustment speed. For example, the parameter setting of the first pitch angle adjustment speed is 2, and the parameter setting of the second pitch angle adjustment speed is 60 (relative smoothness parameter, which can be understood as the larger the value, the faster the pitch angle of the virtual camera model changes). The second pitch angle adjustment speed is much greater than the first pitch angle adjustment speed. It can also be understood that when the master virtual character moves on the ground, the pitch angle adjustment speed of the virtual camera model basically does not change, or the pitch angle adjustment speed is very small, ensuring visual smoothness and stability; when the master virtual character moves in the air, the pitch angle adjustment speed of the virtual camera model changes rapidly, adjusts following the longitudinal movement of the master virtual character, adapts to the changes of the master virtual character in the air, and ensures the lens stability of the virtual camera model.

[0181] · For the display range of the in-game virtual character's movement in the vertical direction

[0182] Optionally, when the display mode is in the second display mode, automatically adjust the viewing angle during the battle with the in-game virtual character located within the second vertical display range as the adjustment target, and display the battle scenes of the master virtual character and / or the in-game virtual character in the virtual battle scene. Among them, the second vertical display range is used to indicate the display range of the in-game virtual character's movement in the vertical direction, or it can also be understood that the second vertical display range is used to indicate the movement height range of the in-game virtual character in the vertical direction.

[0183] In some embodiments, the in-game virtual character moves in the vertical direction, or it can also be understood that the in-game virtual character moves in the vertical plane. In response to the in-game virtual character's movement in the vertical direction, control the virtual camera model to follow the movement, and automatically adjust the viewing angle with the in-game virtual character located within the second vertical display range as the adjustment target, ensuring that the in-game virtual character is always within the second vertical display range.

[0184] In some embodiments, the second vertical display range is related to the field of view angle and the pitch angle of the virtual camera model. It can also be understood that the second vertical display range is displayed based on the field of view angle and the pitch angle in the observation perspective. Among them, the field of view angle of the virtual camera model is used to determine the area size of the battle scene presented by the virtual camera model, that is, the field of view angle of the virtual camera model is used to capture the scene width in the virtual battle scene. Among them, the pitch angle of the virtual camera model is used to indicate the rotation angle of the virtual camera model in the vertical direction. For example, a positive pitch angle means the virtual camera model is looking up; a negative pitch angle means the virtual camera model is looking down. When the in-game virtual character is relatively tall, the field of view angle corresponding to the in-game virtual character is relatively close to the field of view angle of the battle scene presented by the virtual camera model. For example, the field of view angle of the virtual camera model (the field of view angle of the presented battle scene) is 70 degrees in the vertical direction, and the field of view angle corresponding to the in-game virtual character is 66 degrees in the vertical direction. When the in-game virtual character is relatively tall, the pitch angle of the virtual camera model is mainly adjusted for the purpose of better displaying the in-game virtual character.

[0185] In some embodiments, the height of the in-game virtual character changes in the vertical direction. Optionally, when the in-game virtual character is a giant virtual character (such as the giant BOSS in the dungeon), the height change of the in-game virtual character in the vertical direction is related to the actions of the in-game virtual character. For example, the action of the in-game virtual character is a standby action, and the standby action drives the in-game virtual character to move slightly up and down. Another example is that the action of the in-game virtual character is a provocative action, such as jumping and waving a fist, and the provocative action drives the in-game virtual character to move up and down. Another example is that the action of the in-game virtual character is a shouting action, and the shouting action drives the height of the in-game virtual character to change in the vertical direction. Optionally, when the height change of the in-game virtual character exceeds a preset threshold, the display position of the in-game virtual character in the battle scene will also change.

[0186] In some embodiments, in response to the height change of the in-game virtual character being within the first height range, the observation perspective of the virtual camera model is not adjusted; in response to the height change of the in-game virtual character not being within the first height range, the observation perspective of the virtual camera model is automatically adjusted with the in-game virtual character being located within the second vertical display range as the adjustment target. Optionally, the observation perspective includes the pitch angle. In response to the height change of the in-game virtual character not being within the first height range, the pitch angle of the virtual camera model is automatically adjusted with the in-game virtual character being located within the second vertical display range as the adjustment target. By setting the height range of the in-game virtual character, when the height change of the in-game virtual character is within this height range, the observation perspective of the camera model is not adjusted, and adjustment is only made when the height change exceeds this height range, which can avoid the problem of shaking caused by frequent adjustment of the observation perspective and help maintain the lens stability of the virtual camera model.

[0187] In some embodiments, in response to the designated point of the in-game virtual character being within the second height range, the viewing angle of the virtual camera model is not adjusted. In response to the designated point of the in-game virtual character not being within the second height range, the viewing angle of the virtual camera model is automatically adjusted with the in-game virtual character being located within the second vertical display range as the adjustment target. Optionally, the viewing angle includes the pitch angle. In response to the designated point of the in-game virtual character exceeding the second height range, the pitch angle of the virtual camera model is automatically adjusted with the in-game virtual character being located within the second vertical display range as the adjustment target. Wherein, the designated point is a preset point on the in-game virtual character, which can be a preset point on the head of the in-game virtual character or a preset point on the body of the in-game virtual character. Optionally, the designated point is a preset point of the in-game virtual character in a stationary state or a preset point of the in-game virtual character in a state of height change. For example, the designated point is the highest point of the head of the in-game virtual character in a stationary state, or for another example, the designated point is the highest point of the head of the in-game virtual character when jumping. The present application does not limit the designated point.

[0188] Exemplarily, taking the designated point as the highest point of the head of the in-game virtual character as an example, in response to the highest point of the in-game virtual character exceeding the second height range, the pitch angle of the virtual camera model is automatically adjusted with the in-game virtual character being located within the second vertical display range as the adjustment target. For example, the second height range is 20-35% from the top of the screen presenting the combat scene. When the highest point of the head of the in-game virtual character does not exceed the second height range, the viewing angle (such as the pitch angle) of the virtual camera model is not adjusted, which helps to maintain the lens stability of the virtual camera model; when the highest point of the head of the in-game virtual character exceeds the second height range, the viewing angle (such as the pitch angle) of the virtual camera model is adjusted to avoid the in-game virtual character being blocked and ensure that the in-game virtual character is within a better field of view.

[0189] In some embodiments, when the display mode is in the second display mode, the viewing angle during the battle is automatically adjusted with the in-game virtual character located within the second vertical display range (in the case where the height change of the in-game virtual character is not within the first height range or the designated point of the in-game virtual character is not within the second height range). Optionally, the viewing angle includes the pitch angle, and the pitch angle during the battle is automatically adjusted with the in-game virtual character located within the second vertical display range. Among them, the adjustment range of the pitch angle is within the interval of the first pitch angle threshold and the second pitch angle threshold. During the process of automatically adjusting the pitch angle during the battle, the adjustment range of the pitch angle of the virtual camera model is not less than the first pitch angle threshold and not greater than the second pitch angle threshold. For example, the first pitch angle threshold is -8 degrees, indicating that the pitch angle of the virtual camera model can be adjusted downward to a minimum of -8 degrees, that is, the maximum angle of inclination of the viewing angle (the viewing angle of the virtual camera model on the virtual world) downward is 8 degrees. Another example, the second pitch angle threshold is 4 degrees, indicating that the pitch angle of the virtual camera model can be adjusted upward to a maximum of 4 degrees, that is, the maximum angle of inclination of the viewing angle (the viewing angle of the virtual camera model on the virtual world) upward is 4 degrees. By dynamically adjusting the pitch angle of the virtual camera model, a better visual effect can be provided.

[0190] In the embodiments of the present application, two vertical display ranges are set. The master virtual character corresponds to the first vertical display range, and the in-game virtual character corresponds to the second vertical display range. The viewing angle is dynamically adjusted according to the first vertical display range and the second vertical display range, ensuring that players can always obtain the best viewing angle display. Players can seamlessly observe the entire virtual battle scene, thereby improving the operability and visual fluency of the battle.

[0191] · Automatically correct the viewing focus of the virtual camera model

[0192] In some embodiments, when the display mode is in the second display mode, the master virtual character and the in-game virtual character move within the horizontal movement display range; or, the master virtual character and the in-game virtual character move within the vertical movement display range; or, the master virtual character and the in-game virtual character move within the horizontal and vertical movement display ranges.

[0193] In some embodiments, in response to the movement operations of the master virtual character and / or the in-game virtual character, the viewing focus of the virtual camera model is automatically corrected, and the rotation angle of the virtual camera model is controlled to be within the angle rotation range. Optionally, with the first rotation angle as the rotation target, the viewing focus of the virtual camera model is automatically corrected, and the first rotation angle is controlled to be within the angle rotation range. The viewing focus of the virtual camera model is a point on the line connecting the master virtual character and the in-game virtual character. The first rotation angle is the rotation angle of the virtual camera model in the horizontal direction, and the angle rotation range is used to indicate the rotation range of the first rotation angle. The first rotation angle is determined based on the first angle between the master virtual character and the virtual camera model and the second angle between the in-game virtual character and the virtual camera model. Exemplarily, the first rotation angle is the optimal rotation angle. With the optimal rotation angle as the rotation target, the viewing focus of the virtual camera model is automatically corrected, and the optimal rotation angle of the virtual camera model is controlled to be within the angle rotation range.

[0194] Optionally, during the movement of the master virtual character and / or the in-game virtual character, the virtual camera model rotates in the horizontal direction, and the horizontal angle (Yaw value) determines the horizontal orientation of the virtual camera model. Optionally, the line connecting the virtual camera model and the master virtual character and the midline of the virtual camera model form a first angle; the line connecting the virtual camera model and the in-game virtual character and the midline of the virtual camera model form a second angle, and the position of the viewing focus on the line connecting the master virtual character and the in-game virtual character is determined based on the tangent value ratio between the first angle and the second angle. Optionally, the rotation angle of the virtual camera model is within the angle rotation range. When the tangent value ratio between the first angle and the second angle is a preset ratio value (which can be a value pre-set by the developer), the rotation angle of the virtual camera model is the optimal rotation angle, and the viewing focus is a point on the line connecting the master virtual character and the in-game virtual character close to the in-game virtual character.

