Game control method and device, electronic equipment and storage medium

By setting monitoring objects in the game scene and displaying the monitoring screen, the problem of players having difficulty observing the behavior of other characters globally is solved, improving game efficiency and reducing resource consumption.

CN120393405APending Publication Date: 2025-08-01NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202510312397.6
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-03-14
Publication Date
2025-08-01

AI Technical Summary

Technical Problem

In complex game scenarios, it is difficult for players to grasp the behavioral trajectory of other characters globally, resulting in wasted computing resources and network traffic.

Method used

The terminal device provides a graphical user interface to display the player's virtual character vision screen, and set up monitoring objects in the game scene to collect and display the monitoring screen, supporting information exchange during the discussion stage.

Benefits of technology

Improve player strategy decision-making efficiency, optimize game progress, and reduce terminal resource consumption.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention provides a game control method and device, electronic equipment and a storage medium, in an action stage, a graphical user interface is controlled to display a first visual field picture corresponding to a virtual character of a player, and the first visual field picture comprises a first game scene corresponding to the action stage; in response to the deployment instruction, setting a monitoring object at a target position in the first game scene is controlled, and the monitoring object is configured with monitoring parameters; in response to the viewing instruction, controlling to display a monitoring picture corresponding to the monitoring object in the graphical user interface, the monitoring picture being a picture formed by collecting the first game scene according to the monitoring parameter; in the discussion stage, the graphical user interface is controlled to display a discussion interface corresponding to the discussion stage, and the discussion interface is configured to respond to the discussion instruction to send discussion information. Therefore, the process of the game can be accelerated, so that the consumption of electric quantity and data traffic of the terminal in the game process is reduced.
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Description

Technical Field

[0001] This application relates to the field of game technologies, and in particular, to a game control method, device, electronic device, and storage medium. Background Art

[0002] With the development of Internet technologies, traditional tabletop games have gradually migrated to an electronic form. Tabletop games, due to their emphasis on logical reasoning, role-playing, and social interaction features, have become a popular form of entertainment. Such games usually divide players into different camps (such as "civilians" and "werewolves"), and the game process is advanced through alternating action phases (such as executing character skills) and discussion phases (such as speech debates), and finally ends when a certain camp achieves the victory condition (such as eliminating all hostile characters). In traditional solutions, players can only observe the game scene through their own vision, and it is difficult to comprehensively grasp the behavior trajectories of other characters. Especially in complex scenarios (such as multi-room and corridor structures), the omission of key action information will force players to frequently switch perspectives or repeat explorations, exacerbating the waste of computing resources and network traffic. Summary of the Invention

[0003] In view of this, the purpose of this application is to provide a game control method, device, electronic device, and storage medium, which can realize multi-dimensional data collection, effectively improve the efficiency of players' strategic decision-making, thereby optimizing the game process control and reducing the consumption of terminal resources.

[0004] In a first aspect, an embodiment of this application provides a game control method. A graphical user interface is provided through a terminal device. The graphical user interface includes a game match scene, and the match scene includes alternating action phases and discussion phases. The method includes: In the action phase, control the graphical user interface to display a first visual field screen corresponding to the player's virtual character. The first visual field screen includes a first game scene corresponding to the action phase; In response to a deployment instruction, control to set a monitoring object at a target position in the first game scene. The monitoring object is configured with monitoring parameters; In response to a viewing instruction, control to display a monitoring screen corresponding to the monitoring object in the graphical user interface. The monitoring screen is a screen formed by collecting the first game scene according to the monitoring parameters; In the discussion phase, control the graphical user interface to display a discussion interface corresponding to the discussion phase. The discussion interface is configured to send discussion information in response to a discussion instruction.

[0005] In a second aspect, an embodiment of this application provides a game control device, including: An action device, configured to, in the action phase, control the graphical user interface to display a first visual field screen corresponding to the player's virtual character. The first visual field screen includes a first game scene corresponding to the action phase; A deployment device, configured to control a monitoring object to be set at a target position in a first game scenario, where the monitoring object is configured with monitoring parameters; A viewing device, configured to respond to a viewing instruction and control the display of a monitoring screen corresponding to the monitoring object in a graphical user interface, where the monitoring screen is a screen formed by collecting the first game scenario according to the monitoring parameters; A discussion device, configured to control the graphical user interface to display a discussion interface corresponding to the discussion stage in the discussion stage, where the discussion interface is configured to send discussion information in response to a discussion instruction.

[0006] In a third aspect, an embodiment of the present application provides an electronic device, including a processor and a memory, where the memory stores multiple instructions; the processor loads the instructions from the memory to execute the game control method as in the first aspect.

[0007] In a fourth aspect, an embodiment of the present application provides a computer-readable storage medium, storing multiple instructions, where the instructions are suitable for being loaded by a processor to execute the game control method in the first aspect.

[0008] The game control method, device, electronic device, and storage medium provided by the embodiments of the present application, in the action stage, control the graphical user interface to display a first field of view screen corresponding to the player's virtual character, where the first field of view screen includes a first game scenario corresponding to the action stage; in response to a deployment instruction, control a monitoring object to be set at a target position in the first game scenario, where the monitoring object is configured with monitoring parameters; in response to a viewing instruction, control the display of a monitoring screen corresponding to the monitoring object in the graphical user interface, where the monitoring screen is a screen formed by collecting the first game scenario according to the monitoring parameters; in the discussion stage, control the graphical user interface to display a discussion interface corresponding to the discussion stage, where the discussion interface is configured to send discussion information in response to a discussion instruction. In this way, players can understand more game events that occur in the game scenario by viewing the monitoring screens of different monitoring objects in the action stage, so as to understand more game event information, and can send this information mastered in the discussion stage to other player characters in order to facilitate other player characters to perform behaviors that meet the game goals. In this way, the game process can be accelerated, thereby reducing the power consumption and data traffic consumption of the terminal during the game process.

[0009] To make the above objects, features, and advantages of the present application more obvious and understandable, the following specific preferred embodiments are given, and in conjunction with the accompanying drawings, the detailed description is as follows. Description of the Drawings

[0010] To more clearly illustrate the technical solutions of the embodiments of the present application, the following will briefly introduce the accompanying drawings required in the embodiments. It should be understood that the following drawings only show some embodiments of the present application, and therefore should not be regarded as limiting the scope. For those of ordinary skill in the art, without creative efforts, other related drawings can also be obtained based on these drawings.

[0011] Figure 1 Flowchart of a game control method provided by an embodiment of the present application; Figure 2 Schematic diagram of a game scene in the action stage provided by an embodiment of the present application; Figures 3A - 3B Schematic diagram of the activation and deactivation of the first control provided by an embodiment of the present application; Figure 4 Schematic diagram of a monitoring screen provided by an embodiment of the present application; Figure 5 Another schematic diagram of the monitoring screen provided by an embodiment of the present application; Figures 6A - 6B Schematic diagram of the monitoring screens of different cameras when the ambient light changes in an embodiment of the present application; Figures 7A - 7B Schematic diagram of the field of view screens of different virtual characters when the ambient light changes in an embodiment of the present application Figure 8 One of the structural schematic diagrams of a game control device provided by an embodiment of the present application; Figure 9 Structural schematic diagram of an electronic device provided by an embodiment of the present application. Detailed implementation manners

[0012] To make the objectives, technical solutions, and advantages of the embodiments of the present application clearer, the following will clearly and completely describe the technical solutions in the embodiments of the present application with reference to the accompanying drawings in the embodiments of the present application. Obviously, the described embodiments are only some of the embodiments of the present application, rather than all the embodiments. Usually, the components of the embodiments of the present application described and shown 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 application provided in the accompanying drawings is not intended to limit the scope of the present application to be protected, but only represents the selected embodiments of the present application. Based on the embodiments of the present application, every other embodiment obtained by those skilled in the art without creative efforts belongs to the scope of protection of the present application.

[0013] Virtual scene: It is a virtual scene displayed (or provided) when an application runs on a terminal or a server. Optionally, the virtual scene is a simulation environment of the real world, or a semi-simulated and semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scene is either a two-dimensional virtual scene or a three-dimensional virtual scene. The virtual environment can be the sky, land, ocean, etc. Among them, the land includes environmental elements such as deserts and cities. Among them, the virtual scene is a scene for the complete game logic of virtual objects such as user control.

[0014] Virtual object: It refers to a dynamic object that can be controlled in a virtual scene. Optionally, the dynamic object can be a virtual character, a virtual animal, an anime character, etc. The virtual object is a character controlled by a player through an input device, or an artificial intelligence (AI) set in a virtual environment battle through training, or a non-player character (NPC) set in a virtual scene battle. Optionally, the virtual object is a virtual character competing in a virtual scene. Optionally, the number of virtual objects in the virtual scene battle is preset, or dynamically determined according to the number of clients joining the battle. This application embodiment does not limit this. In a possible implementation manner, a user can control the virtual object to move in the virtual scene. For example, control the virtual object to run, jump, crawl, etc., and can also control the virtual object to use skills, virtual props, etc. provided by the application to fight with other virtual objects.

