Game scene display method and device, electronic equipment and readable storage medium
By adjusting camera height and angle based on interactive objects, the method enriches virtual camera control in strategy games, addressing the monotony of existing controls and enhancing player engagement.
Patent Information
- Application Number
- CN202510610543.3
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-05-12
- Publication Date
- 2025-07-15
AI Technical Summary
In the prior art, the virtual camera control mode of the strategy game is single, which cannot meet the player's different game scene viewing needs, resulting in a low gaming experience for players.
Different control modes are determined based on the camera height of the virtual camera and the number of virtual interactive objects within the lens range, including the rotation control mode and the translation control mode. By adjusting the camera height and angle of the virtual camera, rich virtual camera control is achieved in response to the player's interface operation.
It enhances players' gaming experience in strategy games, meets the viewing needs of different game scenarios, and enhances the immersion and richness of the game.
Smart Images

Figure CN120305674A_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the field of human-computer interaction technologies, and in particular, to a method, apparatus, electronic device, and readable storage medium for displaying game scenes. Background Art
[0002] A strategy game is a derivative game type of a simulation game (SLG). An SLG game is a type of game with strategy and simulation as the core gameplay, emphasizing resource management, tactical decision-making, and long-term planning. Players can allocate virtual resources in the game and distribute virtual objects in the game through different strategy formulations, and thus achieve the final victory in the game. Among them, SLG games can include turn-based games, real-time games, hybrid games, etc. SLG games generally revolve around a sandbox map, and most of the operations of players in the game are performed on the map. Exemplarily, players can view different areas of the virtual map through a sliding operation, or adjust the size of the virtual map through a zoom operation to meet the different needs of players to view details and macroscopic layouts on the virtual map.
[0003] Furthermore, in addition to being able to zoom in and out of the game screen displayed in the graphical user interface through a zoom operation, players can also control the virtual camera to move following the sliding operation through a sliding operation, so as to display game screens in different directions and at different positions, enabling players to more carefully understand the specific information in the current game scene, and thus make decisions that conform to the scene information in the current game scene, so as to increase the probability of players winning the game and the players' game experience. In the related art, the control mode of the virtual camera is relatively single, and the presentation of the screen is also relatively single, which cannot meet the different game scene viewing needs of players, resulting in a low game experience for players. Summary of the Invention
[0004] In view of this, the purpose of the present disclosure is to provide a method, apparatus, electronic device, and readable storage medium for displaying game scenes, which determine different control modes for the virtual camera according to the camera height of the virtual camera and the number of virtual interaction objects within the lens range of the virtual camera, so as to improve the richness of virtual camera control, meet the different game scene viewing needs of players, and thus improve the game experience of players.
[0005] In a first aspect, an embodiment of the present disclosure provides a method for displaying a game scene, which provides a graphical user interface through a terminal device, and the graphical user interface displays a game screen of all or part of the game scene captured by a virtual camera; at least one virtual interaction object is included in the game scene; the display method includes:
[0006] In response to a first interface adjustment operation, adjust the camera height and camera angle of the virtual camera, and display, in the graphical user interface, the game screen captured by the virtual camera at the current position and the current camera angle;
[0007] Based on the camera height of the virtual camera and the number of virtual interaction objects within the lens range of the virtual camera, determine a target control mode for the virtual camera associated with a second interface adjustment operation;
[0008] In response to the second interface adjustment operation, control the virtual camera to move in the target control mode, and display, in the graphical user interface, the game screen captured by the virtual camera.
[0009] In a second aspect, an embodiment of the present disclosure further provides a display device for a game scene. A graphical user interface is provided through a terminal device, and the game screen of all or part of the game scene captured by a virtual camera is displayed in the graphical user interface; at least one virtual interaction object is included in the game scene; the display device includes:
[0010] A first screen display module, configured to, in response to a first interface adjustment operation, based on the first interface adjustment operation, adjust the camera height and camera angle of the virtual camera, and display, in the graphical user interface, the game screen captured by the virtual camera at the current position and the current camera angle;
[0011] A control mode determination module, configured to determine a target control mode for the virtual camera associated with a second interface adjustment operation based on the camera height of the virtual camera and the number of virtual interaction objects within the lens range of the virtual camera;
[0012] A second screen display module, configured to, in response to the second interface adjustment operation, control the virtual camera to move in the target control mode, and display, in the graphical user interface, the game screen captured by the virtual camera.
[0013] In a third aspect, an embodiment of the present disclosure further provides an electronic device, including: a processor, a storage medium, and a bus. The storage medium stores machine-readable instructions executable by the processor. When the electronic device runs, communication between the processor and the storage medium is performed through the bus, and the processor executes the machine-readable instructions to perform the game scene display method as described in the first aspect.
[0014] Fourthly, an embodiment of the present disclosure further provides a computer-readable storage medium, on which a computer program is stored. When the computer program is run by a processor, it executes the display method of the game scene as described in the first aspect.
[0015] The display method, device, electronic device and readable storage medium of the game scene provided by the embodiments of the present disclosure respond to a first interface adjustment operation, adjust the camera height and camera angle of the virtual camera, and display in the graphical user interface the game screen captured by the virtual camera at the current position and the current camera angle; determine a target control mode for the virtual camera associated with a second interface adjustment operation based on the camera height of the virtual camera and the number of virtual interaction objects within the lens range of the virtual camera; and in response to the second interface adjustment operation, control the virtual camera to move in the target control mode and display in the graphical user interface the game screen captured by the virtual camera. In this way, different control modes for the virtual camera are determined according to the camera height of the virtual camera and the number of virtual interaction objects within the lens range of the virtual camera, so as to enhance the richness of virtual camera control, meet the different game scene viewing needs of players, and further improve the game experience of players.
[0016] To make the above objects, features, and advantages of the present disclosure more obvious and understandable, the following specifically enumerates preferred embodiments and, in conjunction with the accompanying drawings, provides detailed descriptions as follows. BRIEF DESCRIPTION OF THE DRAWINGS
[0017] To more clearly illustrate the technical solutions of the embodiments of the present disclosure, the following briefly introduces the accompanying drawings required for the embodiments. It should be understood that the following drawings only show some embodiments of the present disclosure and should not be regarded as limiting the scope. For those of ordinary skill in the art, other relevant drawings can be obtained based on these drawings without creative efforts.
[0018] Figure 1 It is a flowchart of a display method of a game scene provided by an embodiment of the present disclosure;
[0019] Figure 2 It is one of the movement schematic diagrams of a virtual camera provided by an embodiment of the present disclosure;
[0020] Figure 3 It is another movement schematic diagram of a virtual camera provided by an embodiment of the present disclosure;
[0021] Figure 4 It is one of the schematic diagrams of a graphical user interface provided by an embodiment of the present disclosure;
[0022] Figure 5The second schematic diagram of the graphical user interface provided by the embodiments of the present disclosure;
[0023] Figure 6 The third schematic diagram of the graphical user interface provided by the embodiments of the present disclosure;
[0024] Figure 7 The fourth schematic diagram of the graphical user interface provided by the embodiments of the present disclosure;
[0025] Figure 8 The fifth schematic diagram of the graphical user interface provided by the embodiments of the present disclosure;
[0026] Figure 9 The sixth schematic diagram of the graphical user interface provided by the embodiments of the present disclosure;
[0027] Figure 10 The structural schematic diagram of a display device for a game scene provided by the embodiments of the present disclosure;
[0028] Figure 11 The structural schematic diagram of an electronic device provided by the embodiments of the present disclosure. Detailed implementation manners
[0029] To make the objectives, technical solutions, and advantages of the embodiments of the present disclosure clearer, the technical solutions in the embodiments of the present disclosure will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present disclosure. Obviously, the described embodiments are only some of the embodiments of the present disclosure, rather than all the embodiments. Usually, the components of the embodiments of the present disclosure described and illustrated in the accompanying drawings here can be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of the present disclosure provided in the accompanying drawings is not intended to limit the scope of the claimed present disclosure, but merely represents the selected embodiments of the present disclosure. Based on the embodiments of the present disclosure, every other embodiment obtained by those skilled in the art without creative efforts belongs to the scope of protection of the present disclosure.