[0195] Exemplarily, in combination with reference to Figure 11, in a virtual combat scenario, the line connecting the virtual camera model and the main control virtual character forms a first angle with the midline of the virtual camera model. For example, the first angle is θ1; the line connecting the virtual camera model and the opponent virtual character forms a second angle with the midline of the virtual camera model. For example, the second angle is θ2. When the ratio of the tangent values between the first angle and the second angle is a preset ratio value, for example, the preset ratio value is 0.2, that is, when tanθ1 / tanθ2 = 0.2, the rotation angle of the virtual camera model is the optimal rotation angle, and the observation focus of the virtual camera model is automatically corrected with the optimal rotation angle as the rotation target. For example, the observation focus at the optimal rotation angle is located at a point on the line connecting the main control virtual character and the opponent virtual character close to the opponent virtual character, such as the position where point c is located.

[0196] In some embodiments, the movement operations of the main control virtual character and / or the opponent virtual character include the movement operations of the main control virtual character and / or the opponent virtual character in the horizontal direction, or include the movement operations of the main control virtual character and / or the opponent virtual character in the vertical direction, or include the movement operations of the main control virtual character and / or the opponent virtual character in both the horizontal and vertical directions at the same time. This application does not limit this.

[0197] In the embodiments of this application, the virtual camera model is automatically adjusted according to the movement conditions of the main control virtual character and the opponent virtual character. By automatically correcting the observation focus of the virtual camera model, it is ensured that the player can always see the main control virtual character and the opponent virtual character in a better position, reducing the burden on the player to manually control the virtual camera model. The player does not need to frequently adjust the viewing angle, and the virtual camera model will intelligently process this process, enabling the player to focus more on operating the character rather than adjusting the angle.

[0198] 2. For the case where at least one adjustment target includes highlighting the skills released by the main control virtual character and / or the opponent virtual character.

[0199] With reference to Figure 4 , the above step 230 can be replaced by step 232.

[0200] Step 232: In the case where the display mode is in the second display mode, automatically adjust the viewing angle during the combat process with the goal of highlighting the skills released by the main control virtual character and / or the opponent virtual character, and display the combat images of the main control virtual character and / or the opponent virtual character in the virtual combat scenario.

[0201] Optionally, in the case where the display mode is in the second display mode, automatically adjust the viewing angle during the combat process with the goal of highlighting the skills released by the main control virtual character, and display the combat images of the main control virtual character and the opponent virtual character in the virtual combat scenario.

[0202] Optionally, when the display mode is in the second display mode, the observation perspective during the battle is automatically adjusted with the skill released by the in-game virtual character highlighted as the adjustment target, and the battle scenes of the main control virtual character and the in-game virtual character in the virtual battle scene are displayed.

[0203] Optionally, when the display mode is in the second display mode, the observation perspective during the battle is automatically adjusted with the skills released by the main control virtual character and the in-game virtual character highlighted as the adjustment target, and the battle scenes of the main control virtual character and the in-game virtual character in the virtual battle scene are displayed.

[0204] In the embodiments of the present application, automatically adjusting the observation perspective can make the virtual camera model focus on the skill release of the main control virtual character and / or the in-game virtual character, ensuring that players can clearly see the key actions in the battle. By focusing on the key events in the battle, players can more easily feel their interaction with the virtual characters, increasing the sense of immersion and substitution.

[0205] 2.1 Situation of the main control virtual character releasing skills

[0206] In some embodiments, when the display mode is in the second display mode, in response to the skill release operation of the main control virtual character, the observation perspective during the battle is automatically adjusted with the skill released by the main control virtual character highlighted as the adjustment target, and the scene pictures of the main control virtual character and / or the in-game virtual character in the virtual battle scene are displayed. Among them, automatically adjusting the observation perspective during the battle includes adjusting at least one of the following: the distance, pitch angle, field of view angle, and observation focus of the virtual camera model during the battle.

[0207] In some embodiments, the skill release operation of the main control virtual character is an operation controlled by the player. Optionally, there are various operation methods for the skill release operation, including but not limited to at least one of the following: single-click operation, double-click operation, long-press operation, voice operation, or other operation methods. The skill release operation of the main control virtual character can be triggered by a touch operation on the touch screen, or by a click operation of the mouse, or by a key operation on the pre-associated numeric keys on the keyboard, or by moving the direction joystick on the gamepad and clicking the confirm button. The present application does not limit this.

[0208] In some embodiments, the observation perspective during the battle is automatically adjusted with the skill released by the main controlled virtual character highlighted as the adjustment target, indicating that the observation perspective is adjusted with the main controlled virtual character as the observed subject in the battle screen of the virtual battle scene. Optionally, the observation focus during the battle is automatically adjusted with the skill released by the main controlled virtual character highlighted as the adjustment target, and the main controlled virtual character is used as the observed subject to adjust the observation focus; or, the distance during the battle is automatically adjusted with the skill released by the main controlled virtual character highlighted as the adjustment target, and the main controlled virtual character is used as the observed subject to adjust the distance; or, the field of view angle during the battle is automatically adjusted with the skill released by the main controlled virtual character highlighted as the adjustment target, and the main controlled virtual character is used as the observed subject to adjust the field of view angle; or, the pitch angle during the battle is automatically adjusted with the skill released by the main controlled virtual character highlighted as the adjustment target, and the main controlled virtual character is used as the observed subject to adjust the pitch angle. The present application does not limit this.

[0209] Among them, adjusting the observation focus refers to adjusting the position of the observation focus on the line connecting the main controlled virtual character and the opponent virtual character. Adjusting the distance refers to adjusting the distance between the virtual camera model and the observation focus. Adjusting the field of view angle refers to adjusting the area size of the battle screen presented by the virtual camera model (including the horizontal direction and the vertical direction). Adjusting the pitch angle refers to adjusting the rotation angle of the virtual camera model in the vertical direction.

[0210] Taking the observation perspective including the observation focus as an example, automatically adjusting the observation perspective during the battle includes automatically adjusting the observation focus during the battle. Exemplarily, before the main controlled virtual character releases a skill, the observation focus is located at position 1 on the line connecting the main controlled virtual character and the opponent virtual character, and position 1 is a point on the line connecting the main controlled virtual character and the opponent virtual character that is more biased towards the opponent virtual character. After the main controlled virtual character releases the skill, the observation focus during the battle is automatically adjusted with the skill released by the main controlled virtual character highlighted as the adjustment target. For example, the adjusted observation focus is located at position 2 on the line connecting the main controlled virtual character and the opponent virtual character, and position 2 is a point on the line connecting the main controlled virtual character and the opponent virtual character that is more biased towards the main controlled virtual character.

[0211] In some embodiments, the skills released by the main controlled virtual character include but are not limited to at least one of the following: special displacement skills of the main controlled virtual character (such as teleportation, flying), pursuit skills of the main controlled virtual character, throwing skills of the main controlled virtual character, ultimate skills of the main controlled virtual character, or at least one of other skills. The present application does not limit the skills released by the main controlled virtual character. Optionally, for different skills released by the main controlled virtual character, the observation perspective during the battle is automatically adjusted differently. Each skill released by the main controlled virtual character corresponds to a customized (or self-defined) observation perspective.

[0212] Exemplarily, the skill released by the master virtual character is Skill A, highlighting that the Skill A released by the master virtual character automatically adjusts the observation perspective during the battle with the adjustment target. For example, it adjusts the distance A and the observation focus A corresponding to Skill A. Exemplarily, the skill released by the master virtual character is Skill B, highlighting that the Skill B released by the master virtual character automatically adjusts the observation perspective during the battle with the adjustment target. For example, it adjusts the observation focus B and the pitch angle B corresponding to Skill B.

[0213] 2.2 Situation of the game virtual character releasing skills

[0214] In some embodiments, when the display mode is in the second display mode, in response to the skill release operation of the game virtual character, the observation perspective during the battle is automatically adjusted with the skill released by the game virtual character highlighted as the adjustment target, and the scene images of the master virtual character and / or the game virtual character in the virtual battle scene are displayed. Among them, automatically adjusting the observation perspective during the battle includes adjusting at least one of the following: the distance, pitch angle, field of view angle, and observation focus of the virtual camera model during the battle.

[0215] In some embodiments, automatically adjusting the observation perspective during the battle with the skill released by the game virtual character highlighted as the adjustment target indicates adjusting the observation perspective with the game virtual character as the observed subject in the battle screen of the virtual battle scene. Optionally, automatically adjusting the observation focus during the battle with the skill released by the game virtual character highlighted as the adjustment target, taking the game virtual character as the observed subject to adjust the observation focus; or, automatically adjusting the distance during the battle with the skill released by the game virtual character highlighted as the adjustment target, taking the game virtual character as the observed subject to adjust the distance; or, automatically adjusting the field of view angle during the battle with the skill released by the game virtual character highlighted as the adjustment target, taking the game virtual character as the observed subject to adjust the field of view angle; or, automatically adjusting the pitch angle during the battle with the skill released by the game virtual character highlighted as the adjustment target, taking the game virtual character as the observed subject to adjust the pitch angle. This application does not limit this.

[0216] Among them, adjusting the observation focus refers to adjusting the position of the observation focus on the line connecting the master virtual character and the game virtual character. Adjusting the distance refers to adjusting the distance between the virtual camera model and the observation focus. Adjusting the field of view angle refers to adjusting the area size (including the horizontal direction and the vertical direction) of the battle screen presented by the virtual camera model. Adjusting the pitch angle refers to adjusting the rotation angle of the virtual camera model in the vertical direction.