[0015] Player character: It refers to a virtual object that can be manipulated by a player to move in a game environment, and can also be called a shikigami character or a hero character in some video games. The player character can be at least one of different forms such as a virtual character, a virtual animal, an anime character, a virtual vehicle, etc.

[0016] Game interface: It refers to the interface corresponding to the application provided or displayed through a graphical user interface. This interface includes a UI interface for players to interact and a game screen. In an optional implementation manner, the UI interface can include game controls (such as skill controls, movement controls, function controls, etc.), indication marks (such as direction indication marks, character indication marks, etc.), information display areas (such as the number of kills, game time, etc.), or game setting controls (such as system settings, stores, gold coins, etc.). In an optional implementation manner, the game screen is the display screen corresponding to the terminal device displaying the virtual scene. The game screen can include virtual objects such as game characters, NPC characters, and AI characters performing game logic in the virtual scene.

[0017] Virtual object: It refers to static objects in a virtual scene, such as terrain, houses, bridges, vegetation, etc. in a game scene. Static objects are often not directly controlled by players, but can respond to the interaction behaviors of virtual objects in the scene (such as attacks, demolitions, etc.) and make corresponding presentations. For example, virtual objects can demolish, pick up, drag, build, etc. buildings. Optionally, virtual objects may also not respond to the interaction behaviors of virtual objects. For example, virtual objects can also be buildings, doors, windows, plants, etc. in a game scene, but virtual objects cannot interact with them. For example, virtual objects cannot damage or demolish windows, etc. The virtual map display method in one embodiment of the present disclosure can run on a terminal device or a server. Among them, the terminal device can be a local terminal device. When the virtual map display method runs on the server, the virtual map display method can be implemented and executed based on a cloud interaction system, where the cloud interaction system includes a server and a client device.

[0018] In an alternative embodiment, various cloud applications can run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the running entity of the game program and the presenting entity of the game screen are separated. The storage and operation of the information processing method are completed on the cloud game server, and the role of the client device is for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission function near the user side, such as a mobile terminal, a television, a computer, a personal digital assistant, etc.; however, the terminal device for information processing is the cloud game server in the cloud. When playing a game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses data such as the game screen, returns it to the client device through the network, and finally, the game screen is decoded and output through the client device.

[0019] In an alternative embodiment, the terminal device can be a local terminal device. Taking a game as an example, the local terminal device stores a game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally, the game program is downloaded and installed on an electronic device and run. The way the local terminal device provides the graphical user interface to the player can include various methods. For example, it can be rendered and displayed on the display screen of the terminal, or provided to the player through holographic projection. For example, the local terminal device can include a display screen and a processor. The display screen is used to present the graphical user interface, which includes the game screen, and the processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.

[0020] Introduce the applicable application scenarios of this application. This application can be applied to the field of game technology.

[0021] In a reasoning game, multiple players participating in the game jointly join the same game session. After entering the game session, different role attributes are assigned to the virtual objects of different players. For example, identity attributes are assigned to determine different camps by assigning different role attributes, so that players can win the game by performing the tasks assigned by the game at different stages of the game session. For example, multiple virtual objects with role attribute A "eliminate" the virtual objects with role attribute B during the session stage to win the game. Taking Werewolf® as an example, usually 10 people participate in the same session game. At the beginning of the game session, the identity information (role attributes) of the virtual objects in the game session is determined. For example, the identity information includes civilian identity and werewolf identity. The virtual objects with civilian identity win the game by completing the assigned tasks during the session stage or by eliminating the virtual objects with werewolf identity in the current game session; the virtual objects with werewolf identity perform attack behaviors on other virtual objects with non-werewolf identities during the session stage to eliminate the virtual objects and win the game.

[0022] In the session stage of a reasoning game, there are usually two game stages: the action stage and the discussion stage.

[0023] In the action stage, usually one or more game tasks are assigned. In an optional implementation, one or more corresponding game tasks are assigned to each virtual object. The player controls the corresponding virtual object to move in the game scene and perform the corresponding game tasks to complete the game session. In an optional implementation, common game tasks are determined for the virtual objects with the same role attribute in the current game session; during the action stage, the virtual objects participating in the current game session can freely move to different areas in the game scene to complete the assigned game tasks in the virtual scene of the action stage. Among them, the virtual objects in the current game session include virtual objects with the first role attribute and virtual objects with the second role attribute. In an optional implementation, when the virtual object with the second role attribute moves within the preset range of the virtual object with the first role attribute in the virtual scene, it can respond to the attack instruction and attack the virtual object with the first role attribute to eliminate the virtual object with the first role attribute.

[0024] In the discussion stage, a discussion function is provided for the virtual objects representing the players, and the behaviors of the virtual objects in the action stage are shown through the discussion function to decide whether to eliminate specific virtual objects in the current game session.

[0025] Taking Werewolf® as an example, a game consists of two phases: the Action Phase and the Discussion Phase. During the Action Phase, multiple virtual objects in the game move freely within the virtual scene. Other virtual objects within a preset range can be seen from the virtual objects' perspectives. Civilian virtual objects move within the virtual scene to complete assigned game tasks. Werewolf virtual objects can destroy completed tasks of civilian virtual objects or perform specific assigned game tasks. Furthermore, werewolf virtual objects can attack civilian virtual objects during the Action Phase to eliminate them. When the game phase transitions from the Action Phase to the Discussion Phase, players engage in discussion with the corresponding virtual objects, attempting to identify the Werewolf virtual object based on their game behavior during the Action Phase. The discussion results are determined by voting. The results determine whether there are any virtual objects that need to be eliminated. If so, the virtual object is eliminated based on the discussion results. If not, there are no virtual objects that need to be eliminated in the current discussion phase. The discussion phase can be conducted via voice, text, or other means.

[0026] A schematic diagram of an implementation environment provided in one embodiment of the present application. The implementation environment may include: a first terminal device, a game server, and a second terminal device. The first terminal device and the second terminal device each communicate with the server to implement data communication. In this embodiment, the first terminal device and the second terminal device are each installed with a client that executes the method for displaying the game progress provided in this application, and the game server is the server-side that executes the method for displaying the game progress provided in this application. Through the client, the first terminal device and the second terminal device can each communicate with the game server.

[0027] Taking the first terminal device as an example, the first terminal device establishes communication with the game server by running a client. In an optional implementation, the server establishes a game session according to the game request of the client. Among them, the parameters of the game session can be determined according to the parameters in the received game request. For example, the parameters of the game session can include the number of people participating in the game session, the character levels of the people participating in the game session, etc. When the first terminal device receives the response from the server, it displays the virtual scene corresponding to the game session through the graphical user interface of the first terminal device. In an optional implementation, the server determines a target game session for the client from multiple established game sessions according to the game request of the client. When the first terminal device receives the response from the server, it displays the virtual scene corresponding to the game session through the graphical user interface of the first terminal device. The first terminal device is a device controlled by the first user, and the virtual object displayed in the graphical user interface of the first terminal device is the player character controlled by the first user. The first user inputs operation instructions through the graphical user interface to control the player character to perform corresponding operations in the virtual scene.

[0028] Taking the second terminal device as an example, the second terminal device establishes communication with the game server by running a client. In an optional implementation, the server establishes a game session according to the game request of the client. Among them, the parameters of the game session can be determined according to the parameters in the received game request. For example, the parameters of the game session can include the number of people participating in the game session, the character levels of the people participating in the game session, etc. When the second terminal device receives the response from the server, it displays the virtual scene corresponding to the game session through the graphical user interface of the second terminal device. In an optional implementation, the server determines a target game session for the client from multiple established game sessions according to the game request of the client. When the second terminal device receives the response from the server, it displays the virtual scene corresponding to the game session through the graphical user interface of the second terminal device. The second terminal device is a device controlled by the second user, and the virtual object displayed in the graphical user interface of the second terminal device is the player character controlled by the second user. The second user inputs operation instructions through the graphical user interface to control the player character to perform corresponding operations in the virtual scene.

[0029] The server performs data calculation based on the game data reported by receiving the first terminal device and the second terminal device, and synchronizes the calculated game data to the first terminal device and the second terminal device, so that the first terminal device and the second terminal device control the rendering of the corresponding virtual scene and / or virtual object in the graphical user interface according to the synchronized data sent by the server.

[0030] In this embodiment, the virtual objects controlled by the first terminal device and the virtual objects controlled by the second terminal device are virtual objects in the same game session. Among them, the virtual objects controlled by the first terminal device and the virtual objects controlled by the second terminal device may have the same character attributes or may have different character attributes.

[0031] It should be noted that the virtual objects in the current game session may include two or more virtual objects. Different virtual objects may correspond to different terminal devices respectively. That is to say, in the current game session, there are more than two terminal devices respectively sending and synchronizing game data with the game server.