[0030] First, the nouns related to the present disclosure are introduced:
[0031] (1) Terminal device
[0032] The terminal device involved in the embodiments of the present disclosure mainly refers to a terminal for providing a graphical user interface and capable of controlling virtual characters. Among them, the terminal device may be the local terminal device mentioned below, or the client device in the cloud interaction system. The terminal device may include, but is not limited to, any one of the following devices: smart phone, tablet computer, game console, MP4 (Moving Picture Experts Group Audio Layer IV) player, personal digital assistant (PDA), e-book reader, etc. An application program supporting games, such as an application program supporting 3D games or 2D games, is installed and run on the terminal device. In the embodiments of the present disclosure, the application program is introduced as a game application. Optionally, the application program may be a stand-alone application program, such as a stand-alone 3D game program, or a network online application program.
[0033] (2) Graphical user interface
[0034] A graphical user interface is a format for displaying the interface of communication between a human and a computer, which allows the user to manipulate icons, identifiers or menu options on the screen using input devices such as a mouse or keyboard, and also allows the user to manipulate icons or menu options on the screen by performing touch operations on the touch screen of a touch terminal, so as to select commands, start programs or perform other tasks, etc.
[0035] (3) Game scene
[0036] The game scene is the game scene displayed (or provided) when the application program runs on the terminal or server, that is, the scene used during the normal game process. That is to say, the game scene refers to the virtual game control for carrying virtual characters during the game process. The virtual character can move, release skills, etc. under the control of the operation instructions issued by the user (i.e., the player) to the terminal device in the game scene. Optionally, the game scene may be a simulation environment of the real world, or a semi-simulated and semi-fictional virtual environment, or a purely fictional virtual environment. The game scene may be any one of a 2D game scene, a 2.5D game scene and a 3D game scene. The virtual environment may be sky, land, sea, etc., where the land includes environmental elements such as deserts and cities. Among them, the game scene is the scene for the user to control the complete game logic of the virtual character. Optionally, the game scene may also be used for the game scene battle between at least two virtual characters, and there are virtual resources available for at least two virtual characters in the game scene. Exemplarily, the game scene may include any one or more of the following elements: game background elements, game object elements, game prop elements, and game material elements, etc.
[0037] Secondly, an introduction to the technical background of the present disclosure is provided:
[0038] The strategy game is a derivative game type of the simulation game (SLG). The SLG game is a type of game with strategy and simulation as the core gameplay, emphasizing resource management, tactical decision-making, and long-term planning. Players can allocate virtual resources in the game and distribute virtual objects in the game through different strategy formulations, thereby achieving the ultimate game victory. Among them, the SLG game can include turn-based games, real-time games, hybrid games, etc. The SLG game generally unfolds around a sandbox map, and most of the operations of players in the game are carried out on the map. Exemplarily, players can view different areas of the virtual map through a sliding operation, or adjust the size of the virtual map through a zoom operation to meet the different needs of players to view details and macroscopic layouts on the virtual map.
[0039] Furthermore, in addition to being able to zoom in and out of the game screen displayed in the graphical user interface through a zoom operation, players can also control the virtual camera to move following the sliding operation through a sliding operation, displaying game screens in different directions and positions, so that players can more carefully understand the specific information in the current game scene, and then make decisions that conform to the scene information in the current game scene, so as to increase the probability of players winning the game and the player's game experience. In the related art, the control mode of the virtual camera for controlling the virtual camera is relatively single, and the presentation of the screen is also relatively single, which cannot meet the different game scene viewing needs of players, resulting in a low player game experience.
[0040] Based on this, the embodiments of the present disclosure provide a method for displaying a game scene to enhance the richness of virtual camera control, meet the different game scene viewing needs of players, and thereby enhance the player's game experience.
[0041] Please refer to Figure 1 , Figure 1 which is a flowchart of a method for displaying a game scene provided by the embodiments of the present disclosure. As Figure 1 shown in, the method for displaying a game scene provided by the embodiments of the present disclosure includes:
[0042] S101. In response to a first interface adjustment operation, based on the first interface adjustment operation, adjust the camera height and camera angle of the virtual camera, and display, in the graphical user interface, the game screen captured by the virtual camera at the current position and the current camera angle.
[0043] S102. Determine a target control mode for the virtual camera associated with the second interface adjustment operation based on the camera height of the virtual camera and the number of virtual interaction objects within the lens range of the virtual camera.
[0044] S103. In response to the second interface adjustment operation, control the virtual camera to move in the target control mode and display the game screen captured by the virtual camera in the graphical user interface.
[0045] The display method of the game scene provided by the embodiments of the present disclosure determines different control modes for the virtual camera according to the camera height of the virtual camera and the number of virtual interaction objects within the lens range of the virtual camera, so as to improve the richness of virtual camera control, meet the different game scene viewing needs of players, and further improve the game experience of players.
[0046] The following describes the exemplary steps of the embodiments of the present disclosure:
[0047] S101. In response to the first interface adjustment operation, based on the first interface adjustment operation, adjust the camera height and camera angle of the virtual camera, and display the game screen captured by the virtual camera at the current position and the current camera angle in the graphical user interface.
[0048] In the embodiments of the present disclosure, it may be a strategy game. A strategy game is a derivative game type of simulation game (SLG). An SLG game is a game type with strategy and simulation as the core gameplay, emphasizing resource management, tactical decision-making, and long-term planning. Players can allocate virtual resources in the game and allocate virtual objects in the game through different strategy formulations, and thus achieve the final game victory. Among them, SLG games may include turn-based games, real-time games, hybrid games, etc.
[0049] Here, SLG games generally revolve around a sandbox map. Most of the operations of players in the game are carried out on the map. Exemplarily, players can view different areas of the virtual map through a sliding operation, or adjust the size of the virtual map through a zoom operation to meet the different needs of players to view the details and macroscopic layout on the virtual map.
[0050] In an alternative embodiment, the first interface adjustment operation is a zoom operation; through the zoom operation, the size of the virtual map displayed in the game screen can be adjusted. Exemplarily, through the player's zoom operation, the virtual map can be seamlessly transitioned from a macroscopic map (resource distribution, sphere of influence) to microscopic units (unit details, terrain occlusion) to meet the player's map viewing needs and thereby enhance the player's gaming experience.
[0051] In an alternative embodiment, when the terminal device is a PC, the zoom operation can be an input operation through an external input device (exemplarily, it can be a sliding operation on the mouse wheel to issue the zoom operation; or a zoom operation can be issued through a keyboard shortcut); when the terminal device is a mobile terminal, the player can issue the zoom operation through a two-finger pinch and release operation.
[0052] In an alternative embodiment, the graphical user interface displayed on the terminal device is a game screen formed by a virtual camera shooting the game scene; if the player issues a zoom-in operation, this indicates that the player needs to view the object details of a specific virtual object in the graphical user interface. At this time, it is necessary to control the virtual camera to descend to the corresponding camera height to display the object detail information of the virtual object near the zoom center; if the player issues a zoom-out operation, this indicates that the player needs to view the different macroscopic information between macroscopic regions in the graphical user interface. At this time, it is necessary to control the virtual camera to ascend to the corresponding camera height and display the global game screen captured at the current camera height in the graphical user interface.