[0217] Taking the observation perspective including the observation focus as an example, automatically adjusting the observation perspective during the battle includes automatically adjusting the observation focus during the battle. Exemplarily, before the in-game virtual character releases a skill, the observation focus is at position 3 on the line connecting the master control virtual character and the in-game virtual character. Position 3 is a point on the line connecting the master control virtual character and the in-game virtual character that is more biased towards the master control virtual character. After the in-game virtual character releases a skill, the observation focus during the battle is automatically adjusted with the goal of highlighting the skill released by the in-game virtual character. For example, the adjusted observation focus is at position 4 on the line connecting the master control virtual character and the in-game virtual character. Position 4 is a point on the line connecting the master control virtual character and the in-game virtual character that is more biased towards the in-game virtual character.

[0218] In some embodiments, the skills released by the in-game virtual character include, but are not limited to, at least one of the following: special displacement skills (such as teleportation) of the in-game virtual character, pursuit skills of the in-game virtual character, grabbing skills of the in-game virtual character, throwing skills of the in-game virtual character, or at least one of other skills. The present application does not limit the skills released by the in-game virtual character. Optionally, for different skills released by the in-game virtual character, the observation perspective during the battle is automatically adjusted accordingly. Each skill released by the in-game virtual character corresponds to a customized (or user-defined) observation perspective.

[0219] Exemplarily, the skill released by the in-game virtual character is Skill C. The observation perspective during the battle is automatically adjusted with the goal of highlighting Skill C released by the in-game virtual character. For example, the corresponding distance C and observation focus C of Skill C are adjusted. Exemplarily, the skill released by the in-game virtual character is Skill D. The observation perspective during the battle is automatically adjusted with the goal of highlighting Skill D released by the in-game virtual character. For example, the corresponding observation focus D and pitch angle D of Skill D are adjusted.

[0220] In the embodiments of the present application, when the master control virtual character releases a skill, the observation perspective is automatically adjusted with the goal of highlighting the skill released by the master control virtual character; when the in-game virtual character releases a skill, the observation perspective is automatically adjusted with the goal of highlighting the skill released by the in-game virtual character. Automatically adjusting the observation perspective can enable players or viewers to more clearly see the skill effects released by the master control virtual character or the in-game virtual character. This adjustment can make the performance of the skills more prominent and shocking, thereby enhancing the visual impact of the skills. By dynamically adjusting the observation perspective (such as distance, pitch angle, field of view, etc.), the visual effects of the battle are maximally presented.

[0221] Combined with reference to Figure 4 , the above step 230 can be replaced by step 233.

[0222] 3. For the case where at least one adjustment target includes one of the master virtual character or the in-game virtual character as the close-up object.

[0223] Step 233: When the display mode is in the second display mode, automatically adjust the observation perspective during the battle with one of the master virtual character or the in-game virtual character as the close-up object as the adjustment target, and display the battle scenes of the master virtual character and / or the in-game virtual character in the virtual battle scene.

[0224] Among them, the close-up object refers to the target object that is prominently displayed in the virtual battle scene. By taking one of the master virtual character or the in-game virtual character as the close-up object, the actions of the master virtual character or the in-game virtual character at the current moment are prominently displayed.

[0225] Optionally, when the display mode is in the second display mode, automatically adjust the observation perspective during the battle with the master virtual character as the close-up object as the adjustment target, and display the battle scenes of the master virtual character and the in-game virtual character in the virtual battle scene.

[0226] In some embodiments, when adjusting the observation perspective with the master virtual character as the close-up object, it includes but is not limited to at least one of the following: shortening the distance between the virtual camera model and the master virtual character, adjusting the observation focus of the virtual camera model, and adding a close-up shot to the master virtual character (for example, fixing the camera on the master virtual character until the master virtual character completes a specific action).

[0227] Optionally, when the display mode is in the second display mode, automatically adjust the observation perspective during the battle with the in-game virtual character as the close-up object as the adjustment target, and display the battle scenes of the master virtual character and the in-game virtual character in the virtual battle scene.

[0228] In some embodiments, when adjusting the observation perspective with the in-game virtual character as the close-up object, it includes but is not limited to at least one of the following: shortening the distance between the virtual camera model and the in-game virtual character, adjusting the observation focus of the virtual camera model, and adding a close-up shot to the in-game virtual character (for example, fixing the camera on the in-game virtual character until the in-game virtual character completes a specific action).

[0229] It should be noted that the process of automatically adjusting the observation perspective during the battle based on a single adjustment target is introduced above. For example, the main control virtual character and / or the in-game virtual character being within the target display range is used as the adjustment target to adjust the observation perspective; highlighting the skills released by the main control virtual character and / or the in-game virtual character is used as the adjustment target to adjust the observation perspective; one of the main control virtual character or the in-game virtual character being the close-up object is used as the adjustment target to adjust the observation perspective. Optionally, the observation perspective during the battle is automatically adjusted based on two adjustment targets. For example, the main control virtual character and / or the in-game virtual character being within the target display range, and highlighting the skills released by the main control virtual character and / or the in-game virtual character are used as the adjustment targets to adjust the observation perspective simultaneously. Another example is that the main control virtual character and / or the in-game virtual character being within the target display range, and one of the main control virtual character or the in-game virtual character being the close-up object are used as the adjustment targets to adjust the observation perspective simultaneously. Another example is that highlighting the skills released by the main control virtual character and / or the in-game virtual character, and one of the main control virtual character or the in-game virtual character being the close-up object are used as the adjustment targets to adjust the observation perspective simultaneously. Optionally, the observation perspective during the battle is automatically adjusted based on three adjustment targets. For example, the main control virtual character and / or the in-game virtual character being within the target display range, highlighting the skills released by the main control virtual character and / or the in-game virtual character, and one of the main control virtual character or the in-game virtual character being the close-up object are used as the adjustment targets to adjust the observation perspective. For the specific content, reference can be made to the relevant content of step 231, step 232, and step 233 above, which will not be elaborated here.

[0230] In summary, in the embodiment of the present application, when the display mode is in the second display mode, by automatically adjusting the observation perspective during the battle based on at least one adjustment target (the main control virtual character and / or the in-game virtual character being within the target display range, highlighting the skills released by the main control virtual character and / or the in-game virtual character, one of the main control virtual character or the in-game virtual character being the close-up object), and displaying the battle scenes of the main control virtual character and / or the in-game virtual character in the virtual battle scene. By automatically adjusting the perspective and highlighting the characters and actions (such as skill release, close-up object), players can better feel the tension and excitement of the battle. Players can focus more on the core content of the battle without having to manually adjust the observation perspective, thus making the game experience more smooth and immersive.

[0231] In the second display mode, the virtual camera model penetrates the virtual obstacle to display the virtual battle scene

[0232] In some embodiments, when the display mode is in the second display mode, in response to meeting the semi-transparent display condition, the master virtual character and / or the opponent virtual character in the virtual combat scene are displayed through the virtual obstacles in the virtual world. The virtual obstacle is an obstacle in the virtual world that affects the viewing perspective and blocks the master virtual character and / or the opponent virtual character.

[0233] In some embodiments, the semi-transparent display condition is used to indicate the condition for triggering the display of the master virtual character and / or the opponent virtual character through the virtual obstacle. Under the semi-transparent display condition, the virtual obstacle does not completely block the master virtual character and / or the opponent virtual character, and the virtual obstacle is displayed in a certain transparent or semi-transparent state. Optionally, the semi-transparent display condition is a passively triggered display condition, or the semi-transparent display condition is an automatically triggered display condition. Exemplarily, taking the semi-transparent display condition as a passively triggered display condition as an example, a semi-transparent display control is displayed on the game interface, and in response to the triggering operation on the semi-transparent display control, the semi-transparent display condition is triggered. Exemplarily, taking the semi-transparent display condition as an automatically triggered display condition as an example, the semi-transparent display condition is automatically triggered by relevant factors in the virtual combat scene.

[0234] In some embodiments, the semi-transparent display condition includes but is not limited to at least one of the following:

[0235] · The volume of the virtual obstacle reaches the first volume threshold;

[0236] · The area of the virtual obstacle blocking the master virtual character reaches the first area threshold;

[0237] · The area of the virtual obstacle blocking the opponent virtual character reaches the second area threshold;

[0238] · The distance between the master virtual character and the virtual obstacle is less than the first obstacle distance threshold;

[0239] · The distance between the opponent virtual character and the virtual obstacle is less than the second obstacle distance threshold;

[0240] · The master virtual character releases a semi-transparent display skill;

[0241] · The master virtual character uses a semi-transparent display item.

[0242] It should be noted that the above is only an exemplary description of the semi-transparent display condition, and the present application does not limit the semi-transparent display condition. In the embodiments of the present application, the player may be in a complex combat environment, and virtual obstacles (such as walls, buildings, etc.) will block the player's line of sight. By setting the virtual obstacle to be semi-transparent, the player can more clearly see the positions, actions, and states of the master virtual character and the opponent virtual character, avoid being unable to judge the combat situation due to the line of sight being completely blocked, and thus make more accurate tactical decisions.

[0243] In some embodiments, the semi-transparent display condition is that the virtual camera model collides with a virtual obstacle. When the display mode is in the second display mode, in response to the virtual camera model colliding with a virtual obstacle in the virtual world, the master virtual character and / or the game virtual character in the virtual battle scene are displayed through the virtual obstacle.

[0244] Optionally, when the display mode is in the second display mode, in response to the virtual camera model colliding with a virtual obstacle in the virtual world, the virtual camera model is controlled to penetrate the virtual obstacle, the virtual obstacle is displayed with a preset transparency, and the master virtual character and the game virtual character located in the virtual battle scene are displayed through the virtual obstacle. Here, the preset transparency refers to the degree of transparency of the virtual obstacle after the virtual camera model penetrates the virtual obstacle.