[0032] The embodiment of the present application provides a game control method. During the action phase, the player's virtual character can deploy different monitoring objects in the scene, so that the player can understand more game events occurring in the game scene by viewing the monitoring screens of different monitoring objects during the action phase. For example, events such as mutual harm between virtual objects with different identities or events of performing specific game tasks in the game scene, etc. By understanding more game event information, during the discussion phase, this information can be sent to other player characters so that other player characters can perform behaviors that conform to the game goals. In this way, the game process can be accelerated, thereby reducing the power consumption and data traffic consumption of the terminal during the game process.

[0033] Please refer to Figure 1 , Figure 1 which is a flowchart of a game control method provided by an embodiment of the present application. As Figure 1 shown in Step S101, during the action phase, control the graphical user interface to display a first field of view screen corresponding to the player's virtual character. The first field of view screen includes a first game scene corresponding to the action phase; Step S102, in response to a deployment instruction, control to set a monitoring object at a target position in the first game scene. The monitoring object is configured with monitoring parameters; Step S103, in response to a viewing instruction, control to display a monitoring screen corresponding to the monitoring object in the graphical user interface. The monitoring screen is a screen formed by collecting the first game scene according to the monitoring parameters; Step S104, during the discussion phase, control the graphical user interface to display a discussion interface corresponding to the discussion phase. The discussion interface is configured to send discussion information in response to a discussion instruction.

[0034] In the embodiments of the present application, the corresponding game scenario can be a reasoning game or other types of games. Generally, this type of game includes two stages, namely an action stage for performing specific game actions, and a discussion stage that is triggered after specific events occur in the action stage. In the discussion stage, collective discussion is carried out and the specific player characters to be eliminated are determined by voting or a method similar to the voting effect. This is just one form, and it can also be other game mechanisms. Hereinafter, a virtual scenario as a reasoning game scenario will be taken as an example for illustration.

[0035] In an optional embodiment, in step S101, a graphical user interface is provided through a terminal device. The graphical user interface includes a game match scene, the game match scene includes player virtual characters, and the game match includes an alternating action stage and discussion stage. The method includes: In an optional embodiment, in step S101, in the action stage, the graphical user interface is controlled to display a first field of view screen corresponding to the player virtual character, and the first field of view screen includes a first game scene corresponding to the action stage.

[0036] Specifically, in this embodiment, the game match includes two stages, namely an action stage and a discussion stage. Among them, in the action stage, the virtual characters participating in the match automatically or actively perform their respective game actions according to the game mechanism. In the discussion stage, the players participating in the match speak according to the game information obtained in their respective action stages. The form of speech can be in the form of voice or by sending text. After the speech, a final vote will be held to determine the eliminated players from the players participating in the match.

[0037] In this embodiment, in the action stage, the first game scene corresponding to this stage is loaded. The first game scene includes other player virtual characters participating in the game match, as well as different virtual objects preset in the scene, such as NPCs, buildings, mechanical equipment, and so on. In this embodiment, the first game scene is an indoor theme, including rooms with different functions and corridors connecting different rooms.

[0038] The first field of view screen is a field of view screen representing the observation of the first game scene from the perspective of the player virtual character. Among them, the character perspective can be a third-person perspective or a first-person perspective.

[0039] In an optional embodiment, in step S102, in response to a deployment instruction, a monitoring object is controlled to be set at a target position in the first game scene, and the monitoring object is configured with monitoring parameters.

[0040] In this embodiment, the player character virtual character is configured with a target game skill. By responding to a deployment instruction, a monitoring object can be set in the first game scene according to the target game skill. The monitoring object is configured to generate a monitoring screen, so that the player virtual character can call the monitoring object in other areas to view the monitoring screen.

[0041] Reference Figure 2 , in an alternative embodiment, the deployment instruction is triggered by triggering a first control on the graphical user interface. For example, the first control can be a deployment control. In other embodiments, the deployment instruction can also be through gesture operations, such as a double-tap operation or a long-press operation on the scene position in the first game scene.

[0042] The target position is the position where the monitoring object is set. This target position can be preset or determined in the first game scene according to the player's position selection instruction. In this embodiment, the target position is a preset position, such as strategic points like the ceiling, ventilation duct, or shelf. In other ways, the player can select a specific position in the scene for arrangement. During the process of selecting a specific position, it can be selected by dragging the skill control or adjusting the aiming sight direction, etc., or directly touching the area of the graphical user interface corresponding to the position in the scene.

[0043] The monitoring parameter is a parameter used to control the generation of the monitoring screen. Among them, the monitoring parameter can be pre-set or set by the player virtual character during the process of setting the monitoring object.

[0044] Reference Figures 3A - 3B , in an alternative embodiment, when it is detected that the player virtual character is located in a preset deployable area, the first control in the graphical user interface is activated; in response to the triggering operation on the first control, a deployment instruction is generated. In this way, through the dual verification mechanism of spatial position and interface control, the accuracy and strategy of the monitoring device layout operation are ensured.

[0045] In other embodiments, the first control is always in an active state, and the player can trigger and activate it at any position in the first game scene.

[0046] It should be noted that the target game skill has a cooling time. When the target game skill is in the cooling stage, the cooling duration is displayed on the first control, and at this time the first control cannot be used. In this embodiment, the skill cooling and skill activation jointly determine whether the first control can be triggered to deploy the monitoring object.

[0047] Reference Figures 3A - 3B, in an optional embodiment, the first game scene includes a plurality of first regions and a connected region connecting the plurality of first regions; the deployable region includes the plurality of first regions and / or the connected region. In this way, by clearly defining the region types and expanding the scope of the deployable region, the flexibility of the monitoring strategy and the tactical diversity are improved.

[0048] Optionally, the plurality of first regions are specifically manifested as independent functional spaces in the game scene, such as room areas containing mission trigger points and resource refresh points. For example, in an indoor scene, the indoor scene is divided into room areas and corridor areas. The first regions correspond to the room areas, and the connected region corresponds to the corridor area. In an optional embodiment, spatial positioning is performed through coordinate boundary detection. When the player's virtual character enters the room area, its coordinate data satisfies the mathematical constraint conditions of the three-dimensional bounding box of the area. At this time, the activation logic of the deployment control is triggered.

[0049] In an optional embodiment, the deployable region is an area where monitoring objects can be set. In this embodiment, the deployable region is the first region. In other embodiments, the deployable region is the connected region.

[0050] Optionally, taking the first game scene as an indoor scene as an example, the range configuration strategy of the deployment region includes two modes: the basic mode limits that the monitoring objects can only be deployed in the room area, and the advanced mode allows deployment at specific points in the corridor area (such as corners and equipment room entrances). When it is detected that the position of the player's virtual character is in the room area, the first control is activated.

[0051] In an optional embodiment, when determining whether to activate the first control, it is necessary to detect the attribute data of each region. For example, one or more of parameters such as the area of the region, the field of view occlusion coefficient, and the path connectivity affect the calculation of the deployment priority of the monitoring object.

[0052] Optionally, the deployment permission of the connected region is managed through dynamic permissions. For example, when a preset strategic point (such as the intersection of ventilation ducts) is detected in the corridor area, the first control is in a semi-activated state. At this time, the player needs to consume additional resources (such as power reserves) to complete the deployment.

[0053] In an optional embodiment, as Figure 2 shown, during the action phase, when deploying the monitoring object, the monitoring object identifier corresponding to the target position is displayed on the area display region in the graphical user interface, and the number generated based on the deployment order and / or the region information corresponding to the target position are displayed on the monitoring object identifier. In this way, through the visual identifier, the player's global perception ability of the device deployment is strengthened, and the strategic decision-making efficiency is improved.

[0054] Specifically, a region display area is provided on the graphical user interface, such asFigure 2 As shown in the figure. A thumbnail corresponding to the first game scene is displayed in the map display area, and the spatial layout information of the first game scene is displayed in the area display area. The floor plan of the interior is shown to display different areas in the first game scene. In an optional embodiment, the map display area includes a character identifier representing the player's virtual character. In an optional embodiment, the character identifier can be the player's number, for example, No. 1, No. 2, etc., or it can be the player's nickname, for example, Little Slippery Egg, etc. During the action phase, the character identifier is controlled in the map display area by obtaining the position of the player's virtual character in the first game scene.

[0055] In this embodiment, when a monitoring object is set in the first game scene, the arrangement position of the monitoring object in the first game scene will be determined, the corresponding map position in the map display area will be determined according to this arrangement position, and a monitoring object identifier will be generated at the map position.

[0056] In an optional embodiment, the monitoring object identifier in the map display area is only visible to the player himself. In other embodiments, the monitoring object identifier in the map display area can be visible to other players, where the other players can be all the players participating in the game, or the players in the same camp as the player character.

[0057] In an optional embodiment, the monitoring object set in the first game scene does not have visual display parameters, that is, the player cannot observe the virtual model corresponding to the monitoring object in the first game scene. In other embodiments, only the player himself can see the virtual model of the monitoring object in the game scene, while other players cannot observe it. Or the player himself cannot observe the monitoring object either.