[0053] In an alternative embodiment, the camera height and camera angle of the virtual camera are determined according to the operation parameters of the first interface adjustment operation. Specifically, a mapping relationship between the operation distance of the first interface adjustment operation and the camera height of the virtual camera can be preset, and then the camera height to which the virtual camera needs to be adjusted currently can be determined according to the specific mapping relationship.
[0054] Exemplarily, after receiving the player's first interface adjustment operation, the first interface adjustment operation is a two-finger pinch operation by the player. At this time, it is determined that the player issues a zoom-out operation, and the moving distance of the player's two-finger pinch operation is determined to be 3 cm. According to the preset mapping relationship between the operation distance and the camera height of the virtual camera, the camera height corresponding to 3 cm is determined to be 2000, and the virtual camera is adjusted to the camera height of 2000.
[0055] In another alternative embodiment, in addition to zooming in and out of the game screen displayed in the graphical user interface through a zoom operation, the player can also control the virtual camera to move following the swipe operation through a swipe operation, so as to display the game screens in different directions and at different positions, enabling the player to more carefully understand the specific information in the current game scene, and then make a decision that conforms to the scene information in the current game scene, so as to increase the probability of the player winning the game and the player's game experience.
[0056] However, in the related art, it is only possible to control the virtual camera to pan following the player's swipe operation, and the control mode for the virtual camera is relatively single, which cannot meet the player's different game scene viewing requirements.
[0057] In the embodiments of the present disclosure, different control modes for the virtual camera can be determined according to the camera height of the virtual camera and the number of virtual interaction objects within the lens range of the virtual camera, so as to enhance the richness of virtual camera control, meet the player's different game scene viewing requirements, and further enhance the player's game experience.
[0058] S102. Based on the camera height of the virtual camera and the number of virtual interaction objects within the lens range of the virtual camera, determine a target control mode for the virtual camera associated with the second interface adjustment operation.
[0059] In an alternative embodiment, the target control mode includes a first control mode and a second control mode; the first control mode is a rotation control mode; the second control mode is a translation control mode.
[0060] Specifically, the first control mode is to control the virtual camera to rotate around the selected target virtual object with the target virtual object as the center, so as to display the object details of the target virtual object from different angles and directions, meeting the player's demand for viewing the details of the virtual interaction object in the game scene; the second control mode is to control the virtual camera to translate on the current horizontal plane, so that the position of the interaction areas located at different positions and the position relationship between the areas can be displayed in the graphical user interface, meeting the player's demand for a macroscopic grasp of the game scene, and enhancing the player's game experience by meeting the player's different game scene viewing requirements.
[0061] In an alternative embodiment, the target control mode for the virtual camera can be determined according to the current camera height of the virtual camera and the number of virtual interaction objects within the lens range of the virtual camera.
[0062] Specifically, the step of "determining a target control mode for the virtual camera associated with the second interface adjustment operation based on the camera height of the virtual camera and the number of virtual interaction objects within the lens range of the virtual camera" includes:
[0063] a1: If the camera height of the virtual camera is less than a preset height threshold and the number of virtual interaction objects within the lens range of the virtual camera is less than a first object number threshold, determine that the target control mode for the virtual camera associated with the second interface adjustment operation is the first control mode.
[0064] a2: If the camera height of the virtual camera is greater than a preset height threshold and the number of virtual interaction objects within the lens range of the virtual camera is greater than a second object number threshold, determine that the target control mode for the virtual camera associated with the second interface adjustment operation is the second control mode.
[0065] In an alternative embodiment, if it is determined that the camera height of the current virtual camera is less than the preset height threshold and the number of virtual interaction objects within the lens range of the virtual camera is less than the first object number threshold, it is determined that the virtual interaction objects present within the lens range of the virtual camera are limited. At this time, the player may be more inclined to observe the detailed information of a certain virtual interaction object. Then, at this time, determine that the target control mode for the virtual camera is the first control mode, that is, control the virtual camera to rotate around the selected target virtual object with the target virtual object as the center, so as to display the object details of the target virtual object from different angles and directions.
[0066] In another alternative embodiment, if it is determined that the camera height of the current virtual camera is greater than the preset height threshold and the number of virtual interaction objects within the lens range of the virtual camera is greater than the second object number threshold, it is determined that the current virtual camera is far from the game scene and the lens range of the virtual camera is large. At this time, the player may be more inclined to observe the macroscopic information of the entire game scene and make an overall strategy. Then, at this time, determine that the target control mode for the virtual camera is the second control mode, that is, control the virtual camera to translate on the current horizontal plane where it is located, so that the position conditions of the interaction areas located at different positions and the positional relationships between the areas can be displayed in the graphical user interface.
[0067] Here, the preset height threshold can be set according to the specific display situation of different game scenes and the display accuracy of the current game scene. Exemplarily, the preset height threshold can be set to 1000.
[0068] In an optional embodiment, the first object quantity threshold and the second object quantity threshold are determined based on the camera height of the virtual camera and a mapping relationship between a preset camera height and the object quantity threshold; and the object quantity thresholds corresponding to different camera heights are different.
[0069] Specifically, when the virtual camera is located at different camera heights, the lens range of the virtual camera is different. Specifically, when the camera height of the virtual camera is higher, the lens range of the virtual camera is larger, and the more virtual interactive objects are located within the lens range. Because, in order to ensure the accuracy of determining the control mode of the virtual camera, it is necessary to pre-set the mapping relationship between the camera height and the object quantity threshold, and set the corresponding object quantity threshold according to different camera heights, thereby ensuring the accuracy of determining the control mode of the virtual camera.
[0070] Exemplarily, the higher the camera height of the virtual camera is, the larger the corresponding object quantity threshold is. The first object quantity threshold can be set to 3, and the second object quantity threshold can be set to 10.
[0071] Furthermore, after determining the target control mode for the virtual camera based on the camera height of the virtual camera and the number of virtual interactive objects within the lens range of the virtual camera, the operation can be adjusted through the second interface to control the movement of the virtual camera, and then the game screen captured by the virtual camera during the movement can be displayed in the graphical user interface.
[0072] S103. In response to the second interface adjustment operation, control the virtual camera to move in the target control mode, and display the game screen captured by the virtual camera in the graphical user interface.
[0073] In an optional embodiment, the second interface adjustment operation is a sliding operation, and the player can control the movement of the virtual camera by sliding operations on the graphical user interface. Specifically, the movement direction of the virtual camera is controlled by the sliding direction of the sliding operation, and the movement distance of the virtual camera is determined by the sliding distance of the sliding operation and the mapping relationship between the operation distance and the camera movement distance.
[0074] Here, the mapping relationship between the sliding distance of the sliding operation and the camera movement distance of the virtual camera can be determined according to specific game scene display parameters and game setting requirements, and is not specifically limited here.
[0075] In an optional implementation, for different target control modes, the virtual camera moves differently following the sliding operation. The movement of the virtual camera in different control modes will be described below.
[0076] Specifically, when the target control mode is the first control mode, the step of "controlling the virtual camera to move in the target control mode in response to the second interface adjustment operation" includes:
[0077] b1: In response to the second interface adjustment operation, controlling the virtual camera to rotate around the selected target virtual object as the center.
[0078] In an alternative embodiment, when it is determined that the target control mode is the first control mode, after receiving the second interface adjustment operation, the virtual camera is controlled to rotate around the selected target virtual object as the center following the second interface adjustment operation, and the operation direction of the second interface adjustment operation can control different rotation directions of the virtual camera.