[0245] In some embodiments, the virtual camera model is connected to the observed target in the virtual world (in the second display mode, the observed target is the master virtual character and the game virtual character) through a spring arm. The virtual camera model can be located behind the observed target (the master virtual character and the game virtual character), behind a point on the line connecting the master virtual character and the game virtual character (behind the observation focus), and is bound to the observed target through the spring arm (bound to the observation focus on the line connecting the master virtual character and the game virtual character).

[0246] The virtual camera model colliding with a virtual obstacle means that the virtual camera model comes into contact with a virtual obstacle in the virtual world when following the observed target (the master virtual character and the game virtual character). For example, when the virtual battle scene is a virtual alley fight scene, there are virtual buildings (a type of virtual obstacle) on both sides of the virtual alley fight scene, and the virtual camera model is likely to collide with the virtual buildings on both sides of the battle scene. Optionally, after the virtual camera model collides with a virtual obstacle, the virtual camera model penetrates into the virtual obstacle. After the virtual camera model penetrates into the virtual obstacle, the virtual obstacle is displayed with a preset transparency, and the master virtual character and the game virtual character located in the virtual battle scene are displayed through the virtual obstacle.

[0247] Exemplarily, in combination with reference to Figure 12, in the combat screen 800 of the virtual combat scenario, the main control virtual character 801 and the game virtual character 802 located in the virtual combat scenario are displayed. In the second display mode, the virtual camera model is connected to the observed target in the virtual world through a spring arm, and the observed target is the main control virtual character 801 and the game virtual character 802. Optionally, the virtual camera model can be located behind the observed target (the main control virtual character 801 and the game virtual character 802). After the virtual camera model collides with the virtual building, control the virtual camera model to penetrate the virtual building and display the virtual building with a preset transparency (the preset transparency is represented by multiple dotted lines in the figure), and display the main control virtual character 801 and the game virtual character 802 located in the virtual combat scenario through the virtual building.

[0248] In some embodiments, when displaying the virtual obstacle with a preset transparency, the preset transparency (such as semi-transparency) adopts the Dither effect, which is a non-standard semi-transparency (the advantage compared to the standard semi-transparency is less consumption). Optionally, the density of the Dither is less than the first density threshold and greater than the second density threshold. Ensure that the density of the Dither cannot be too large, otherwise there will be a problem of screen flickering when observing the virtual combat scenario through the virtual obstacle (such as observing the clouds in the virtual combat scenario through the virtual obstacle). For example, set the density of the Dither to 2. At the same time, ensure that the density of the Dither cannot be too small because the virtual obstacle and its shadow effect are unified. In the case where multiple layers of materials start Dither after the virtual camera model penetrates the virtual obstacle, it is necessary to make the overall transparency of the Dither relatively high so that the readability of the combat screen is not affected in the case of multiple layers of Dither. For example, the transparency of the Dither material is 0.2.

[0249] In the embodiment of the present application, after the virtual camera model collides with the virtual obstacle, it penetrates the virtual obstacle and displays the virtual obstacle with a preset transparency. The virtual obstacle is still visible, but only becomes semi-transparent. Players can judge the environment by seeing part of the obstacle. This penetration method does not let players completely lose control of the virtual combat scenario and avoids the trouble caused by the virtual obstacle blocking the field of view. At the same time, penetrating into the interior of the obstacle through the virtual camera model will not cause the lens of the virtual camera model to shake due to repeated collisions, increasing the lens stability of the virtual camera model.

[0250] In some embodiments, the virtual obstacle includes a main obstacle and an accessory obstacle. That is, the virtual obstacle is composed of a main obstacle and an accessory obstacle. Among them, the main obstacle refers to the virtual obstacle that plays a major blocking role in the virtual combat scenario, and the accessory obstacle refers to the virtual obstacle that plays a minor blocking role in the virtual combat scenario.

[0251] Exemplarily, the virtual obstacle is a virtual building, and the virtual building includes a wall and lanterns hanging on the wall. Among them, the wall is the main obstacle, and the lanterns hanging on the wall are the subsidiary obstacles. Exemplarily, the virtual obstacle is a mountain, and the mountain includes a soil slope and plants on the soil slope. Among them, the soil slope is the main obstacle, and the plants on the soil slope are the subsidiary obstacles.

[0252] In some embodiments, when the virtual obstacle includes a main obstacle and a subsidiary obstacle, the main obstacle and the subsidiary obstacle are displayed with the same transparency, and the main control virtual character and the game virtual character located in the virtual battle scene are displayed through the main obstacle and the subsidiary obstacle. Alternatively, the main obstacle and the subsidiary obstacle are displayed with different transparencies, and the main control virtual character and the game virtual character located in the virtual battle scene are displayed through the main obstacle and the subsidiary obstacle.

[0253] Optionally, the main obstacle and the subsidiary obstacle are displayed with a first transparency, and the main control virtual character and the game virtual character in the virtual battle scene are displayed through the main obstacle and the subsidiary obstacle. Among them, both the main obstacle and the subsidiary obstacle are displayed with the same transparency (the first transparency). Exemplarily, the virtual obstacle is a virtual building, and the virtual building includes a wall (the main obstacle) and lanterns hanging on the wall (the subsidiary obstacle), and the wall and the lanterns hanging on the wall are displayed with the first transparency, and the main control virtual character and the game virtual character in the virtual battle scene are displayed through the wall and the lanterns hanging on the wall.

[0254] Optionally, the main obstacle is displayed with a second transparency and the subsidiary obstacle is displayed with a third transparency, and the main control virtual character and the game virtual character in the virtual battle scene are displayed through the main obstacle and the subsidiary obstacle. Among them, the main obstacle and the subsidiary obstacle are displayed with different transparencies, the main obstacle is displayed with the second transparency, and the subsidiary obstacle is displayed with the third transparency. Exemplarily, the virtual obstacle is a mountain, and the mountain includes a soil slope (the main obstacle) and plants on the soil slope (the subsidiary obstacle), the soil slope is displayed with the second transparency, and the plants on the soil slope are displayed with the third transparency, and the main control virtual character and the game virtual character in the virtual battle scene are displayed through the soil slope and the plants on the soil slope.

[0255] In the embodiments of the present application, by displaying the main obstacle and the accessory obstacle with the same transparency, it can ensure that the player's visual perception of all virtual obstacles is consistent. This helps to simplify the player's perspective judgment, helps the player understand the layout of virtual obstacles in the virtual combat scenario and how to avoid virtual obstacles, and thus improves the accuracy of operations. By displaying the main obstacle and the accessory obstacle with different transparencies, the main obstacle and the accessory obstacle will be set with different transparencies according to their importance or influence degree, so as to highlight the most important elements (such as the main obstacle), and at the same time display the less important elements (such as the accessory obstacle) more transparently to avoid interfering with the player's vision.

[0256] · Perform stroke display on the main controlled virtual character

[0257] In some embodiments, when the display mode is in the second display mode, in response to the virtual obstacle blocking the main controlled virtual character, the main controlled virtual character is highlighted with a first stroke effect. Among them, the first stroke effect is used to indicate the stroke effect used by the main controlled virtual character when the virtual obstacle blocks the main controlled virtual character. The first stroke effect is used to add a contour line around the main controlled virtual character to enhance the visibility of the main controlled virtual character. For example, the virtual obstacles blocking the main controlled virtual character are virtual buildings and virtual trees.

[0258] Optionally, the first stroke effect includes but is not limited to at least one of the following: performing single-color stroke on the main controlled virtual character, performing gradient stroke on the main controlled virtual character, performing blurred stroke on the main controlled virtual character, performing double stroke on the main controlled virtual character, performing glowing stroke on the main controlled virtual character, performing shadow stroke on the main controlled virtual character, performing dynamic stroke on the main controlled virtual character, performing custom-shaped stroke on the main controlled virtual character (such as adding a border to the contour of the main controlled virtual character). The above is only an exemplary description of the first stroke effect, and the present application does not limit the first stroke effect.

[0259] In some embodiments, when the display mode is in the second display mode, in response to the virtual camera model colliding with the virtual obstacle, control the virtual camera model to penetrate the virtual obstacle, display the virtual obstacle with a preset transparency, and display the main controlled virtual character with a first stroke effect through the virtual obstacle.

[0260] In some embodiments, when the display mode is in the second display mode, in response to the in-game virtual character blocking the main controlled virtual character, the main controlled virtual character is highlighted with a second stroke effect. Among them, the second stroke effect is used to indicate the stroke effect used by the main controlled virtual character when the in-game virtual character blocks the main controlled virtual character. Optionally, the second stroke effect is the same as the first stroke effect, or the second stroke effect is different from the first stroke effect. The present application does not limit this.

[0261] Exemplarily, when the virtual obstacle occludes the main controlled virtual character, the first stroke effect is to perform single-color stroking on the main controlled virtual character; when the opponent virtual character occludes the main controlled virtual character, the second stroke effect is to perform gradient stroking on the main controlled virtual character.

[0262] Exemplarily, with reference to Figure 13 , in the combat screen 900 of the virtual combat scene, the main controlled virtual character 901 and the opponent virtual character 902 located in the combat scene are displayed. The virtual camera model collides with the virtual obstacle, and the virtual camera model enters the virtual obstacle. The virtual obstacle occludes the main controlled virtual character 901, and the main controlled virtual character 901 is displayed with the first stroke effect. For example, single-color stroking is performed on the contour line of the main controlled virtual character.

[0263] Exemplarily, with reference to Figure 14 , in the combat screen 1000 of the virtual combat scene, the main controlled virtual character 1001 and the opponent virtual character 1002 located in the combat scene are displayed. In response to the opponent virtual character 1002 occluding the main controlled virtual character 1001, the main controlled virtual character 1001 is displayed with the second stroke effect. For example, blurred stroking is performed on the main controlled virtual character.