[0058] In an optional embodiment, the monitoring object set in the first game scene has visual display parameters, that is, the player observes the virtual model corresponding to the monitoring object in the first game scene. In other embodiments, only the player himself can see the virtual model of the monitoring object in the game scene, while other players cannot observe it, or other players can also observe the monitoring object.

[0059] In an optional embodiment, the number generation rule follows the first-in, first-out principle. The first deployed device is marked as #01 and superimposed with a green border, and the subsequent devices are numbered incrementally and use a yellow border. The extraction of area information is based on a pre-generated scene grid database, and the 5m×5m grid code where the target position is located is converted into an area identifier in the form of "B2-3". In this embodiment, in the first game scene, different first areas and connected areas have corresponding scene names, and the area information on the monitoring object identifier can be the same as or corresponding to the scene name, for example, the packaging room.

[0060] In an alternative embodiment, in response to a viewing instruction in step S103, the control causes a monitoring screen corresponding to the monitored object to be displayed in the graphical user interface, and the monitoring screen is a screen formed by collecting a first game scene according to monitoring parameters.

[0061] Specifically, in an alternative embodiment, the viewing instruction is triggered by triggering a second control located on the graphical user interface. For example, as Figure 2 shown, the second control may be a viewing control. In other embodiments, the viewing instruction may also be triggered by a gesture operation. For example, by touching the monitored object in the first game scene, or by acting on the monitored object identifier in the map display area to trigger the viewing instruction for the corresponding monitored object.

[0062] As Figure 4 shown, the monitoring screen is a game screen formed by collecting the game scene according to the monitoring parameters of the monitored object set in the game scene. In a specific implementation, a virtual camera is generated at the position of the monitored object, and the monitoring parameters include the acquisition parameters of the virtual camera. For example, the viewing direction and acquisition interval of the virtual camera. The generation of the monitoring screen depends on a multi-layer rendering architecture. When the player triggers the viewing instruction, the system retrieves the corresponding spatial parameters (such as x, y, z coordinates and a 110° field of view angle) according to the identification information of the current camera, and uses ray casting technology to capture the dynamic objects in the game scene corresponding to the spatial parameters in real time.

[0063] In an alternative embodiment, the monitoring parameters include at least one of the following: spatial parameters: including the coordinate position and field of view coverage angle of the monitored object; status parameters: including the power status value and the camouflage status identifier; function parameters: including the frame capture frequency and the storage duration limit. In this way, through the precise control of the multi-dimensional parameter system, the differential configuration and dynamic management of the monitoring device performance are realized.

[0064] Among them, the coordinate positioning of the spatial parameters is realized based on a three-dimensional coordinate system. The (x, y, z) coordinates of the installation point are recorded for each monitored object during deployment. The field of view coverage angle refers to the field of view range, such as 110°. Among them, the field of view coverage angle can also refer to the total coverage angle of the virtual camera within the moving range. For example, when the monitored object can rotate, the field of view coverage angle can be considered as 360°. The relative position between the monitored object and the player model is detected in real time, and the frame capture is triggered when the player enters the effective area within the coverage angle range.

[0065] The power status value in the status parameter uses a countdown mechanism, starting at a full charge (90 seconds) and decreasing by one unit per second. When the power value drops below 20%, overheat protection is triggered, causing frame drops. The camouflage status flag is a Boolean variable. It is marked as True for the first 10 seconds after deployment, activating the cloaking effect. When it becomes False, the monitored object displays an icon in the area display, complying with the rule that non-camouflaged devices can be detected by other players.

[0066] Optionally, the image capture frequency in the function parameters uses a dynamic adjustment strategy, with a default of 30 frames per second. When viewing multiple monitored objects simultaneously, the refresh rate of the third image is reduced to 21 frames (a 30% reduction). The storage duration limit field is linked to task progress, initially allowing 120 seconds of recording to be stored, with the upper limit increasing by 15 seconds with each completed main task. This mechanism ensures a complete record of key events, such as automatically saving footage 15 seconds before a specific behavior occurs.

[0067] In an optional embodiment, the monitoring screen can be displayed by any of the following methods: generating a pop-up window on the first field of view of the graphical user interface, which includes the monitoring screen; or replacing the first field of view of the graphical user interface with the monitoring screen. This provides a flexible viewing mode to adapt to different tactical needs and balance scene perception with monitoring focus.

[0068] like Figure 5 As shown, the optional pop-up mode relies on picture-in-picture rendering technology. The system creates a rectangular area of fixed proportions (e.g., 20% of the screen) at a preset position in the player's primary view (first field of view), and uses an independent rendering pipeline to draw the monitoring screen content in real time. The pop-up area's border uses a dynamic breathing light effect, triggering a flashing yellow prompt when a moving target is detected in the monitoring screen.

[0069] Switching to full-screen mode optionally involves a rapid replacement of the frame buffer. When the player selects full-screen viewing, the system saves the current primary view's frame buffer contents to a temporary storage area while simultaneously loading the rendered data for the monitoring view into the main display buffer. This switching process is accompanied by a 0.3-second fade-in / fade-out transition animation to avoid visual jumps. Minimized basic HUD elements are retained in full-screen mode.

[0070] Optionally, the display mode selection logic is linked to the player's behavior pattern. When the player is stationary for more than 2 seconds, the system prioritizes full-screen mode to improve observation of details; while in motion, the pop-up mode is automatically enabled to maintain environmental awareness. Quick operations for mode switching are achieved through gesture recognition. For example, a three-finger swipe down triggers a full-screen switch, and a two-finger pinch closes a pop-up window. The screen ratio adaptive algorithm dynamically adjusts the pop-up window size according to the field of view of the monitored object. The 110° wide-angle camera uses a larger display area by default.

[0071] In an optional embodiment, there is only one display mode, and it is pre-set, that is, after the player triggers the viewing instruction, it is only displayed in pop-up mode or full-screen mode.

[0072] Optionally, the display mode selection logic is linked to the player's behavior pattern. When the player is stationary for more than 2 seconds, the system prioritizes full-screen mode to improve observation of details; while in motion, the pop-up mode is automatically enabled to maintain environmental awareness. Quick operations for mode switching are achieved through gesture recognition. For example, a three-finger swipe down triggers a full-screen switch, and a two-finger pinch closes a pop-up window. The screen ratio adaptive algorithm dynamically adjusts the pop-up window size according to the field of view of the monitored object. The 110° wide-angle camera uses a larger display area by default.

[0073] In an optional embodiment, the system further includes: in response to a switching instruction, controlling the graphical user interface to switch the display of monitoring images corresponding to different monitoring objects according to a preset sequence; updating the display area of the region display area to the area corresponding to the target location of the currently displayed monitoring object, and displaying the monitoring object identifier of the currently monitored object in a preset manner in the region display area. This implements a visual guidance mechanism that links monitoring perspective switching with the region display area, reducing the cognitive complexity of multi-device management.

[0074] Specifically, the switching instruction is used to switch the monitoring screens corresponding to different monitoring objects. The switching instruction can be triggered by a gesture or a specific control. For example, a sliding operation is applied to the monitoring screen area displayed on the graphical user interface to trigger the switching instruction.

[0075] The preset order can be a pre-set order in the game, or it can be an order determined based on the position relationship between the player's position in the scene and the position of each monitoring object. In this embodiment, the preset order is the order in which the monitoring objects are created.

[0076] In an optional embodiment, after the monitoring object is determined according to the switching instruction, the monitoring object is displayed in a preset manner in the map display area to let the user know that the current monitoring screen is the screen corresponding to the specific area in the first game scene, for example, the packaging room.

[0077] In an alternative embodiment, the map display area shows a partial thumbnail of the first game scene. The area of the thumbnail displayed in the map display area is controlled according to the player's position. When the player is viewing the surveillance footage, the area of the thumbnail displayed in the map display area is determined based on the currently viewed camera. For example, when in the warehouse and the surveillance has not been viewed yet, the warehouse area of the thumbnail that is focused and displayed in the map display area. When the player views the surveillance footage and switches the surveillance footage to the surveillance target in the packaging room, the packaging room area of the thumbnail that is focused and displayed in the map display area is controlled. It should be noted that when a certain area is focused and displayed, information about other areas can still be shown in the map display area.

[0078] As Figure 4 shown, in an alternative embodiment, the surveillance footage includes: a main screen area: presenting a scene screen collected in real time based on surveillance parameters; a control panel area: including a switching control for switching different surveillance targets and / or a setting control for adjusting the screen display parameters.

[0079] As Figure 4 shown, the surveillance footage shows the number of the surveillance target and / or the area information corresponding to the target location. In this way, the player's awareness of the spatial distribution of the surveillance devices is strengthened through visual identification, improving the efficiency of tactical decision-making.