[0079] Exemplarily, if the operation direction of the second interface adjustment operation is to the right, at this time the virtual camera will rotate counterclockwise around the selected target virtual object.
[0080] Exemplarily, please refer to Figure 2 , Figure 2 which is one of the movement schematic diagrams of the virtual camera provided by the embodiments of the present disclosure. As shown in Figure 2 , when it is determined that the control mode for the virtual camera 210 is the first control mode (as shown in Figure 2 , when the camera height of the virtual camera 210 is lower than 1000), when receiving the second interface adjustment operation, the virtual camera 210 will be controlled to rotate around the selected target virtual object as the center.
[0081] In an alternative embodiment, the selection of the target virtual object, which is the rotation center of the virtual camera, can be automatically selected directly according to the center point of the screen, or can be selected according to the player's selection operation. In this way, it can not only automatically select to reduce the player's selection steps, but also comply with the player's viewing needs, further enhancing the player's gaming experience.
[0082] Specifically, the target virtual object is determined through the following steps:
[0083] c1: Determine the distance between the location of each virtual interaction object within the lens range of the virtual camera and the location of the center point of the screen of the graphical user interface, and determine the virtual interaction object with the shortest distance between the location and the location of the center point of the screen of the graphical user interface as the target virtual object; or,
[0084] c2: In response to the selection operation for at least one virtual interaction object within the lens range of the virtual camera, determine the selected virtual interaction object as the target virtual object.
[0085] In an alternative embodiment, the center point above and the center point below the terminal device can be determined first, and the straight line connecting the center point above and the center point below the terminal device is the vertical screen center line of the terminal device in the vertical direction; the center point on the left and the center point on the right of the terminal device are determined, and the straight line connecting the center point on the left and the center point on the right of the terminal device is the horizontal screen center line of the terminal device in the horizontal direction. Further, the intersection point of the vertical screen center line and the horizontal screen center line is determined as the screen center point.
[0086] In an alternative embodiment, since the screen center point is located on the two-dimensional screen, and each virtual interaction object in the game scene is located in the three-dimensional game scene, when determining the distance between each interaction object and the screen center point, the three-dimensional position coordinates of each virtual interaction object in the game scene can be converted into two-dimensional position coordinates, and then, according to the two-dimensional position coordinates of the screen center point, the distance between each interaction object to be interacted and the screen center point is determined.
[0087] Further, after determining the distance between each interaction object and the screen center point, at least one virtual interaction object with the shortest distance from the position where the screen center point is located is determined as the target virtual object, and it is necessary to determine whether to screen the target virtual object again according to the number of virtual interaction objects with the shortest distance from the position where the screen center point is located.
[0088] In an alternative embodiment, if the number of virtual interaction objects with the shortest distance from the position where the screen center point is located is one, there is no need to screen the interaction objects again, and this virtual interaction object is directly determined as the target virtual object.
[0089] In another alternative embodiment, if the number of virtual interaction objects with the shortest distance from the position where the screen center point is located is more than one, it is necessary to perform a secondary screening according to the distance between each virtual interaction object and the position where the virtual camera is located, and the virtual interaction object with the shortest distance from the position where the virtual camera is located among the virtual interaction objects is determined as the target virtual object.
[0090] Exemplarily, it is determined that there are three virtual interaction objects, namely virtual interaction object X, virtual interaction object Y, and virtual interaction object Z. After calculation, the distance between virtual interaction object X and the position of the center point of the screen is 5 meters (game distance), the distance between virtual interaction object Y and the position of the center point of the screen is 20 meters (game distance), and the distance between virtual interaction object Z and the position of the center point of the screen is 5 meters (game distance). Since the distances between virtual interaction object X and virtual interaction object Z and the position of the center point of the screen are the same, both being 5 meters (game distance), it is necessary to separately determine the distances between virtual interaction object X and virtual interaction object Z and the position of the virtual camera again. After calculation, the distance between virtual interaction object X and the position of the virtual camera is 25 meters (game distance); the distance between virtual interaction object Z and the position of the virtual camera is 15 meters (game distance). Since virtual interaction object Z is closer to the position of the virtual camera, virtual interaction object Z is determined as the target virtual object.
[0091] In another alternative implementation, the target virtual object can also be directly determined according to the selection operation of the player for at least one virtual interaction object within the lens range of the virtual camera.
[0092] Specifically, the selection operation for the virtual interaction object can be a triggering operation for the object model of the virtual interaction object or the position where the virtual interaction object is located.
[0093] For example, when the terminal device is a mobile terminal, the triggering operation for the object model of the virtual interaction object or the position where the virtual interaction object is located can be a touch operation (long press operation, click operation, or swipe operation, etc.) for the object model of the virtual interaction object or the position where the virtual interaction object is located; when the terminal device is a PC, the triggering operation for the object model of the virtual interaction object or the position where the virtual interaction object is located can be a click operation (such as a click operation with a mouse) for the object model of the virtual interaction object or the position where the virtual interaction object is located through an external input device.
[0094] In another alternative implementation, when the target control mode is the second control mode, the step of "controlling the virtual camera to move in the target control mode in response to the second interface adjustment operation" includes:
[0095] d1: In response to the second interface adjustment operation, control the virtual camera to perform translation on the horizontal plane where the camera height is located.
[0096] In an alternative embodiment, when it is determined that the target control mode is the second control mode, after receiving the second interface adjustment operation, the virtual camera is controlled to translate on the horizontal plane where the camera height is located, following the second interface adjustment operation, and the operation direction of the second interface adjustment operation can control different moving directions of the virtual camera.
[0097] Exemplarily, if the operation direction of the second interface adjustment operation is to the right, at this time, the virtual camera will move to the right, and the game screen displayed in the graphical user interface will move to the right.
[0098] Exemplarily, please refer to Figure 3 , Figure 3 which is the second schematic diagram of the movement of the virtual camera provided by the embodiments of the present disclosure. As Figure 3 shown, when it is determined that the control mode for the virtual camera 210 is the second control mode (as Figure 3 shown, when the camera height of the virtual camera 210 is higher than 1000), when receiving the second interface adjustment operation, the virtual camera 210 will be controlled to translate on the horizontal plane where the camera height is located, following the second interface adjustment operation.
[0099] Further, after determining the control mode for the virtual camera, the player controls the virtual camera to move through the second interface adjustment operation, and can display the game screen after the virtual camera moves through the graphical user interface of the terminal device.
[0100] Specifically, when the target control mode is the first control mode, the step of "in response to the second interface adjustment operation, controlling the virtual camera to move in the target control mode and displaying the game screen captured by the virtual camera in the graphical user interface" includes:
[0101] e1: In response to the second interface adjustment operation, controlling the virtual camera to rotate around the selected target virtual object, and displaying in the graphical user interface the object screens of the target virtual object in different directions captured by the virtual camera.
[0102] In the embodiments of the present disclosure, when it is determined that the target control mode for the virtual camera is the first control mode, after determining that the second interface adjustment operation is received, the selected target virtual object is determined, and the virtual camera is controlled to rotate around the target virtual object following the second interface adjustment operation. At this time, only the target virtual object will be displayed in the graphical user interface, and as the virtual camera moves, the detailed information of the target virtual object in different directions can be displayed.
[0103] Exemplarily, please refer to Figure 4 , Figure 4One of the schematic diagrams of the graphical user interface provided by the embodiments of the present disclosure is as follows. Figure 4 As shown, only the target virtual object 410 is displayed in the current graphical user interface 400, and the front of the target virtual object 410 is displayed at the angle of the current virtual camera.