[0264] In some embodiments, when the display mode is in the second display mode, in response to the virtual obstacle and the opponent virtual character occluding the main controlled virtual character, the main controlled virtual character is highlighted with a third stroke effect. Wherein, the third stroke effect is used to indicate the stroke effect used by the main controlled virtual character when the virtual obstacle and the opponent virtual character occlude the main controlled virtual character. Optionally, the third stroke effect is the superposition of the first stroke effect and the second stroke effect, which is not limited in this application.

[0265] In the embodiments of this application, by adding different stroke effects to the main controlled virtual character in different situations (such as being occluded by a virtual obstacle or an opponent virtual character), it can be ensured that the main controlled virtual character is always clearly visible in various environments, avoiding the invisibility of the main controlled virtual character due to occlusion. Through different stroke effects (the first stroke effect and the second stroke effect) for dynamic feedback, this dynamic feedback can enable players to quickly understand the current visual information.

[0266] In the second display mode, the lens of the virtual camera model is in a weak lock state

[0267] In a normal dungeon scenario, when the main controlled virtual character confronts the opponent virtual character, a locked camera processing method is adopted, and the player cannot change the current viewing angle through the virtual camera model.

[0268] In the embodiments of the present application, when the display mode is in the second display mode, the virtual camera model adopts a weak locking mode. During the battle between the master virtual character and the opponent virtual character, the player can manually adjust the virtual camera model, that is, manually adjust the battle screen in the virtual battle scene. Among them, the weak locking mode means that the virtual camera model does not lock the viewing angle when displaying the virtual battle scene, and allows the viewing angle to freely rotate or adjust following a trigger operation (the player's trigger operation on the virtual camera, such as a rotation operation).

[0269] In some embodiments, when the display mode is in the second display mode, in response to a rotation operation on the virtual camera model, the battle screen in the virtual battle scene is displayed to change following the rotation operation. For example, in response to a left rotation operation on the virtual camera model, the battle screen in the virtual battle scene rotates left following the left rotation operation.

[0270] Optionally, when the rotation operation on the virtual camera model stops, the viewing angle during the battle is automatically adjusted based on at least one adjustment target. Optionally, when the rotation operation on the virtual camera model stops, the viewing angle during the battle is automatically adjusted based on at least one adjustment target, and the viewing focus of the virtual camera model is automatically corrected so that the viewing focus is at a point on the line connecting the master virtual character and the opponent virtual character.

[0271] In the embodiments of the present application, the virtual camera model in the second display mode adopts a weak locking mode, with the player's trigger operation having the highest priority. During the battle, the player can freely rotate the lens of the virtual camera model at any time. When the player does not perform a trigger operation, the system will adjust the viewing angle during the battle based on at least one adjustment target, and will dynamically correct the viewing focus of the virtual camera model to enhance the player's gaming experience.

[0272] The player can control the master virtual character to freely enter, temporarily leave, or exit the second display mode.

[0273] · Temporarily leave the second display mode

[0274] Optionally, in response to the opponent virtual character not being displayed in the battle screen within a preset duration, the display mode is switched (or restored) from the second display mode to the first display mode. Among them, the second display mode is a display mode with a position between the master virtual character and the opponent virtual character as the viewing focus, and the first display mode is a display mode with the master virtual character as the viewing focus.

[0275] In some embodiments, when the display mode is in the second display mode, in response to a rotation operation on the virtual camera model, if the opposing virtual character is not displayed in the battle screen within a first preset duration, the system temporarily exits the second display mode and temporarily switches the display mode from the second display mode to the first display mode. Within a preset time after temporarily exiting the second display mode, in response to the opposing virtual character being displayed in the battle screen, the system switches the display mode from the first display mode to the second display mode.

[0276] When temporarily exiting the second display mode, to maintain the stability of the virtual camera model, a time delay is set. For example, the time delay for temporarily exiting the second display mode is 3 seconds.

[0277] When temporarily exiting the second display mode, the system controls the distance between the virtual camera model and the observed target to remain unchanged (at this time, the observed target is the main controlled virtual character). This method can avoid sudden changes when quickly restoring the second display mode again and maintain the stability of the virtual camera model.

[0278] · Exit the second display mode

[0279] In some embodiments, when the display mode is in the second display mode, in response to a rotation operation on the virtual camera model, if the opposing virtual character is not displayed in the battle screen within a second preset duration, the system exits the second display mode and switches the display mode from the second display mode to the first display mode.

[0280] In some embodiments, when the display mode is in the second display mode, in response to the main controlled virtual character defeating the opposing virtual character, the system exits the second display mode and switches the display mode from the second display mode to the first display mode.

[0281] It should be noted that the above-mentioned temporary exit from the second display mode is different from exiting the second display mode. In the case of temporarily exiting the second display mode, the system can quickly restore to the second display mode. While in the case of exiting the second display mode, it is necessary to meet the battle trigger conditions again to restore to the second display mode.

[0282] In the embodiments of the present application, after a rotation operation on the virtual camera model, if the opposing virtual character is not displayed within a preset duration, the system will automatically restore the display mode from the second display mode to the first display mode. This design can prevent players from not seeing the opposing virtual character when rotating the camera, thus avoiding visual chaos or discomfort and enhancing the user's immersion and fluency.

[0283] Figure 15The block diagram of a display device based on a virtual world provided by an embodiment of the present application is shown. The device has the functions of implementing the above-mentioned example of the display method based on the virtual world, and the functions can be implemented by hardware or by hardware executing corresponding software. The device can be the first client introduced above or can be set in the first client. As Figure 15 shown, the device may include: a display module 1710, a switching module 1720, and an adjustment module 1730.

[0284] The display module 1710 is configured to display a main control virtual character and a game virtual character located in the virtual world;

[0285] The switching module 1720 is configured to switch the display mode from a first display mode to a second display mode in response to meeting a combat trigger condition. The first display mode is a display mode with the main control virtual character as the observation focus, and the second display mode is a display mode with a position between the main control virtual character and the game virtual character as the observation focus;

[0286] The adjustment module 1730 is configured to automatically adjust the observation perspective during the combat based on at least one adjustment target when the display mode is in the second display mode, and display the combat screens of the main control virtual character and / or the game virtual character in the virtual combat scene.

[0287] In some embodiments, the adjustment module 1730 includes an adjustment sub-module.

[0288] In an optional example, the adjustment sub-module is configured to automatically adjust the observation perspective during the combat with the main control virtual character and / or the game virtual character located within a target display range as the adjustment target when the display mode is in the second display mode, and display the combat screens of the main control virtual character and / or the game virtual character in the virtual combat scene;

[0289] The adjustment sub-module is configured to automatically adjust the observation perspective during the combat with highlighting the skills released by the main control virtual character and / or the game virtual character as the adjustment target when the display mode is in the second display mode, and display the combat screens of the main control virtual character and / or the game virtual character in the virtual combat scene;

[0290] The adjustment sub-module is configured to automatically adjust the observation perspective during the combat with one of the main control virtual character or the game virtual character as the close-up object as the adjustment target when the display mode is in the second display mode, and display the combat screens of the main control virtual character and / or the game virtual character in the virtual combat scene.

[0291] In some embodiments, the adjustment sub-module includes an adjustment unit.

[0292] In an alternative example, the target display range includes a moving display range in the horizontal direction;

[0293] The adjustment unit is configured to automatically adjust the observation perspective during the battle with the master virtual character located within the first horizontal display range as the adjustment target when the display mode is in the second display mode, and display the battle scenes of the master virtual character and / or the opponent virtual character in the virtual battle scene;

[0294] The adjustment unit is configured to automatically adjust the observation perspective during the battle with the opponent virtual character located within the second horizontal display range as the adjustment target when the display mode is in the second display mode, and display the battle scenes of the master virtual character and / or the opponent virtual character in the virtual battle scene;

[0295] Wherein, the first horizontal display range is used to indicate the moving display range of the master virtual character in the horizontal direction, and the second horizontal display range is used to indicate the moving display range of the opponent virtual character in the horizontal direction.

[0296] In an alternative example, the master virtual character moves horizontally in the virtual battle scene;

[0297] The adjustment unit is configured to, when the display mode is in the second display mode and in response to the master virtual character moving horizontally to the edge of the first horizontal display range, control the virtual camera model to follow the movement of the master virtual character, and display in the battle scene that the master virtual character moves around the opponent virtual character with the opponent virtual character as the center;

[0298] Wherein, the master virtual character is always located within the first horizontal display range when moving around the opponent virtual character.

[0299] In an alternative example, the opponent virtual character moves horizontally in the virtual battle scene;

[0300] The adjustment unit is configured to, when the display mode is in the second display mode and in response to the opponent virtual character moving horizontally to the edge of the second horizontal display range, control the virtual camera model to follow the movement of the opponent virtual character, and display in the battle scene that the opponent virtual character is located within the second horizontal display range.

[0301] In an optional example, the target display range includes a moving display range in the vertical direction;

[0302] An adjustment unit, configured to, when the display mode is in the second display mode, automatically adjust the observation perspective during the battle with the master virtual character located within the first vertical display range as the adjustment target, and display the battle scenes of the master virtual character and / or the opponent virtual character in the virtual battle scene;

[0303] An adjustment unit, configured to, when the display mode is in the second display mode, automatically adjust the observation perspective during the battle with the opponent virtual character located within the second vertical display range as the adjustment target, and display the battle scenes of the master virtual character and / or the opponent virtual character in the virtual battle scene;

[0304] Wherein, the first vertical display range is used to indicate the moving display range of the master virtual character in the vertical direction, and the second vertical display range is used to indicate the moving display range of the opponent virtual character in the vertical direction.