[0080] In an alternative embodiment, the number generation in the surveillance footage follows a preset deployment order rule. When the player deploys the first camera in Room A, the system automatically assigns the number "A1", and the subsequently deployed cameras are sequentially marked as "A2", "A3". The mapping of the area information is based on the grid division system of the game scene. For example, the coordinates (x, y, z) are converted into text descriptions such as "warehouse - northeast corner" or "corridor - middle section". The display positions of the number and the area information are fixed in the upper left corner of the surveillance footage and are rendered as a text layer with a semi-transparent background to avoid blocking key screen content.

[0081] In an alternative embodiment, during the discussion phase, the submitted video clip will carry the number watermark of the original camera, and other players can click on the watermark to jump to view the real-time footage of that camera. The structured storage of the area information supports heat map analysis. The system counts the density of abnormal events in a specific area on the time axis and generates a "high-risk area" prompt. The association between the number and the power status is displayed in the form of a progress bar and is shown as a circular icon at the edge of the screen to display the remaining working time.

[0082] As Figure 4As shown, the main area of the screen is configured to display the captured scene image. In an optional implementation, the screen ratio is automatically adjusted according to the strategic value of the monitored object. When the monitored object captures a moving target, the system triggers an image zooming algorithm to expand the key area to more than a preset ratio of the main area of the screen while maintaining the original image quality. For example, when a moving target is detected, the focus is automatically tracked for 2 seconds, and a 2x zoom operation is supported through the functional component.

[0083] Among them, as Figure 4 shown, when the player clicks the switching control, a switching instruction is triggered to control the switching and display of the monitoring images of different monitored objects according to the preset order.

[0084] In an optional implementation, the switching control in the control panel area adopts a hierarchical interaction design. Clicking displays the list of available cameras in the current room, and long-pressing triggers the cross-room device filtering interface. When viewing ≤ 2 cameras simultaneously, it is normally displayed. When the number exceeds the threshold, the newly added images are reduced proportionally. The system obtains the coordinate and field of view angle data of the cameras in real time through the device attribute database to ensure spatial continuity during the switching process.

[0085] In an optional implementation, the setting control is configured to set different parameters for controlling the image, such as controlling the monitoring angle of the monitored object to control the rotation or movement of the monitored object. In this implementation, the setting control includes a parameter optimization function. When a high-speed moving object appears in the image, the dynamic blur compensation function is automatically enabled. For example, the movement trajectory of the target object in the monitoring image is monitored, the abnormal movement segments with a speed change exceeding the acceleration threshold are identified, and a motion trajectory prediction line is added during image rendering.

[0086] In an optional implementation, the operation response of the switching control includes: when the number of simultaneously activated monitored objects exceeds the preset number threshold, the display area of the newly added monitoring image is reduced according to the preset ratio; the setting control includes a timeline control for playing back historical monitoring images, supporting image backtracking within a preset time range. In this way, by dynamically adjusting the display area size and providing the ability to trace historical images, the feasibility of multi-device monitoring is ensured, and the information backtracking efficiency at key time nodes is enhanced.

[0087] In an alternative embodiment, a monitored object is pre-configured in the first game scenario, that is, a monitored object configured for a non-player virtual character. Other player characters and the current player virtual character in the game session can trigger the invocation of the monitored object to view the monitoring screen corresponding to the monitored object. In this embodiment, when multiple monitoring screens are turned on simultaneously, the display priority is automatically calculated according to the device attributes of the monitored object. For example, when the newly added monitored object belongs to the monitored object deployed by the player virtual character, the system will give priority to retaining its complete display area and only compress the size of the pre-configured ordinary camera screen.

[0088] In an alternative embodiment, the screen backtracking function of the timeline control integrates a dual verification mechanism, which automatically compares the recorded data of multiple cameras during playback. When it is detected that there is a screen break in the timeline for more than 3 seconds, the system will call the video recording of the 15 seconds before the knockdown / destruction behavior for data completion to ensure the integrity of the key evidence chain.

[0089] In an alternative embodiment, in step S104, during the discussion phase, control the graphical user interface to display a discussion interface corresponding to the discussion phase, and the discussion interface is configured to send discussion information in response to a discussion instruction.

[0090] Specifically, the discussion interface includes a proof area and / or an interaction area.

[0091] Among them, the proof area is configured to display the spatio-temporal coordinate data and the standardized behavior description template generated based on the monitoring screen. When multiple player characters are involved, the system automatically calculates the relative distance and azimuth angle between the multiple player characters and generates a natural language description such as "Player A is 3.2 meters northeast of Player B". This conversion mechanism reduces the spatial cognitive threshold for novices while retaining accurate coordinate data for advanced players to retrieve. The standardized behavior description template can integrate speech translation technology for dynamic expansion. The real-time voice commentary of the player while watching the monitoring playback (such as "He climbed over the ventilation duct 15 seconds ago") will be automatically recognized, and the time point and keywords will be extracted to generate supplementary evidence entries.

[0092] The interaction area includes a voting control for initiating a voting operation and / or a viewing control for viewing the details of evidence. In this way, the information exchange efficiency is improved through structured evidence presentation, and at the same time, the discussion process is standardized to prevent information overload.

[0093] In this embodiment, the generation of the standardized behavior description template includes: Analyze the movement trajectory of the target object in the monitoring screen and identify abnormal movement segments where the speed change exceeds the acceleration threshold; Detect the residence duration of the target object in a specific area, and generate an abnormal residence mark when it exceeds a preset multiple of the average area duration.

[0094] In this way, through the anomaly detection mechanism that quantifies behavioral characteristics, the objectivity and credibility of the evidence can be improved, while reducing the risk of errors caused by subjective judgment.

[0095] In an alternative embodiment, the method further includes: when a change in the environmental light state is detected, in response to a trigger instruction for a monitored object, dynamically adjusting the monitoring parameters of the monitoring screen according to the object attributes of the monitored object or the role attributes of the virtual role that triggers the monitored object, so that different monitoring screens are presented through different monitored objects. In this way, it is possible to ensure that different monitoring devices produce different display effects when the light conditions change, and at the same time enhance the policy depth through the parameter adjustment mechanism associated with the role attributes.

[0096] Specifically, the change in the environmental light state can be from high brightness to low brightness. In this embodiment, in the first game scenario, the default environmental light state is a bright state, for example, the light-on state, and the objects in the scene can be seen in the player's game field of view. When a specific event occurs, the environmental light changes from the bright state to the dark state, for example, the light is turned off. Among them, the specific event can be an event actively triggered by the player, such as an interaction with a switch control, or a mechanism preset in the game, for example, the brightness gradually darkens over time, etc. The detection of the change in the environmental light state is implemented through the global event trigger mechanism in the game scenario. When the game enters the preset "dark" phase or a specific area triggers a light-off event, the system sends a light state update instruction to all monitored objects.

[0097] As Figures 6A - 6B shown, after the environmental light changes, when viewing the monitoring screen, it is determined whether the current monitored object is a pre-generated basic camera or a camera deployed by the player's virtual role according to the object attributes of the monitored object. For the basic camera, the corresponding ordinary monitoring parameters are used to generate the monitoring screen. For example, the system calls the mask layering system to apply a black mask layer with 85% opacity, so that the monitoring screen obtained through the ordinary camera is relatively dark and the content in the monitoring screen cannot be clearly known. For the special camera deployed by the player's virtual role, the corresponding special monitoring parameters are used to generate the monitoring screen, and a gray mask layer with 40% transparency is used, so that the clarity of the monitoring screen before the change in the environmental brightness is low, but the content in the monitoring screen can still be clearly known. This differential rendering processing makes the two types of devices present significantly different screen performances in low-light environments.

[0098] In other embodiments, the monitoring parameters of the monitoring objects configured by the player's virtual role and the monitoring objects preset in the scene are the same after the environmental light changes, that is, after the environmental light changes, the screen effects of the monitoring screens corresponding to the ordinary camera and the special camera are the same.

[0099] Optionally, the influence of character attributes on monitoring parameters is reflected in the association relationship between the virtual character and the camera. When the character triggering the monitoring screen is a player virtual character, the system adjusts the monitoring parameters of the monitoring object in the current environmental brightness according to the character attributes of the player character. For example, the screen rendering mechanism dynamically calculates parameters such as the coverage range and transparency of the mask layer based on the character attributes to achieve monitoring screens with different effects. For example, in the perspective of an ordinary player, the mask layer covers 65% of the outer area of the screen, while the mask layer of the player virtual character only covers 45% of the area. This parameter adjustment is achieved by modifying the vertex coordinate offset in the shader, so that the same monitoring screen presents different visible ranges according to the character attributes of different operators. In other embodiments, it can also be achieved by adjusting the transparency of the superimposed mask layer, or by changing parameters such as the angle range and frustum of the virtual camera to achieve monitoring screens with different effects.