[0104] Furthermore, please refer to Figure 5 , Figure 5 Another schematic diagram of the graphical user interface provided by the embodiments of the present disclosure is as follows. Figure 5 As shown, after the virtual camera rotates around the target virtual object 410 following the second interface adjustment operation, the back of the target virtual object 410 is displayed in the graphical user interface 400.
[0105] In another alternative embodiment, when the target control mode is the second control mode, the step "In response to the second interface adjustment operation, control the virtual camera to move in the target control mode and display the game screen captured by the virtual camera in the graphical user interface" includes:
[0106] f1: In response to the second interface adjustment operation, control the virtual camera to translate on the horizontal plane where the camera height is located, and display the game screens of different game areas in the game scene captured by the virtual camera in the graphical user interface.
[0107] In the embodiments of the present disclosure, when it is determined that the target control mode for the virtual camera is the second control mode and it is determined that the second interface adjustment operation is received, directly control the virtual camera to translate on the horizontal plane where the camera height is located following the second interface adjustment operation. At this time, different virtual interaction areas will be displayed in the graphical user interface, and as the virtual camera moves, the display angle of the virtual interaction areas displayed in the graphical user interface remains unchanged, but the position and quantity of the virtual interaction areas will change.
[0108] Exemplarily, please refer to Figure 6 , Figure 6 Another schematic diagram of the graphical user interface provided by the embodiments of the present disclosure is as follows. Figure 6 As shown, only the first interaction area 420 and the second interaction area 430 are displayed in the current graphical user interface 400, and both the first interaction area 420 and the second interaction area 430 are completely displayed at the angle of the current virtual camera.
[0109] Furthermore, please refer to Figure 7 , Figure 7 Another schematic diagram of the graphical user interface provided by the embodiments of the present disclosure is as follows. Figure 7As shown, after the virtual camera moves horizontally in the horizontal plane where the current camera height is located following the second interface adjustment operation, the first interaction area will no longer be displayed in the graphical user interface 400, and half of the second interaction area 430 and the third interaction area 440 will be displayed at the same time.
[0110] Furthermore, in order to allow players to immersively experience the game screen displayed by the virtual camera at different virtual camera heights, the angles of the game scenes displayed at different virtual camera heights will also be different. Therefore, when the game scenes in the graphical user interface are displayed at different display angles, the player's sense of immersion and game experience can be enhanced.
[0111] Specifically, the display method further includes:
[0112] g1: In response to the camera height of the virtual camera being less than a preset height threshold, displaying the at least one virtual interactive object at a level angle in the graphical user interface to display object detail information of the at least one virtual interactive object.
[0113] g2: In response to the camera height of the virtual camera being greater than a preset height threshold, displaying the at least one virtual interactive object in the graphical user interface from a top-down perspective to display macro information of the area where the at least one virtual interactive object is located.
[0114] Here, when the virtual camera is at a horizontal angle, it will be level with the line of sight of the virtual interactive objects in the game scene, and the visual performance is closer to the human eye observation. When displayed in the graphical user interface, it shows the details of the game scene, making the player feel immersive; when the virtual camera is at a bird's-eye view, looking down at the virtual interactive objects in the game scene, the entire game scene is in sight, which is suitable for the implementation of the player's macro strategy.
[0115] In an optional embodiment, when the virtual camera is moving, when the camera height moves from a height less than a preset height threshold to a height greater than the preset height threshold, the game screen presented in the graphical user interface will be converted from a game screen from a head-up perspective to a game screen from a head-down perspective; when the camera height moves from a height greater than a preset height threshold to a height less than a preset height threshold, the game screen presented in the graphical user interface will be converted from a game screen from a head-down perspective to a game screen from a head-up perspective, so that the player can more clearly understand the changes in the current game perspective, thereby enhancing the player's game immersion and the player's gaming experience.
[0116] For example, see Figure 8 , Figure 8 A fifth schematic diagram of a graphical user interface provided in an embodiment of the present disclosure is shown in FIG. Figure 8As shown, if the camera height of the current virtual camera is less than the preset height threshold, at this time, the game scene will be displayed at a horizontal angle in the graphical user interface 400, specifically, all or part of the model of the virtual building will be displayed.
[0117] For further information, see Figure 9 , Figure 9 The sixth schematic diagram of the graphical user interface provided by the embodiment of the present disclosure is as follows: Figure 9 As shown, if the camera height of the current virtual camera is higher than the preset height threshold, at this time, the game scene will be displayed in the graphical user interface 400 from a bird's-eye view, specifically, a bird's-eye view of the virtual building.
[0118] The method for displaying a game scene provided by the disclosed embodiment adjusts the camera height and camera angle of the virtual camera in response to the first interface adjustment operation, and displays the game screen shot by the virtual camera at the current position and the current camera angle in the graphical user interface; based on the camera height of the virtual camera and the number of virtual interactive objects within the lens range of the virtual camera, determines the target control mode for the virtual camera associated with the second interface adjustment operation; in response to the second interface adjustment operation, controls the virtual camera to move in the target control mode, and displays the game screen shot by the virtual camera in the graphical user interface. In this way, different control modes for the virtual camera are determined according to the camera height of the virtual camera and the number of virtual interactive objects within the lens range of the virtual camera, so as to enhance the richness of the virtual camera control, meet the different game scene viewing needs of the players, and thus enhance the game experience of the players.
[0119] Based on the same inventive concept, the embodiment of the present disclosure also provides a display device for a game scene corresponding to the display method for a game scene. Since the principle of solving the problem by the device in the embodiment of the present disclosure is similar to the display method for the game scene in the embodiment of the present disclosure, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be repeated.
[0120] See also Figure 10 , Figure 10 This is a schematic diagram of the structure of a display device for a game scene provided by an embodiment of the present disclosure. Figure 10 As shown in , the display device 1000 includes:
[0121] A first screen display module 1010 is used to respond to a first interface adjustment operation, adjust the camera height and camera angle of the virtual camera based on the first interface adjustment operation, and display the game screen shot by the virtual camera at the current position and the current camera angle in the graphical user interface;
[0122] A control mode determination module 1020, configured to determine a target control mode for the virtual camera associated with a second interface adjustment operation based on the camera height of the virtual camera and the number of virtual interaction objects within the lens range of the virtual camera;
[0123] A second screen display module 1030, configured to, in response to the second interface adjustment operation, control the virtual camera to move in the target control mode and display the game screen captured by the virtual camera in the graphical user interface.
[0124] In an optional implementation manner, the target control mode includes a first control mode and a second control mode; the first control mode is a rotation control mode; the second control mode is a translation control mode.
[0125] In an optional implementation manner, when the control mode determination module 1020 is configured to determine a target control mode for the virtual camera associated with a second interface adjustment operation based on the camera height of the virtual camera and the number of virtual interaction objects within the lens range of the virtual camera, the control mode determination module 1020 is configured to:
[0126] If the camera height of the virtual camera is less than a preset height threshold and the number of virtual interaction objects within the lens range of the virtual camera is less than a first object number threshold, determine that the target control mode for the virtual camera associated with the second interface adjustment operation is the first control mode;
[0127] If the camera height of the virtual camera is greater than the preset height threshold and the number of virtual interaction objects within the lens range of the virtual camera is greater than a second object number threshold, determine that the target control mode for the virtual camera associated with the second interface adjustment operation is the second control mode.
[0128] In an optional implementation manner, the first object number threshold and the second object number threshold are determined based on the camera height of the virtual camera and a preset mapping relationship between the camera height and the object number threshold; the object number thresholds corresponding to different camera heights are different.