[0305] In an optional example, when the master virtual character moves longitudinally in the vertical direction, its height changes, the first vertical display range is a dynamic display range, and the first vertical display range is related to the height change of the master virtual character;

[0306] An adjustment unit, configured to, when the display mode is in the second display mode, in response to the master virtual character moving at the first height, automatically adjust the observation perspective during the battle with the master virtual character located within the first vertical display range corresponding to the first height as the adjustment target; or,

[0307] An adjustment unit, configured to, when the display mode is in the second display mode, in response to the master virtual character moving at the second height, automatically adjust the observation perspective during the battle with the master virtual character located within the first vertical display range corresponding to the second height as the adjustment target; or,

[0308] An adjustment unit, configured to, when the display mode is in the second display mode, in response to the master virtual character moving at the third height, automatically adjust the observation perspective during the battle with the master virtual character located within the first vertical display range corresponding to the third height as the adjustment target;

[0309] Among them, the first height is higher than the ground and not higher than the height of the master virtual character, the second height is higher than the master virtual character and not higher than the height of the in-game virtual character, the third height is higher than the height of the in-game virtual character, and the display ranges of the first vertical display range corresponding to the first height, the first vertical display range corresponding to the second height, and the first vertical display range corresponding to the third height are different.

[0310] In an optional example, the height of the in-game virtual character changes in the vertical direction;

[0311] An adjustment unit is configured to, when the display mode is in the second display mode, in response to the height change of the in-game virtual character not being within the first height range, automatically adjust the observation perspective during the combat process with the in-game virtual character located within the second vertical display range as the adjustment target;

[0312] An adjustment unit is configured to, when the display mode is in the second display mode, in response to a specified point of the in-game virtual character not being within the second height range, automatically adjust the observation perspective during the combat process with the in-game virtual character located within the second vertical display range as the adjustment target;

[0313] Among them, the first vertical display range and the second vertical range are displayed based on the field of view angle and the pitch angle in the observation perspective, and the adjustment range of the pitch angle is within the interval of the first pitch angle threshold and the second pitch angle threshold.

[0314] In an optional example, an adjustment sub-module is configured to, when the display mode is in the second display mode, in response to the skill release operation of the master virtual character, automatically adjust the observation perspective during the combat process with highlighting the skill released by the master virtual character as the adjustment target, and display the scene images of the master virtual character and / or the in-game virtual character in the virtual combat scene;

[0315] An adjustment sub-module is configured to, when the display mode is in the second display mode, in response to the skill release operation of the in-game virtual character, automatically adjust the observation perspective during the combat process with highlighting the skill released by the in-game virtual character as the adjustment target, and display the scene images of the master virtual character and / or the in-game virtual character in the virtual combat scene;

[0316] Among them, automatically adjusting the observation perspective during the combat process includes adjusting at least one of the following: the distance, pitch angle, field of view angle, and observation focus during the combat process.

[0317] In an optional example, a display module 1710 is configured to, when the display mode is in the second display mode and in response to meeting the semi-transparent display condition, display the main control virtual character and / or the game virtual character in the virtual combat scene through virtual obstacles in the virtual world;

[0318] wherein, the virtual obstacle is an obstacle in the virtual world that affects the observation perspective and blocks the main control virtual character and / or the game virtual character.

[0319] In some embodiments, the display module 1710 includes a display sub-module.

[0320] In an optional example, the display sub-module is configured to, when the display mode is in the second display mode and in response to a collision between the virtual camera model and a virtual obstacle in the virtual world, display the main control virtual character and / or the game virtual character in the virtual combat scene through the virtual obstacle.

[0321] In some embodiments, the display sub-module includes a control unit and a display unit.

[0322] In an optional example, the control unit is configured to, when the display mode is in the second display mode and in response to a collision between the virtual camera model and a virtual obstacle in the virtual world, control the virtual camera model to penetrate the virtual obstacle;

[0323] The display unit is configured to display the virtual obstacle with a preset transparency and display the main control virtual character and / or the game virtual character in the virtual combat scene through the virtual obstacle.

[0324] In an optional example, the virtual obstacle includes a main obstacle and an accessory obstacle;

[0325] The display unit is configured to display the main obstacle and the accessory obstacle with a first transparency and display the main control virtual character and / or the game virtual character in the virtual combat scene through the main obstacle and the accessory obstacle; or,

[0326] The display unit is configured to display the main obstacle with a second transparency and display the accessory obstacle with a third transparency and display the main control virtual character and / or the game virtual character in the virtual combat scene through the main obstacle and the accessory obstacle.

[0327] In an optional example, a display sub-module is configured to, when the display mode is in the second display mode, in response to the virtual obstacle blocking the master virtual character, highlight the master virtual character with a first stroke effect;

[0328] A display sub-module is configured to, in response to the in-game virtual character blocking the master virtual character, highlight the master virtual character with a second stroke effect.

[0329] In some embodiments, the apparatus further includes a correction module.

[0330] In an optional example, the correction module is configured to, when the display mode is in the second display mode, in response to a movement operation of the master virtual character and / or the in-game virtual character, automatically correct the observation focus of the virtual camera model with a first rotation angle as the rotation target, and control the first rotation angle to be within an angle rotation range;

[0331] Wherein, the observation focus of the virtual camera model is a point on the line connecting the master virtual character and the in-game virtual character, the first rotation angle is the rotation angle of the virtual camera model in the horizontal direction, and the angle rotation range is used to indicate the rotation range of the first rotation angle.

[0332] In an optional example, the display module 1710 is configured to, when the display mode is in the second display mode, in response to a rotation operation on the virtual camera model, display that the combat screen in the virtual combat scenario changes following the rotation operation.

[0333] The display module 1710 is configured to, in response to the in-game virtual character not being displayed in the combat screen within a preset duration, switch the display mode from the second display mode to the first display mode.

[0334] It should be noted that the specific limitations in the above one or more embodiments of the display device based on the virtual world can be referred to the limitations of the display method based on the virtual world above, and will not be elaborated here. Each module of the above apparatus can be implemented in whole or in part by software, hardware, and their combination. Each module can be embedded in the processor of the computer device in hardware form or be independent of it, or be stored in the memory of the computer device in software form, so that the processor can call and execute the operations corresponding to each module.

[0335] The serial numbers of the embodiments of the present application above are only for description, and do not represent the advantages or disadvantages of the embodiments.

[0336] An embodiment of the present application further provides a computer device, which includes a processor and a memory. At least one computer program is stored in the memory, and the at least one computer program is loaded and executed by the processor to implement the display method based on the virtual world provided by the above method embodiments.

[0337] Figure 16 FIG. 4 shows a block diagram of a computer device 1800 provided by an exemplary embodiment of the present application. The computer device 1800 may be a portable mobile terminal, such as a smart phone, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III), an MP4 (Moving Picture Experts Group Audio Layer IV) player. The computer device 1800 may also be referred to by other names such as a user device, a portable terminal, etc. Generally, the computer device 1800 includes a processor 1801 and a memory 1802.

[0338] The processor 1801 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. The processor 1801 may be implemented in at least one of the following hardware forms: DSP (Digital Signal Processing), FPGA (Field Programmable Gate Array), PLA (Programmable Logic Array). The processor 1801 may also include a main processor and a coprocessor. The main processor is a processor for processing data in the wake state, also known as the CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in the standby state. In some embodiments, the processor 1801 may be integrated with a GPU (Graphics Processing Unit), and the GPU is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 1801 may further include an AI (Artificial Intelligence) processor, and the AI processor is used to process computational operations related to machine learning.

[0339] The memory 1802 may include one or more computer-readable storage media, which may be tangible and non-transitory. The memory 1802 may also include high-speed random access memory, as well as non-volatile memory, such as one or more disk storage devices and flash storage devices. In some embodiments, the non-transitory computer-readable storage media in the memory 1802 is used to store at least one instruction for being executed by the processor 1801 to implement the virtual-world-based display method provided in the embodiments of the present application.

[0340] In some embodiments, the computer device 1800 may further optionally include: a peripheral device interface 1803 and at least one peripheral device. The processor 1801, the memory 1802, and the peripheral device interface 1803 may be connected through a bus or signal lines. Each peripheral device may be connected to the peripheral device interface 1803 through a bus, signal lines, or a circuit board. Specifically, the peripheral device includes at least one of a radio frequency circuit 1804, a touch display screen 1805, a camera assembly 1806, an audio circuit 1807, and a power supply 1808.

[0341] The peripheral device interface 1803 may be used to connect at least one peripheral device related to I / O (Input / Output) to the processor 1801 and the memory 1802. In some embodiments, the processor 1801, the memory 1802, and the peripheral device interface 1803 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 1801, the memory 1802, and the peripheral device interface 1803 may be implemented on a separate chip or circuit board, and this embodiment does not limit this.

[0342] The radio frequency circuit 1804 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The radio frequency circuit 1804 communicates with the communication network and other communication devices through electromagnetic signals. The radio frequency circuit 1804 converts electrical signals into electromagnetic signals for transmission, or converts the received electromagnetic signals into electrical signals. Optionally, the radio frequency circuit 1804 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, etc. The radio frequency circuit 1804 can communicate with other terminals through at least one wireless communication protocol. The wireless communication protocol includes but is not limited to: the World Wide Web, metropolitan area network, intranet, various generations of mobile communication networks (2G, 3G, 4G, and 5G), wireless local area network, and / or Wi-Fi (Wireless Fidelity) network. In some embodiments, the radio frequency circuit 1804 may further include a circuit related to NFC (Near Field Communication), which is not limited in this application.

[0343] The touch display screen 1805 is used to display a UI (User Interface). The UI may include graphics, text, icons, videos, and any combination thereof. The touch display screen 1805 also has the ability to collect touch signals on or above the surface of the touch display screen 1805. The touch signals can be input as control signals to the processor 1801 for processing. The touch display screen 1805 is used to provide virtual buttons and / or a virtual keyboard, also known as soft buttons and / or a soft keyboard. In some embodiments, there may be one touch display screen 1805, which is set on the front panel of the computer device 1800; in other embodiments, there may be at least two touch display screens 1805, which are respectively set on different surfaces of the computer device 1800 or are in a foldable design; in some embodiments, the touch display screen 1805 may be a flexible display screen, which is set on the curved surface or the folding surface of the computer device 1800. Even, the touch display screen 1805 can be set as an irregular non-rectangular shape, that is, a special-shaped screen. The touch display screen 1805 can be prepared using materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).