[0100] Specifically, the light change state is a light reduction event. In this embodiment, in response to the light reduction event, a first mask layer rendering process is applied to the monitoring object deployed by the non-player virtual character or the monitoring object triggered by the non-player virtual character, where the monitoring object triggered by the non-player virtual character includes the monitoring object deployed by the player virtual character and / or the monitoring object pre-deployed in the first game scene; A second mask layer rendering process is applied to the monitoring object deployed by the player virtual character or the monitoring object triggered by the player virtual character, where the monitoring object triggered by the player virtual character includes the monitoring object deployed by the player virtual character and / or the monitoring object pre-deployed in the first game scene; where the transparency value of the second mask layer is higher than that of the first mask layer. In this way, the asymmetry of vision information between camps is achieved through a differentiated mask processing strategy, while retaining the player's control advantage over their own equipment.

[0101] Specifically, the light reduction event is an event triggered by at least one of the following methods: an event triggered by an interaction action for a specific interaction object; an event triggered when the brightness in the first game scene is detected to be lower than a preset brightness threshold. In this way, the dynamic response to changes in the environmental light state is achieved through a diversified triggering mechanism, enhancing the linkage effect between the game scene and the character capabilities. In this embodiment, the event triggered by the interaction action for a specific interaction object involves an entity device with a lighting control function in the game scene. For example, a player from an opposing camp performs a destruction action on the switch.

[0102] When the ambient light decreases, for example, when the light is turned off, when viewing the monitoring screen, the monitoring screen corresponding to the pre-deployed monitoring object in the scene is dimmed. For example, a first mask layer rendering process is applied when rendering the monitoring screen of the monitoring object; in an alternative embodiment, when viewing the monitoring screen, the role attribute of the role triggering the viewing of the monitoring screen is detected. If it is triggered by a non-player virtual role, a first mask layer rendering process is applied when rendering the monitoring screen of the monitoring object.

[0103] Furthermore, when the ambient light decreases, for example, when the light is turned off, when viewing the monitoring screen, the monitoring screen corresponding to the monitoring object deployed by the player virtual role is dimmed on the premise of ensuring that the content in the scene screen can be clearly seen. For example, a second mask layer rendering process is applied when rendering the monitoring screen of the monitoring object; in an alternative embodiment, when viewing the monitoring screen, the role attribute of the role triggering the viewing of the monitoring screen is detected. If it is triggered by a player virtual role, a second mask layer rendering process is applied when rendering the monitoring screen of the monitoring object.

[0104] The method provided by an embodiment of the present application further includes: In the case of detecting a change in the ambient light state, the role attribute of the player virtual role is obtained, and the visual field screen displayed on the graphical user interface is controlled to be updated to a second visual field screen generated according to the role attribute. The visual field range displayed on the second visual field screen is different from the visual field range corresponding to the case where other virtual roles change in the ambient light state, where the other virtual roles are virtual roles with different role attributes from the player virtual role. In this way, differential visual performance is achieved through role attribute differences, strengthening the influence of professional characteristics on strategy selection.

[0105] Specifically, players participating in the game session have different professional identities, and different professional identities are configured with different attributes and / or skills. The player virtual role in this embodiment is configured with a passive skill, and the passive skill is configured such that in the dark, when the visual field screen of the player virtual role or when viewing the monitoring screen of the monitoring object, the visual field range is greater than or the visual field clarity is greater than that of other players' visual field ranges or visual field clarity. Refer to Figures 7A - 7B , Figure 7A as reflected in the visual field range of the player virtual role being greater than Figure 7B as reflected in the visual field range of other player virtual roles.

[0106] In the above embodiment, when controlling and adjusting the effect of the monitoring screen according to the role attribute, it can be read whether the role viewing the monitoring screen has this passive skill attribute. If it exists, the monitoring screen is adjusted according to the foregoing method steps.

[0107] In an optional embodiment, the method further includes: Real-time monitoring of the continuous working hours of each monitored object; When the first working time threshold is reached, a low battery warning icon is displayed in the corresponding monitoring screen; when the second working time threshold is reached, the screen capture function of the monitored object is automatically terminated and a charging requirement prompt is generated.

[0108] In this way, the usage frequency of the monitoring system is balanced through the power consumption mechanism, prompting players to perform strategic device management Specifically, when each monitored object is activated, an independent timer is started. When the cumulative working time reaches the first threshold (85 seconds), the client receives a warning instruction sent by the server and renders a flashing battery icon in the upper right corner of the screen (the transparency of the monitoring screen changes periodically from 30% to 70%). A countdown progress bar for the remaining time is displayed beside the icon, and the color of the progress bar fades from green to red according to the remaining battery power.

[0109] In an optional embodiment, the method further includes: when it is detected that multiple monitored objects fail simultaneously, a heat map report including failure location marks is generated in the graphical user interface; the heat map report is associated with a time axis control, supporting viewing the sequence of device failure events at a preset time granularity.

[0110] In this way, the distribution characteristics of the abnormal state of the monitoring system can be visually presented, improving the player's response efficiency to emergencies.

[0111] Based on the same inventive concept, an embodiment of the present application also provides a control device for a game process corresponding to the game control method. Since the principle of solving problems by the device in the embodiment of the present application is similar to the above game control method in the embodiment of the present application, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be described again.

[0112] Please refer to Figure 8 , Figure 8 which is a schematic structural diagram of a game control device provided by an embodiment of the present application. In an embodiment of the present application, a game control device 800 is provided. The game control device 800 includes: An action device 810, configured to control the graphical user interface to display a first field of view screen corresponding to the player's virtual character during the action phase, and the first field of view screen includes a first game scene corresponding to the action phase; A deployment device 820, configured to control the setting of a monitored object at a target position in the first game scene, and the monitored object is configured with monitoring parameters; A viewing device 830, configured to respond to a viewing instruction and control the graphical user interface to display a monitoring screen corresponding to the monitored object, and the monitoring screen is a screen formed by collecting the first game scene according to the monitoring parameters; The discussion device 840 is configured to control a graphical user interface to display a discussion interface corresponding to the discussion phase during the discussion phase, and the discussion interface is configured to send discussion information in response to a discussion instruction.

[0113] By providing the game control device according to this embodiment, players can understand more game events occurring in the game scene by viewing the monitoring screens of different monitored objects during the action phase, so as to understand more game event information. During the discussion phase, this information can be sent to other player characters so that other player characters can perform actions that conform to the game goal. In this way, the game process can be accelerated, thereby reducing the power consumption and data traffic consumption of the terminal during the game process.

[0114] Please refer to Figure 9 , Figure 9 which is a schematic structural diagram of an electronic device provided by an embodiment of the present application. As Figure 9 shown in the figure, the electronic device 900 includes a processor 910, a memory 920, and a bus 930.

[0115] The memory 920 stores machine-readable instructions executable by the processor 910. When the electronic device 900 runs, the processor 910 communicates with the memory 920 through the bus 930. When the machine-readable instructions are executed by the processor 910, the steps of the game control method in the method embodiment as shown above can be executed, and the steps are as follows: Figure 1 During the action phase, control the graphical user interface to display a first field of view screen corresponding to the player's virtual character, and the first field of view screen includes a first game scene corresponding to the action phase; In response to a deployment instruction, control to set a monitored object at a target position in the first game scene, and the monitored object is configured with monitoring parameters; In response to a viewing instruction, control to display a monitoring screen corresponding to the monitored object in the graphical user interface, and the monitoring screen is a screen formed by collecting the first game scene according to the monitoring parameters; During the discussion phase, control the graphical user interface to display a discussion interface corresponding to the discussion phase, and the discussion interface is configured to send discussion information in response to a discussion instruction.

[0116] Optionally, the method further includes: During the action phase, when deploying the monitored object, display a monitored object identifier corresponding to the target position on the area display area in the graphical user interface, and the monitored object identifier displays a number generated based on the deployment order and / or area information corresponding to the target position.

[0117] Optionally, it further includes: In response to a switching instruction, control the graphical user interface to switch and display monitoring screens corresponding to different monitoring objects according to a preset order; According to the target position of the currently displayed monitoring object, update the display area of the regional display area to the area corresponding to the target position, and display the monitoring object identifier of the current monitoring object on the regional display area in a preset manner.

[0118] Optionally, the monitoring screen displays the number of the monitoring object and / or the area information corresponding to the target position.

[0119] Optionally, the method of displaying the monitoring screen includes any one of the following: generating a pop-up window area on the first visual field screen of the graphical user interface, where the pop-up window area includes the monitoring screen; Or replacing the first visual field screen of the graphical user interface with the monitoring screen.

[0120] Optionally, the generation of the deployment instruction includes: When it is detected that the player virtual character is located in a preset deployable area, activate the first control in the graphical user interface; In response to the triggering operation on the first control, generate a deployment instruction.

[0121] Optionally, the first game scenario includes multiple first areas and a connected area connecting the multiple first areas; the deployable area includes multiple first areas and / or the connected area.

[0122] Optionally, the monitoring parameters include at least one of the following: Spatial parameter: including the coordinate position and the field of view coverage angle of the monitoring object; Status parameter: including the power status value and the camouflage status identifier; Function parameter: including the frame capture frequency and the storage duration limit.