[0129] In an optional implementation manner, when the target control mode is the first control mode, when the second screen display module 1030 is configured to, in response to the second interface adjustment operation, control the virtual camera to move in the target control mode, the second screen display module 1030 is configured to:
[0130] In response to the second interface adjustment operation, control the virtual camera to rotate around the selected target virtual object as the center.
[0131] In an alternative embodiment, when the target control mode is the second control mode, when the second screen display module 1030 is used to control the virtual camera to move in the target control mode in response to the second interface adjustment operation, the second screen display module 1030 is configured to:
[0132] In response to the second interface adjustment operation, control the virtual camera to perform translation on the horizontal plane where the camera height is located.
[0133] In an alternative embodiment, the display device 1000 further includes an object determination module (not shown in the figure), and the object determination module is used to determine the target virtual object through the following steps:
[0134] Determine the distance between the location of each virtual interaction object within the lens range of the virtual camera and the location of the center point of the screen of the graphical user interface, and determine the virtual interaction object with the shortest distance between the location and the location of the center point of the screen of the graphical user interface as the target virtual object; or,
[0135] In response to a selection operation for at least one virtual interaction object within the lens range of the virtual camera, determine the selected virtual interaction object as the target virtual object.
[0136] In an alternative embodiment, when the target control mode is the first control mode, when the second screen display module 1030 is used to control the virtual camera to move in the target control mode in response to the second interface adjustment operation and display the game screen captured by the virtual camera in the graphical user interface, the second screen display module 1030 is configured to:
[0137] In response to the second interface adjustment operation, control the virtual camera to rotate around the selected target virtual object as the center, and display the object screens of the target virtual object in different directions captured by the virtual camera in the graphical user interface.
[0138] In an alternative embodiment, when the target control mode is the second control mode, when the second screen display module 1030 is used to control the virtual camera to move in the target control mode in response to the second interface adjustment operation and display the game screen captured by the virtual camera in the graphical user interface, the second screen display module 1030 is configured to:
[0139] In response to the second interface adjustment operation, the virtual camera is controlled to translate on the horizontal plane where the camera height is located, and the game images of different game areas in the game scene captured by the virtual camera are displayed in the graphical user interface.
[0140] In an optional implementation, the display device 1000 further includes an angle determination module (not shown in the figure), and the angle determination module is used to:
[0141] In response to a camera height of the virtual camera being less than a preset height threshold, displaying the at least one virtual interactive object at a level angle in the graphical user interface to display object detail information of the at least one virtual interactive object;
[0142] In response to the camera height of the virtual camera being greater than a preset height threshold, the at least one virtual interactive object is displayed in the graphical user interface from a bird's-eye view to display macro information of an area where the at least one virtual interactive object is located.
[0143] In an optional implementation, the first interface adjustment operation is a zoom operation; and the second interface adjustment operation is a sliding operation.
[0144] The display device of the game scene provided by the embodiment of the present disclosure adjusts the camera height and camera angle of the virtual camera in response to the first interface adjustment operation, and displays the game screen shot by the virtual camera at the current position and the current camera angle in the graphical user interface; based on the camera height of the virtual camera and the number of virtual interactive objects within the lens range of the virtual camera, determines the target control mode for the virtual camera associated with the second interface adjustment operation; in response to the second interface adjustment operation, controls the virtual camera to move in the target control mode, and displays the game screen shot by the virtual camera in the graphical user interface. In this way, different control modes for the virtual camera are determined according to the camera height of the virtual camera and the number of virtual interactive objects within the lens range of the virtual camera, so as to enhance the richness of the virtual camera control, meet the different game scene viewing needs of the players, and thus enhance the game experience of the players.
[0145] See also Figure 11 , Figure 11 This is a schematic diagram of the structure of an electronic device provided by an embodiment of the present disclosure. Figure 11 As shown in , the electronic device 1100 includes a processor 1110 , a memory 1120 and a bus 1130 .
[0146] The memory 1120 stores machine-readable instructions executable by the processor 1110. When the electronic device 1100 is running, the processor 1110 communicates with the memory 1120 via the bus 1130, so that the processor 1110 executes the following instructions when running:
[0147] In response to the first interface adjustment operation, adjusting the camera height and camera angle of the virtual camera based on the first interface adjustment operation, and displaying the game screen shot by the virtual camera at the current position and the current camera angle in the graphical user interface;
[0148] Determining a target control mode for the virtual camera associated with a second interface adjustment operation based on a camera height of the virtual camera and the number of virtual interactive objects within a lens range of the virtual camera;
[0149] In response to the second interface adjustment operation, the virtual camera is controlled to move in the target control mode, and the game screen captured by the virtual camera is displayed in the graphical user interface.
[0150] In an optional implementation, the target control mode includes a first control mode and a second control mode; the first control mode is a rotation control mode; and the second control mode is a translation control mode.
[0151] In an optional implementation manner, in the instructions executed by the processor 1110, determining the target control mode for the virtual camera associated with the second interface adjustment operation based on the camera height of the virtual camera and the number of virtual interactive objects within the lens range of the virtual camera includes:
[0152] If the camera height of the virtual camera is less than a preset height threshold and the number of virtual interactive objects within the lens range of the virtual camera is less than a first object number threshold, determining that the target control mode for the virtual camera associated with the second interface adjustment operation is the first control mode;
[0153] If the camera height of the virtual camera is greater than a preset height threshold and the number of virtual interactive objects within the lens range of the virtual camera is greater than a second object number threshold, determine that the target control mode for the virtual camera associated with the second interface adjustment operation is the second control mode.
[0154] In an optional implementation, the first object quantity threshold and the second object quantity threshold are determined based on the camera height of the virtual camera and a mapping relationship between a preset camera height and the object quantity threshold; the object quantity thresholds corresponding to different camera heights are different.
[0155] In an optional implementation, in the instructions executed by the processor 1110, when the target control mode is the first control mode, in response to the second interface adjustment operation, controlling the virtual camera to move in the target control mode includes:
[0156] In response to the second interface adjustment operation, the virtual camera is controlled to rotate around the selected target virtual object.
[0157] In an optional implementation manner, in the instructions executed by the processor 1110, when the target control mode is the second control mode, in response to the second interface adjustment operation, controlling the virtual camera to move in the target control mode includes:
[0158] In response to the second interface adjustment operation, the virtual camera is controlled to translate on a horizontal plane where the camera height is located.
[0159] In an optional implementation manner, in the instructions executed by the processor 1110, the target virtual object is determined by the following steps:
[0160] Determine the distance between each virtual interactive object within the lens range of the virtual camera and the position of the center point of the screen of the graphical user interface, and determine the virtual interactive object with the shortest distance between its position and the position of the center point of the screen of the graphical user interface as the target virtual object; or,
[0161] In response to a selection operation on at least one virtual interactive object within the lens range of the virtual camera, the selected virtual interactive object is determined as the target virtual object.
[0162] In an optional implementation, in the instructions executed by the processor 1110, when the target control mode is the first control mode, in response to the second interface adjustment operation, controlling the virtual camera to move in the target control mode, and displaying the game screen captured by the virtual camera in the graphical user interface, includes:
[0163] In response to the second interface adjustment operation, the virtual camera is controlled to rotate around the selected target virtual object, and the object images of the target virtual object in different directions taken by the virtual camera are displayed in the graphical user interface.
[0164] In an optional implementation, in the instructions executed by the processor 1110, when the target control mode is the second control mode, in response to the second interface adjustment operation, controlling the virtual camera to move in the target control mode, and displaying the game screen captured by the virtual camera in the graphical user interface, includes:
[0165] In response to the second interface adjustment operation, the virtual camera is controlled to translate on the horizontal plane where the camera height is located, and the game images of different game areas in the game scene captured by the virtual camera are displayed in the graphical user interface.