[0344] The camera assembly 1806 is used to collect images or videos. Optionally, the camera assembly 1806 includes a front camera and a rear camera. Generally, the front camera is used for video calls or selfies, and the rear camera is used for taking photos or videos. In some embodiments, there are at least two rear cameras, which can be any one of a main camera, a depth-of-field camera, and a wide-angle camera, so as to implement the function of background blurring by fusing the main camera and the depth-of-field camera, and implement panoramic shooting and VR shooting functions by fusing the main camera and the wide-angle camera. In some embodiments, the camera assembly 1806 may further include a flash. The flash can be a single-color temperature flash or a dual-color temperature flash. A dual-color temperature flash refers to the combination of a warm light flash and a cold light flash, which can be used for light compensation under different color temperatures.

[0345] The audio circuit 1807 is used to provide an audio interface between the user and the computer device 1800. The audio circuit 1807 may include a microphone and a speaker. The microphone is used to collect sound waves of the user and the environment, and convert the sound waves into electrical signals and input them to the processor 1801 for processing, or input them to the radio frequency circuit 1804 to achieve voice communication. For the purpose of stereo collection or noise reduction, there can be multiple microphones, which are respectively arranged at different parts of the computer device 1800. The microphone can also be an array microphone or an omnidirectional collection microphone. The speaker is used to convert the electrical signal from the processor 1801 or the radio frequency circuit 1804 into sound waves. The speaker can be a traditional thin film speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can not only convert the electrical signal into sound waves audible to humans, but also convert the electrical signal into sound waves inaudible to humans for uses such as ranging. In some embodiments, the audio circuit 1807 may further include a headphone jack.

[0346] The power supply 1808 is used to supply power to each component in the computer device 1800. The power supply 1808 can be alternating current, direct current, a disposable battery, or a rechargeable battery. When the power supply 1808 includes a rechargeable battery, the rechargeable battery can be a wired rechargeable battery or a wireless rechargeable battery. A wired rechargeable battery is a battery charged through a wired line, and a wireless rechargeable battery is a battery charged through a wireless coil. The rechargeable battery can also be used to support fast charging technology.

[0347] In some embodiments, the computer device 1800 further includes one or more sensors 1809. The one or more sensors 1809 include but are not limited to: an acceleration sensor 1810, a gyroscope sensor 1811, a pressure sensor 1812, an optical sensor 1813, and a proximity sensor 1814.

[0348] The acceleration sensor 1810 can detect the magnitudes of accelerations on the three coordinate axes of the coordinate system established by the computer device 1800. For example, the acceleration sensor 1810 can be used to detect the components of the gravitational acceleration on the three coordinate axes. The processor 1801 can control the touch display screen 1805 to display the user interface in a landscape view or a portrait view according to the gravitational acceleration signals collected by the acceleration sensor 1810. The acceleration sensor 1810 can also be used for collecting game or user's motion data. The gyroscope sensor 1811 can detect the body orientation and rotation angle of the computer device 1800. The gyroscope sensor 1811 can cooperate with the acceleration sensor 1810 to collect the 3D actions of the user on the computer device 1800. Based on the data collected by the gyroscope sensor 1811, the processor 1801 can implement the following functions: motion sensing (such as changing the UI according to the user's tilting operation), image stabilization during shooting, game control, and inertial navigation.

[0349] The pressure sensor 1812 can be disposed on the side frame of the computer device 1800 and / or the lower layer of the touch display screen 1805. When the pressure sensor 1812 is disposed on the side frame of the computer device 1800, it can detect the holding signal of the user on the computer device 1800 and perform left / right hand recognition or quick operation according to the holding signal. When the pressure sensor 1812 is disposed on the lower layer of the touch display screen 1805, it can control the operable controls on the UI interface according to the pressure operation of the user on the touch display screen 1805. The operable controls include at least one of button controls, scroll bar controls, icon controls, and menu controls.

[0350] The optical sensor 1813 is used to collect the ambient light intensity. In one embodiment, the processor 1801 can control the display brightness of the touch display screen 1805 according to the ambient light intensity collected by the optical sensor 1813. Specifically, when the ambient light intensity is high, the display brightness of the touch display screen 1805 is increased; when the ambient light intensity is low, the display brightness of the touch display screen 1805 is decreased. In another embodiment, the processor 1801 can also dynamically adjust the shooting parameters of the camera module 1806 according to the ambient light intensity collected by the optical sensor 1813.

[0351] The proximity sensor 1814, also known as the distance sensor, is usually arranged on the front of the computer device 1800. The proximity sensor 1814 is used to collect the distance between the user and the front of the computer device 1800. In one embodiment, when the proximity sensor 1814 detects that the distance between the user and the front of the computer device 1800 is gradually decreasing, the touch display screen 1805 is controlled by the processor 1801 to switch from the lit state to the off state; when the proximity sensor 1814 detects that the distance between the user and the front of the computer device 1800 is gradually increasing, the touch display screen 1805 is controlled by the processor 1801 to switch from the off state to the lit state.

[0352] Those skilled in the art can understand that the above structure does not limit the computer device 1800, and it may include more or fewer components than those shown in the figure, or combine some components, or adopt different component arrangements.

[0353] The embodiment of the present application also provides a computer-readable storage medium, in which at least one computer program is stored, and the at least one computer program is loaded and executed by a processor to implement the display method based on the virtual world provided by the above method embodiments.

[0354] The embodiment of the present application also provides a computer program product. The above computer program product includes at least one computer program, and the at least one computer program is stored in a computer-readable storage medium; the at least one computer program is read and executed by a processor of a computer device from the computer-readable storage medium, so that the computer device executes the display method based on the virtual world provided by the above method embodiments.

[0355] It should be understood that "a plurality of" mentioned herein refers to two or more. "And / or" describes the association relationship of associated objects, indicating that there can be three relationships. For example, A and / or B can represent: A exists alone, A and B exist simultaneously, and B exists alone. The character " / " generally represents an "or" relationship between the associated objects before and after. In addition, the step numbers described herein only exemplarily show a possible execution sequence between steps. In some other embodiments, the above steps may not be executed in the order of the numbers. For example, two steps with different numbers are executed simultaneously, or two steps with different numbers are executed in the reverse order of the figure. The embodiments of the present application do not limit this.

[0356] Those of ordinary skill in the art can understand that all or part of the steps of implementing the above embodiments can be completed by hardware, or can be completed by a program instructing relevant hardware. The program can be stored in a computer-readable storage medium, and the above-mentioned storage medium can be a read-only memory, a disk, an optical disc, etc.

[0357] The above are only optional embodiments of the present application and are not intended to limit the present application. Any modifications, equivalent replacements, improvements, etc. made within the spirit and principle of the present application shall be included within the protection scope of the present application.

Claims

1. A display method based on a virtual world, characterized in that: The method comprises: Displaying the main control virtual character and the opponent virtual character in the virtual world; In response to meeting a battle trigger condition, switching the display mode from a first display mode to a second display mode, wherein the first display mode is a display mode in which the main control virtual character is an observation focus, and the second display mode is a display mode in which a position between the main control virtual character and the opponent virtual character is an observation focus; When the display mode is in the second display mode, the viewing angle during the battle is automatically adjusted based on at least one adjustment target, and the battle scene of the main control virtual character and / or the opponent virtual character in the virtual battle scene is displayed.

2. The method according to claim 1, characterized in that The method of automatically adjusting the viewing angle during the battle based on at least one adjustment target when the display mode is in the second display mode, and displaying the battle scene of the master virtual character and / or the opponent virtual character in the virtual battle scene, includes at least one of the following: When the display mode is in the second display mode, the observation angle during the battle is automatically adjusted with the main control virtual character and / or the opponent virtual character being within a target display range as an adjustment target, and the battle scene of the main control virtual character and / or the opponent virtual character in the virtual battle scene is displayed; When the display mode is in the second display mode, the viewing angle during the battle is automatically adjusted by highlighting the skills released by the main virtual character and / or the opponent virtual character as the adjustment target, and the battle scene of the main virtual character and / or the opponent virtual character in the virtual battle scene is displayed; When the display mode is in the second display mode, the observation angle during the battle is automatically adjusted with the main virtual character or one of the opponent virtual characters as the close-up object, and the battle scene of the main virtual character and / or the opponent virtual character in the virtual battle scene is displayed.

3. The method according to claim 2, characterized in that The target display range includes a moving display range in the horizontal direction; The method of automatically adjusting the observation angle of the battle process with the main control virtual character and / or the opponent virtual character being within a target display range as an adjustment target when the display mode is in the second display mode, and displaying the battle scene of the main control virtual character and / or the opponent virtual character in the virtual battle scene, comprises: When the display mode is in the second display mode, the viewing angle during the battle is automatically adjusted with the main control virtual character being within the first horizontal display range as an adjustment target, and a battle scene of the main control virtual character and / or the opponent virtual character in the virtual battle scene is displayed; When the display mode is in the second display mode, the observation angle during the battle is automatically adjusted with the opponent virtual character being within the second horizontal display range as an adjustment target, and the battle scene of the main control virtual character and / or the opponent virtual character in the virtual battle scene is displayed; Among them, the first horizontal display range is used to indicate the movement display range of the main control virtual character in the horizontal direction, and the second horizontal display range is used to indicate the movement display range of the opponent virtual character in the horizontal direction.

4. The method according to claim 3, characterized in that: The main control virtual character moves laterally in the horizontal direction in the virtual battle scene; The method of automatically adjusting the viewing angle of the battle process with the main control virtual character being within the first horizontal display range as an adjustment target when the display mode is in the second display mode, and displaying the battle scene of the main control virtual character and / or the opponent virtual character in the virtual battle scene, comprises: When the display mode is in the second display mode, in response to the master virtual character moving laterally to the edge of the first horizontal display range, controlling the virtual camera model to follow the movement of the master virtual character, and displaying the master virtual character moving around the opponent virtual character with the opponent virtual character as the center in the battle screen; Wherein, the main control virtual character is always located within the first horizontal display range when moving around the opponent virtual character.