[0123] Optionally, the monitoring screen includes: Main screen area: presenting a scene screen collected in real time based on the monitoring parameters; Control panel area: including a switching control for switching different monitoring objects and / or a setting control for adjusting the screen display parameters.

[0124] Optionally, the operation response of the switching control includes: When the number of simultaneously activated monitoring objects exceeds a preset number threshold, the display area of the newly added monitoring screen is reduced by a preset ratio; The setting control includes a timeline control for playing back historical monitoring screens, and supports screen backtracking within a preset duration range.

[0125] Optionally, the method further includes: In the case of detecting a change in the ambient light state, in response to a trigger instruction for a monitored object, according to the object attributes of the monitored object or the role attributes of the virtual role that triggers the monitored object, dynamically adjust the monitoring parameters of the monitoring screen, so that different monitoring screens are presented through different monitored objects.

[0126] Optionally, in the case of detecting a change in the ambient light state, in response to a trigger instruction for a monitored object, according to the object attributes of the monitored object or the role attributes of the virtual role that triggers the trigger instruction, the steps of dynamically adjusting the monitoring parameters of the monitoring screen so that different monitoring screens are presented through different monitored objects include: In response to a light reduction event, apply a first mask layer rendering process to the monitored object deployed by a non-player virtual role or the monitored object triggered by a non-player virtual role, where the monitored object triggered by a non-player virtual role includes the monitored object deployed by a player virtual role and / or the monitored object pre-deployed in the first game scene; Apply a second mask layer rendering process to the monitored object deployed by a player virtual role or the monitored object triggered by a player virtual role, where the monitored object triggered by a player virtual role includes the monitored object deployed by a player virtual role and / or the monitored object pre-deployed in the first game scene; Where the transparency value of the second mask layer is higher than that of the first mask layer.

[0127] Optionally, the light reduction event is an event triggered by at least one of the following methods: An event triggered by an interaction action for a specific interaction object; An event triggered when the brightness in the first game scene is detected to be lower than a preset brightness threshold.

[0128] Optionally, the method further includes: In the case of detecting a change in the ambient light state, obtain the role attributes of the player virtual role, and control the view screen displayed on the graphical user interface to be updated to a second view screen generated according to the role attributes, where the view range displayed on the second view screen is different from the view ranges corresponding to other virtual roles in the case of a change in the ambient light state, and among them, the other virtual roles are virtual roles with different role attributes from the player virtual role.

[0129] Optionally, the method further includes: Real-time monitor the continuous working time of each monitored object; When the first working time threshold is reached, display a low battery warning icon in the corresponding monitoring screen; When the second working time threshold is reached, automatically terminate the screen capture function of the monitored object and generate a charging requirement prompt.

[0130] Optionally, the discussion interface includes: Evidence Presentation Area: Configured to display spatio-temporal coordinate data and standardized behavior description templates generated based on surveillance footage; Interaction Area: Includes a voting control for initiating a voting operation and / or a viewing control for viewing evidence details.

[0131] Optionally, the generation of the standardized behavior description template includes: Analyze the movement trajectory of the target object in the surveillance footage and identify abnormal movement segments where the speed change exceeds the acceleration threshold; Detect the duration of stay of the target object in a specific area and generate an abnormal stay mark when it exceeds a preset multiple of the average area duration.

[0132] Optionally, the method further includes: When multiple surveillance objects are detected to fail simultaneously, generate a heatmap report containing failure location marks in the graphical user interface; The heatmap report is associated with a timeline control, supporting the viewing of the sequence of device failure events at a preset time granularity.

[0133] It should be noted that the specific implementation methods of the steps in this embodiment are the same as or similar to those in the previous method steps, so they will not be elaborated here.

[0134] Through the above embodiments, players can understand more game events occurring in the game scene by viewing the surveillance footage of different surveillance objects during the action phase, so as to understand more game event information. During the discussion phase, this information can be sent to other player characters so that other player characters can perform actions that conform to the game objectives. In this way, the game process can be accelerated, thereby reducing the power consumption and data traffic consumption of the terminal during the game process.

[0135] This application embodiment also provides a computer-readable storage medium, on which a computer program is stored. When the computer program is run by a processor, it can execute the steps of the game control method in the method embodiment as shown above Figure 1 including: Optionally, the method further includes: During the action phase, when deploying surveillance objects, display the surveillance object identifier corresponding to the target location on the area display area in the graphical user interface, and display the number generated based on the deployment order and / or the area information corresponding to the target location on the surveillance object identifier.

[0136] Optionally, it further includes: In response to a switching instruction, control the graphical user interface to switch and display the surveillance footage corresponding to different surveillance objects according to a preset order; Update the display area of the regional display area to the area corresponding to the target position according to the target position of the monitored object currently displayed, and display the identification of the monitored object of the current monitored object on the regional display area in a preset manner.

[0137] Optionally, the monitored object number and / or the area information corresponding to the target position are displayed in the monitoring screen.

[0138] Optionally, the way of displaying the monitoring screen includes any one of the following: generating a pop-up window area on the first visual field screen of the graphical user interface, and the pop-up window area includes the monitoring screen; Or replacing the first visual field screen of the graphical user interface with the monitoring screen.

[0139] Optionally, the generation of the deployment instruction includes: When it is detected that the player virtual character is located in the preset deployable area, activate the first control in the graphical user interface; In response to the triggering operation on the first control, generate a deployment instruction.

[0140] Optionally, the first game scene includes multiple first areas and a connected area connecting the multiple first areas; the deployable area includes multiple first areas and / or the connected area.

[0141] Optionally, the monitoring parameters include at least one of the following: Spatial parameter: including the coordinate position of the monitored object and the field of view coverage angle; Status parameter: including the power status value and the disguise status identifier; Function parameter: including the frame capture frequency and the storage duration limit.

[0142] Optionally, the monitoring screen includes: Main screen area: presenting the scene screen collected in real time based on the monitoring parameters; Control panel area: including a switching control for switching different monitored objects and / or a setting control for adjusting the screen display parameters.

[0143] Optionally, the operation response of the switching control includes: When the number of simultaneously activated monitored objects exceeds the preset number threshold, the display area of the newly added monitoring screen is reduced in proportion according to the preset ratio; The setting control includes a timeline control for playing back historical monitoring screens, and supports screen backtracking within a preset duration range.

[0144] Optionally, the method further includes: In the case of detecting a change in the ambient light state, in response to a trigger instruction for a monitored object, according to the object attributes of the monitored object or the role attributes of the virtual role that triggers the monitored object, dynamically adjust the monitoring parameters of the monitoring screen, so that different monitoring screens are presented through different monitored objects.

[0145] Optionally, in the case of detecting a change in the ambient light state, in response to a trigger instruction for a monitored object, according to the object attributes of the monitored object or the role attributes of the virtual role that triggers the trigger instruction, the steps of dynamically adjusting the monitoring parameters of the monitoring screen so that different monitoring screens are presented through different monitored objects include: In response to a light reduction event, perform a first mask layer rendering process on the monitored object deployed by a non-player virtual role or the monitored object triggered by a non-player virtual role, where the monitored object triggered by a non-player virtual role includes the monitored object deployed by a player virtual role and / or the monitored object pre-deployed in the first game scene; Perform a second mask layer rendering process on the monitored object deployed by a player virtual role or the monitored object triggered by a player virtual role, where the monitored object triggered by a player virtual role includes the monitored object deployed by a player virtual role and / or the monitored object pre-deployed in the first game scene; Where the transparency value of the second mask layer is higher than that of the first mask layer.

[0146] Optionally, the light reduction event is an event triggered by at least one of the following methods: An event triggered by an interaction action for a specific interaction object; An event triggered when the brightness in the first game scene is detected to be lower than a preset brightness threshold.

[0147] Optionally, the method further includes: In the case of detecting a change in the ambient light state, obtain the role attributes of the player virtual role, and control to update the field of view screen displayed on the graphical user interface to a second field of view screen generated according to the role attributes, where the field of view range displayed on the second field of view screen is different from the field of view ranges corresponding to other virtual roles in the case of a change in the ambient light state, and where the other virtual roles are virtual roles with different role attributes from the player virtual role.

[0148] Optionally, the method further includes: Real-time monitor the continuous working time of each monitored object; When the first working time threshold is reached, display a low battery warning icon in the corresponding monitoring screen; When the second working time threshold is reached, automatically terminate the screen capture function of the monitored object and generate a charging requirement prompt.

[0149] Optionally, the discussion interface includes: Evidence presentation area: configured to display spatio-temporal coordinate data and a standardized behavior description template generated based on a surveillance video. Interaction area: includes a voting control for initiating a voting operation and / or a viewing control for viewing evidence details.

[0150] Optionally, the generation of the standardized behavior description template includes: Analyzing the movement trajectory of a target object in the surveillance video to identify abnormal movement segments where the speed change exceeds an acceleration threshold; Detecting the duration of stay of the target object in a specific area and generating an abnormal stay mark when it exceeds a preset multiple of the average area duration.