[0166] In an optional implementation manner, the instructions executed by the processor 1110 further include:
[0167] In response to a camera height of the virtual camera being less than a preset height threshold, displaying the at least one virtual interactive object at a level angle in the graphical user interface to display object detail information of the at least one virtual interactive object;
[0168] In response to the camera height of the virtual camera being greater than a preset height threshold, the at least one virtual interactive object is displayed in the graphical user interface from a bird's-eye view to display macro information of an area where the at least one virtual interactive object is located.
[0169] In an optional implementation, the first interface adjustment operation is a zoom operation; and the second interface adjustment operation is a sliding operation.
[0170] In the above manner, different control modes for the virtual camera are determined based on the camera height of the virtual camera and the number of virtual interaction objects within the lens range of the virtual camera, so as to enhance the richness of virtual camera control, meet the different game scene viewing needs of players, and further enhance the game experience of players. At the same time, players can view different areas of the virtual map through sliding operations and can also adjust the size of the virtual map through zoom operations to meet the different needs of players to view details and macroscopic layouts on the virtual map. At the same time, in order to ensure the accuracy of determining the control mode of the virtual camera, it is necessary to pre-set the mapping relationship between the camera height and the object number threshold, and set the corresponding object number threshold according to different camera heights, so as to ensure the accuracy of determining the control mode of the virtual camera. At the same time, the selection of the target virtual object for the rotation center of the virtual camera can be automatically selected directly according to the center point of the screen or can be selected according to the player's selection operation. In this way, it can not only automatically select to reduce the player's selection steps but also comply with the player's viewing needs, further enhancing the player's game experience. At the same time, in order for players to immerse themselves in experiencing the game pictures displayed by the virtual camera at different virtual camera heights, there will be differences in the angles of the game scenes displayed at different virtual camera heights. Therefore, when displaying the game scenes in the graphical user interface at different display angles, the immersion and game experience of players can be enhanced.
[0171] An embodiment of the present disclosure further provides a computer-readable storage medium, on which a computer program is stored, so that when the computer program is run by a processor, the following instructions are executed:
[0172] In response to a first interface adjustment operation, based on the first interface adjustment operation, adjust the camera height and camera angle of the virtual camera, and display in the graphical user interface the game picture captured by the virtual camera at the current position and the current camera angle;
[0173] Based on the camera height of the virtual camera and the number of virtual interaction objects within the lens range of the virtual camera, determine a target control mode for the virtual camera associated with a second interface adjustment operation;
[0174] In response to the second interface adjustment operation, control the virtual camera to move in the target control mode, and display in the graphical user interface the game picture captured by the virtual camera.
[0175] In an optional implementation manner, the target control mode includes a first control mode and a second control mode; the first control mode is a rotation control mode; the second control mode is a translation control mode.
[0176] In an alternative embodiment, among the instructions executed by the computer-readable storage medium, determining a target control mode for the virtual camera associated with a second interface adjustment operation based on the camera height of the virtual camera and the number of virtual interaction objects within the lens range of the virtual camera includes:
[0177] If the camera height of the virtual camera is less than a preset height threshold and the number of virtual interaction objects within the lens range of the virtual camera is less than a first object quantity threshold, determine that the target control mode for the virtual camera associated with the second interface adjustment operation is the first control mode;
[0178] If the camera height of the virtual camera is greater than the preset height threshold and the number of virtual interaction objects within the lens range of the virtual camera is greater than a second object quantity threshold, determine that the target control mode for the virtual camera associated with the second interface adjustment operation is the second control mode.
[0179] In an alternative embodiment, the first object quantity threshold and the second object quantity threshold are determined based on the camera height of the virtual camera and a preset mapping relationship between the camera height and the object quantity threshold; the object quantity thresholds corresponding to different camera heights are different.
[0180] In an alternative embodiment, among the instructions executed by the computer-readable storage medium, when the target control mode is the first control mode, controlling the virtual camera to move in the target control mode in response to the second interface adjustment operation includes:
[0181] In response to the second interface adjustment operation, control the virtual camera to rotate around the selected target virtual object.
[0182] In an alternative embodiment, among the instructions executed by the computer-readable storage medium, when the target control mode is the second control mode, controlling the virtual camera to move in the target control mode in response to the second interface adjustment operation includes:
[0183] In response to the second interface adjustment operation, control the virtual camera to translate on the horizontal plane where the camera height is located.
[0184] In an alternative embodiment, among the instructions executed by the computer-readable storage medium, the target virtual object is determined through the following steps:
[0185] Determine the distance between each virtual interactive object within the lens range of the virtual camera and the position of the center point of the screen of the graphical user interface, and determine the virtual interactive object with the shortest distance between its position and the position of the center point of the screen of the graphical user interface as the target virtual object; or,
[0186] In response to a selection operation on at least one virtual interactive object within the lens range of the virtual camera, the selected virtual interactive object is determined as the target virtual object.
[0187] In an optional implementation, in the instructions executed by the computer-readable storage medium, when the target control mode is the first control mode, in response to the second interface adjustment operation, controlling the virtual camera to move in the target control mode, and displaying the game screen captured by the virtual camera in the graphical user interface, includes:
[0188] In response to the second interface adjustment operation, the virtual camera is controlled to rotate around the selected target virtual object, and the object images of the target virtual object in different directions taken by the virtual camera are displayed in the graphical user interface.
[0189] In an optional implementation, in the instructions executed by the computer-readable storage medium, when the target control mode is the second control mode, in response to the second interface adjustment operation, controlling the virtual camera to move in the target control mode, and displaying the game screen captured by the virtual camera in the graphical user interface, includes:
[0190] In response to the second interface adjustment operation, the virtual camera is controlled to translate on the horizontal plane where the camera height is located, and the game images of different game areas in the game scene captured by the virtual camera are displayed in the graphical user interface.
[0191] In an optional implementation manner, the instructions executed by the computer-readable storage medium further include:
[0192] In response to a camera height of the virtual camera being less than a preset height threshold, displaying the at least one virtual interactive object at a level angle in the graphical user interface to display object detail information of the at least one virtual interactive object;
[0193] In response to the camera height of the virtual camera being greater than a preset height threshold, the at least one virtual interactive object is displayed in the graphical user interface from a bird's-eye view to display macro information of an area where the at least one virtual interactive object is located.
[0194] In an optional implementation, the first interface adjustment operation is a zoom operation; and the second interface adjustment operation is a sliding operation.
[0195] Through the above method, different control modes for the virtual camera are determined according to the camera height of the virtual camera and the number of virtual interactive objects within the lens range of the virtual camera, so as to enhance the richness of the virtual camera control, meet the different game scene viewing needs of the players, and thus enhance the game experience of the players; at the same time, the players can view different areas of the virtual map through sliding operations, and can also adjust the size of the virtual map through zooming operations, so as to meet the different needs of the players to view the details and macro layout on the virtual map; at the same time, in order to ensure the accuracy of the control mode of the virtual camera, it is necessary to pre-set the mapping relationship between the camera height and the object number threshold, and set the corresponding object number according to different camera heights. The amount threshold is determined to ensure the accuracy of the control mode of the virtual camera; at the same time, the selection of the virtual object as the rotation center target of the virtual camera can be automatically selected directly according to the center point of the screen, or it can be selected according to the player's selection operation. In this way, the automatic selection can reduce the player's selection steps, and the player's viewing needs can be followed, which further enhances the player's gaming experience. At the same time, in order for players to immersively experience the game screen displayed by the virtual camera at different virtual camera heights, the angles of the game scenes displayed at different virtual camera heights will also be different, and then when the game scenes in the graphical user interface are displayed at different display angles, the player's immersion and gaming experience can be enhanced.