5. The method according to claim 3, characterized in that: The virtual character in the game moves laterally in the horizontal direction in the virtual battle scene; The method of automatically adjusting the viewing angle of the battle process with the opponent virtual character being within the second horizontal display range as an adjustment target when the display mode is in the second display mode, and displaying the battle scene of the main control virtual character and / or the opponent virtual character in the virtual battle scene, comprises: When the display mode is in the second display mode, in response to the virtual character of the game moving laterally to the edge of the second horizontal display range, the virtual camera model is controlled to follow the movement of the virtual character of the game, and the virtual character of the game is displayed in the battle screen as being within the second horizontal display range.

6. The method according to any one of claims 2 to 5, characterized in that: The target display range includes a moving display range in the vertical direction; The method of adjusting the viewing angle of the battle process with the main control virtual character and / or the opponent virtual character being within the adjustment target display range when the display mode is in the second display mode, and displaying the battle screen of the main control virtual character and / or the opponent virtual character in the virtual battle scene, comprises: When the display mode is in the second display mode, the viewing angle during the battle is automatically adjusted with the main virtual character being within the first vertical display range as the adjustment target, and the battle scene of the main virtual character and / or the opponent virtual character in the virtual battle scene is displayed; When the display mode is in the second display mode, the observation angle during the battle is automatically adjusted with the opponent virtual character being located within the second vertical display range as an adjustment target, and the battle scene of the main control virtual character and / or the opponent virtual character in the virtual battle scene is displayed; Among them, the first vertical display range is used to indicate the movement display range of the master virtual character in the vertical direction, and the second vertical display range is used to indicate the movement display range of the opponent virtual character in the vertical direction.

7. The method according to claim 6, characterized in that The height of the master virtual character changes when the master virtual character moves longitudinally in the vertical direction, the first vertical display range is a dynamic display range, and the first vertical display range is related to the height change of the master virtual character; The method of automatically adjusting the viewing angle of the battle process with the main control virtual character being within the first vertical display range as an adjustment target when the display mode is in the second display mode includes: When the display mode is in the second display mode, in response to the main control virtual character moving at a first height, the observation angle of the battle process is automatically adjusted with the main control virtual character being located within a first vertical display range corresponding to the first height as an adjustment target; or When the display mode is in the second display mode, in response to the main control virtual character moving at the second height, the observation angle of the battle process is automatically adjusted with the main control virtual character being located within the first vertical display range corresponding to the second height as the adjustment target; or When the display mode is in the second display mode, in response to the main control virtual character moving at a third height, automatically adjusting the observation angle of the battle process with the main control virtual character being located within a first vertical display range corresponding to the third height as an adjustment target; Among them, the first height is higher than the ground and not higher than the height of the main virtual character, the second height is higher than the height of the main virtual character and not higher than the height of the opponent virtual character, the third height is higher than the height of the opponent virtual character, and the first vertical display range corresponding to the first height, the first vertical display range corresponding to the second height, and the first vertical display range corresponding to the third height have different display ranges.

8. The method according to claim 6, characterized in that The height of the virtual character in the game changes in the vertical direction; The method of automatically adjusting the observation angle of the battle process with the virtual character of the game being located in the second vertical display range as an adjustment target when the display mode is in the second display mode includes: When the display mode is in the second display mode, in response to the height change of the virtual character in the game not being within the first height range, automatically adjusting the observation angle during the battle with the virtual character in the game being within the second vertical display range as an adjustment target; When the display mode is in the second display mode, in response to the designated point of the virtual character in the game not being in the second height range, automatically adjusting the observation angle during the battle process with the virtual character in the game being in the second vertical display range as an adjustment target; The first vertical display range and the second vertical range are displayed based on the field of view angle and the pitch angle in the observation angle, and the adjustment range of the pitch angle is within the interval between a first pitch angle threshold and a second pitch angle threshold.

9. The method according to any one of claims 1 to 8, characterized in that: The method of automatically adjusting the viewing angle during the battle by highlighting the skills released by the main virtual character and / or the opponent virtual character when the display mode is in the second display mode, and displaying the battle scene of the main virtual character and / or the opponent virtual character in the virtual battle scene, includes: When the display mode is in the second display mode, in response to the skill release operation of the master virtual character, the observation angle during the battle is automatically adjusted with the skill released by the master virtual character as the adjustment target, and the scene screen of the master virtual character and / or the opponent virtual character in the virtual battle scene is displayed; When the display mode is in the second display mode, in response to the skill release operation of the opponent virtual character, the observation angle during the battle is automatically adjusted with the skill released by the opponent virtual character as the adjustment target, and the scene screen of the main control virtual character and / or the opponent virtual character in the virtual battle scene is displayed; Among them, automatically adjusting the observation angle during the battle process includes adjusting at least one of the following: the distance, pitch angle, field of view angle, and observation focus during the battle process.

10. The method according to any one of claims 1 to 9, characterized in that: The method further comprises: When the display mode is in the second display mode, in response to satisfying a semi-transparent display condition, displaying the master virtual character and / or the opponent virtual character in the virtual battle scene through virtual obstacles in the virtual world; The virtual obstacle is an obstacle in the virtual world that affects the viewing angle and blocks the main control virtual character and / or the opponent virtual character.

11. The method according to claim 10, characterized in that The display mode being in the second display mode, in response to satisfying a semi-transparent display condition, displaying the master virtual character and / or the opponent virtual character in the virtual battle scene through virtual obstacles in the virtual world, comprises: When the display mode is in the second display mode, in response to the virtual camera model colliding with a virtual obstacle in the virtual world, the main control virtual character and / or the opponent virtual character in the virtual battle scene are displayed through the virtual obstacle.

12. The method according to claim 11, characterized in that The method of displaying the main control virtual character and / or the opponent virtual character in the virtual battle scene through the virtual obstacle in response to the virtual camera model colliding with the virtual obstacle in the virtual world when the display mode is in the second display mode includes: When the display mode is in the second display mode, in response to the virtual camera model colliding with a virtual obstacle in the virtual world, controlling the virtual camera model to penetrate the virtual obstacle; The virtual obstacle is displayed with a preset transparency, and the main control virtual character and / or the opponent virtual character in the virtual battle scene are displayed through the virtual obstacle.

13. The method according to claim 12, characterized in that The virtual obstacles include main obstacles and auxiliary obstacles; The method of displaying the virtual obstacle with a preset transparency, and displaying the main control virtual character and / or the opponent virtual character in the virtual battle scene through the virtual obstacle, includes: Displaying the main obstacle and the subsidiary obstacle with a first transparency, and displaying the main control virtual character and / or the opponent virtual character in the virtual battle scene through the main obstacle and the subsidiary obstacle; or, The main obstacle is displayed with a second transparency and the subsidiary obstacle is displayed with a third transparency, and the main control virtual character and / or the opponent virtual character in the virtual battle scene are displayed through the main obstacle and the subsidiary obstacle.

14. The method according to any one of claims 10 to 13, characterized in that: The method further comprises: When the display mode is in the second display mode, in response to the virtual obstacle blocking the master virtual character, highlighting the master virtual character with a first stroke effect; In response to the opponent virtual character blocking the main virtual character, highlighting the main virtual character with a second stroke effect; The first stroke effect and the second stroke effect are the same stroke effect; or the first stroke effect and the second stroke effect are different stroke effects.

15. The method according to any one of claims 1 to 14, characterized in that: The method further comprises: When the display mode is in the second display mode, in response to the movement operation of the master virtual character and / or the opponent virtual character, the observation focus of the virtual camera model is automatically corrected with a first rotation angle as a rotation target, and the first rotation angle is controlled to be within an angle rotation range; Among them, the observation focus of the virtual camera model is a point on the line connecting the main virtual character and the opponent virtual character, the first rotation angle is the rotation angle of the virtual camera model in the horizontal direction, and the angle rotation range is used to indicate the rotation range of the first rotation angle.

16. The method according to any one of claims 1 to 14, characterized in that: The method further comprises: When the display mode is in the second display mode, in response to a rotation operation on the virtual camera model, the battle picture in the virtual battle scene changes following the rotation operation.

17. The method according to claim 16, characterized in that The method further comprises: In response to the virtual character not being displayed in the battle screen within a preset time period, the display mode is switched from the second display mode to the first display mode.

18. A display device based on a virtual world, characterized in that: The device comprises: A display module, used for displaying the main control virtual character and the opponent virtual character in the virtual world; A switching module, configured to switch a display mode from a first display mode to a second display mode in response to a battle trigger condition being met, wherein the first display mode is a display mode in which the main control virtual character is an observation focus, and the second display mode is a display mode in which a position between the main control virtual character and the opponent virtual character is an observation focus; The display module is used to automatically adjust the observation angle during the battle based on at least one adjustment target when the display mode is in the second display mode, and to display the battle scene of the main virtual character and / or the opponent virtual character in the virtual battle scene.

19. A computer device, characterized in that: The computer device comprises: a processor and a memory, wherein at least one computer program is stored in the memory, and the at least one computer program is loaded and executed by the processor to implement the display method based on a virtual world as described in any one of claims 1 to 17.

20. A computer storage medium, characterized in that At least one computer program is stored in the computer-readable storage medium, and the at least one computer program is loaded and executed by the processor to implement the display method based on the virtual world as described in any one of claims 1 to 17.

21. A computer program product, characterized in that The computer program product comprises a computer program, which is stored in a computer-readable storage medium; the computer program is read and executed from the computer-readable storage medium by a processor of a computer device, so that the computer device executes the virtual world-based display method as described in any one of claims 1 to 17.