[0196] Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working processes of the systems, devices and units described above can refer to the corresponding processes in the aforementioned method embodiments and will not be repeated here.
[0197] In the several embodiments provided in the present disclosure, it should be understood that the disclosed systems, devices and methods can be implemented in other ways. The device embodiments described above are only schematic. For example, the division of the units is only a logical function division. There may be other division methods in actual implementation. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some communication interfaces, and the indirect coupling or communication connection of devices or units can be electrical, mechanical or other forms.
[0198] The unit described as a separating component may or may not be physically separated. The component shown as a unit may or may not be a physical unit, that is, it may be located in one place or may be distributed over multiple network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of this embodiment.
[0199] In addition, in each embodiment of the present disclosure, each functional unit may be integrated in a processing unit, may exist separately as individual physical units, or two or more units may be integrated in one unit.
[0200] If the described function is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a non-volatile computer-readable storage medium executable by a processor. Based on this understanding, the technical solution of the present disclosure, in essence, or the part that contributes to the prior art or a part of this technical solution can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions for causing a computer device (which may be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the methods described in each embodiment of the present disclosure. The foregoing storage medium includes: various media such as USB flash drives, mobile hard disks, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical discs that can store program codes.
[0201] Finally, it should be noted that the above-described embodiments are only specific implementation manners of the present disclosure, used to illustrate the technical solutions of the present disclosure, rather than limiting them. The protection scope of the present disclosure is not limited thereto. Although the present disclosure has been described in detail with reference to the foregoing embodiments, those of ordinary skill in the art should understand that: any person skilled in the art within the technical scope disclosed by the present disclosure can still modify the technical solutions described in the foregoing embodiments or can easily think of changes, or perform equivalent replacements on some of the technical features; and these modifications, changes, or replacements do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should all be covered within the protection scope of the present disclosure. Therefore, the protection scope of the present disclosure shall be subject to the protection scope of the claims.
Claims
1. A display method for a game scene, characterized in that, Provide a graphical user interface through a terminal device, and display a game screen of all or part of a game scene captured by a virtual camera in the graphical user interface; At least one virtual interaction object is included in the game scene; the display method includes: In response to a first interface adjustment operation, adjust the camera height and camera angle of the virtual camera, and display the game screen captured by the virtual camera at the current position and current camera angle in the graphical user interface; Based on the camera height of the virtual camera and the number of virtual interaction objects within the lens range of the virtual camera, determine a target control mode for the virtual camera associated with a second interface adjustment operation; In response to the second interface adjustment operation, control the virtual camera to move in the target control mode, and display the game screen captured by the virtual camera in the graphical user interface.
2. The display method according to claim 1, wherein The target control mode includes a first control mode and a second control mode; the first control mode is a rotation control mode; the second control mode is a translation control mode.
3. The display method according to claim 2, wherein The determining the target control mode for the virtual camera associated with the second interface adjustment operation based on the camera height of the virtual camera and the number of virtual interaction objects within the lens range of the virtual camera includes: If the camera height of the virtual camera is less than a preset height threshold and the number of virtual interaction objects within the lens range of the virtual camera is less than a first object number threshold, determine that the target control mode for the virtual camera associated with the second interface adjustment operation is the first control mode; If the camera height of the virtual camera is greater than the preset height threshold and the number of virtual interaction objects within the lens range of the virtual camera is greater than a second object number threshold, determine that the target control mode for the virtual camera associated with the second interface adjustment operation is the second control mode.
4. The display method according to claim 3, wherein The first object number threshold and the second object number threshold are determined based on the camera height of the virtual camera and a preset mapping relationship between the camera height and the object number threshold; the object number thresholds corresponding to different camera heights are different.
5. The display method according to claim 2, wherein When the target control mode is the first control mode, the controlling the virtual camera to move in the target control mode in response to the second interface adjustment operation includes: In response to the second interface adjustment operation, control the virtual camera to rotate around the selected target virtual object as the center.
6. The display method according to claim 2, characterized in that, When the target control mode is the second control mode, the controlling the virtual camera to move in the target control mode in response to the second interface adjustment operation includes: In response to the second interface adjustment operation, control the virtual camera to translate on the horizontal plane where the camera height is located.
7. The display method according to claim 5, wherein Determine the target virtual object through the following steps: Determine the distance between each virtual interactive object within the lens range of the virtual camera and the position of the center point of the screen of the graphical user interface, and determine the virtual interactive object with the shortest distance between its position and the position of the center point of the screen of the graphical user interface as the target virtual object; or, In response to a selection operation on at least one virtual interactive object within the lens range of the virtual camera, the selected virtual interactive object is determined as the target virtual object.
8. The display method according to claim 2, wherein When the target control mode is the first control mode, in response to the second interface adjustment operation, controlling the virtual camera to move in the target control mode, and displaying the game screen captured by the virtual camera in the graphical user interface, includes: In response to the second interface adjustment operation, the virtual camera is controlled to rotate around the selected target virtual object, and the object images of the target virtual object in different directions taken by the virtual camera are displayed in the graphical user interface.
9. The display method according to claim 2, wherein When the target control mode is the second control mode, in response to the second interface adjustment operation, controlling the virtual camera to move in the target control mode, and displaying the game screen captured by the virtual camera in the graphical user interface, includes: In response to the second interface adjustment operation, the virtual camera is controlled to translate on the horizontal plane where the camera height is located, and the game images of different game areas in the game scene captured by the virtual camera are displayed in the graphical user interface.
10. The display method according to claim 1, wherein The display method further includes: In response to a camera height of the virtual camera being less than a preset height threshold, displaying the at least one virtual interactive object at a level angle in the graphical user interface to display object detail information of the at least one virtual interactive object; In response to the camera height of the virtual camera being greater than a preset height threshold, the at least one virtual interactive object is displayed in the graphical user interface from a bird's-eye view to display macro information of an area where the at least one virtual interactive object is located.
11. The display method according to claim 1, characterized in that, The first interface adjustment operation is a zoom operation; the second interface adjustment operation is a slide operation.
12. A display device for a game scene, characterized in that, Providing a graphical user interface through a terminal device, wherein the graphical user interface displays a game screen of all or part of the game scene captured by a virtual camera; The game scene includes at least one virtual interactive object; the display device includes: A first screen display module, used to adjust the camera height and camera angle of the virtual camera in response to the first interface adjustment operation, and to display the game screen shot by the virtual camera at the current position and the current camera angle in the graphical user interface; A control mode determination module, configured to determine a target control mode for the virtual camera associated with a second interface adjustment operation based on a camera height of the virtual camera and the number of virtual interactive objects within a lens range of the virtual camera; A second screen display module, configured to, in response to the second interface adjustment operation, control the virtual camera to move in the target control mode, and display the game screen captured by the virtual camera in the graphical user interface.
13. An electronic device, characterized in that, Comprising: A processor, a memory, and a bus, where the memory stores machine-readable instructions executable by the processor. When the electronic device is running, the processor communicates with the memory through the bus, and the processor executes the machine-readable instructions to perform the steps of the game scene display method according to any one of claims 1 to 11.
14. A computer-readable storage medium, characterized in that, A computer program is stored on the computer-readable storage medium, and when the computer program is run by the processor, it performs the steps of the game scene display method according to any one of claims 1 to 11.