[0151] Optionally, the method further includes: When multiple surveillance objects are detected to fail simultaneously, generating a heat map report including failure location marks in the graphical user interface; The heat map report is associated with a timeline control, supporting viewing the sequence of device failure events at a preset time granularity.

[0152] It should be noted that the specific implementation manners of the steps in this embodiment are the same as or similar to those in the method steps described above, so they will not be elaborated here.

[0153] Through the above embodiments, players can, during the action phase, view the surveillance videos of different surveillance objects to learn more game events occurring in the game scene, so as to understand more game event information. During the discussion phase, this information can be sent to other player characters so that other player characters can perform actions that conform to the game objectives. In this way, the game process can be accelerated, thereby reducing the power consumption and data traffic consumption of the terminal during the game process.

[0154] 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 foregoing method embodiments and will not be elaborated here.

[0155] In the several embodiments provided in this application, it should be understood that the disclosed systems, devices, and methods can be implemented in other ways. The device embodiments described above are only illustrative. For example, the division of units is only a logical function division, and there can be other division methods in actual implementation. For another example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point, the displayed or discussed couplings or direct couplings or communication connections between each other can be through some communication interfaces. The indirect couplings or communication connections of the devices or units can be in electrical, mechanical, or other forms.

[0156] The unit described as a separate component may or may not be physically separated, and the component shown as a unit may or may not be a physical unit, that is, it may be located in one place or distributed to 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.

[0157] In addition, each functional unit in various embodiments of the present application 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.

[0158] If the 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 such an understanding, the technical solution of the present application, 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 in various embodiments of the present application. The aforementioned 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.

[0159] Finally, it should be noted that: the above embodiments are only specific implementation manners of the present application, used to illustrate the technical solutions of the present application, rather than limiting it. The protection scope of the present application is not limited thereto. Although the present application 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 application can still modify the technical solutions recorded 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 make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present application, and should all be covered within the protection scope of the present application. Therefore, the protection scope of the present application should be subject to the protection scope of the claims.

Claims

1. A game control method, characterized in that, Providing a graphical user interface through a terminal device, the graphical user interface includes a game play scene, the game play scene includes a player virtual character, the game play includes an alternating action phase and discussion phase, the method includes: In the action phase, controlling the graphical user interface to display a first field of view screen corresponding to the player virtual character, the first field of view screen includes a first game scene corresponding to the action phase; In response to a deployment instruction, controlling to set a monitoring object at a target position in the first game scene, the monitoring object is configured with monitoring parameters; In response to a viewing instruction, controlling to display a monitoring screen corresponding to the monitoring object in the graphical user interface, the monitoring screen is a screen formed by collecting the first game scene according to the monitoring parameters; In the discussion phase, controlling the graphical user interface to display a discussion interface corresponding to the discussion phase, the discussion interface is configured to send discussion information in response to a discussion instruction.

2. The control method according to claim 1, wherein The method further includes: In the action phase, when deploying the monitoring object, displaying a monitoring object identifier corresponding to the target position on a regional display area in the graphical user interface, and the monitoring object identifier displays a number generated based on the deployment order and / or regional information corresponding to the target position.

3. The control method according to claim 2, wherein, It further includes: In response to a switching instruction, controlling the graphical user interface to switch and display monitoring screens corresponding to different monitoring objects according to a preset order; According to the target position of the currently displayed monitoring object, updating the display area of the regional display area to the area corresponding to the target position, and displaying the monitoring object identifier of the current monitoring object in a preset manner on the regional display area.

4. The control method according to claim 2, wherein The monitoring screen displays the number of the monitoring object and / or regional information corresponding to the target position.

5. The control method according to claim 1, wherein, The way of displaying the monitoring screen includes any one of the following: generating a pop-up window area on the first field of view screen of the graphical user interface, and the pop-up window area includes the monitoring screen; Or replacing the first field of view screen of the graphical user interface with the monitoring screen.

6. The control method according to claim 1, wherein The generation of the deployment instruction includes: When detecting that the player virtual character is located in a preset deployable area, activating a first control in the graphical user interface; In response to a triggering operation on the first control, generating the deployment instruction.

7. The control method according to claim 6, wherein: The first game scene includes a plurality of first areas and a connecting area connecting the plurality of first areas; the deployable area includes the plurality of first areas and / or the connecting area.

8. The control method according to claim 1, characterized in that The monitoring parameters include at least one of the following: Spatial parameters: including the coordinate position and field of view coverage angle of the monitoring object; Status parameters: including the power status value and the camouflage status identifier; Function parameters: including the frame capture frequency and the storage duration limit.

9. The control method according to claim 1, wherein The monitoring screen includes: A main screen area: presenting a scene screen collected in real time based on the monitoring parameters; A control panel area: including a switching control for switching different monitoring objects and / or a setting control for adjusting the screen display parameters.

10. The control method according to claim 9, characterized in that, The operation response of the switching control includes: When the number of simultaneously activated monitored objects exceeds a preset number threshold, the display area of the newly added monitoring screen is reduced by a preset ratio; The setting control includes a timeline control for playing back historical monitoring screens, and supports screen backtracking within a preset time range.

11. The control method according to claim 1, characterized in that The method further includes: In the case of detecting a change in the ambient light state, in response to a trigger instruction for a monitored object, according to the object attribute of the monitored object or the role attribute of the virtual role that triggers the monitored object, dynamically adjust the monitoring parameters of the monitoring screen, so that different monitoring screens are presented through different monitored objects.

12. The control method according to claim 11, wherein The step of, in the case of detecting a change in the ambient light state, in response to a trigger instruction for a monitored object, according to the object attribute of the monitored object or the role attribute of the virtual role that triggers the trigger instruction, dynamically adjust the monitoring parameters of the monitoring screen, so that different monitoring screens are presented through different monitored objects includes: In response to a light reduction event, perform a first mask layer rendering process on the monitored objects deployed by non-the player virtual role or the monitored objects triggered by non-the player virtual role, where the monitored objects triggered by non-the player virtual role include the monitored objects deployed by the player virtual role and / or the monitored objects pre-deployed in the first game scene; Perform a second mask layer rendering process on the monitored objects deployed by the player virtual role or the monitored objects triggered by the player virtual role, where the monitored objects triggered by the player virtual role include the monitored objects deployed by the player virtual role and / or the monitored objects pre-deployed in the first game scene; Where the transparency value of the second mask layer is higher than that of the first mask layer.

13. The control method according to claim 11, characterized in that, The light reduction event is an event triggered by at least one of the following methods: An event triggered by an interaction action for a specific interaction object; An event triggered when the brightness in the first game scene is detected to be lower than a preset brightness threshold.

14. The control method according to claim 1, wherein The method further includes: In the case of detecting a change in the ambient light state, obtain the role attribute of the player virtual role, and control to update the field of view screen displayed by the graphical user interface to a second field of view screen generated according to the role attribute, and the field of view range displayed by the second field of view screen is different from the field of view ranges corresponding to other virtual roles in the case of the change in the ambient light state, where the other virtual roles are virtual roles with different role attributes from the player virtual role.

15. The control method according to claim 1, wherein The method further includes: Real-time monitor the continuous working time of each monitored object; When the first working time threshold is reached, display a low battery warning icon in the corresponding monitoring screen; When the second working time threshold is reached, automatically terminate the screen capture function of the monitored object and generate a charging requirement prompt.

16. The control method according to claim 1, characterized in that The discussion interface includes: A proof area: configured to display spatio-temporal coordinate data and a standardized behavior description template generated based on the monitoring screen; An interaction area: includes a voting control for initiating a voting operation and / or a viewing control for viewing evidence details.

17. The control method according to claim 16, characterized in that, The generation of the standardized behavior description template includes: Analyze the movement trajectory of the target object in the monitoring screen, and identify abnormal movement segments where the speed change exceeds the acceleration threshold; Detect the residence duration of the target object in a specific area, and generate an abnormal residence mark when it exceeds a preset multiple of the average area duration.

18. The control method according to claim 1, wherein The method further includes: When it is detected that multiple monitoring objects fail simultaneously, generate a heat map report including failure location marks in the graphical user interface; The heat map report is associated with a timeline control, and supports viewing the sequence of device failure events at a preset time granularity.

19. A game control device, characterized in that, Provide a graphical user interface through a terminal device, where the graphical user interface includes a game play scene, the game play scene includes a player virtual character, the game play includes an alternating action phase and a discussion phase, and the device includes: An action device configured to control the graphical user interface to display a first field of view screen corresponding to the player virtual character in the action phase, and the first field of view screen includes a first game scene corresponding to the action phase; A deployment device configured to control the setting of a monitoring object at a target position in the first game scene, and the monitoring object is configured with monitoring parameters; A viewing device configured to respond to a viewing instruction and control the graphical user interface to display a monitoring screen corresponding to the monitoring object, and the monitoring screen is a screen formed by collecting the first game scene according to the monitoring parameters; A discussion device configured to control the graphical user interface to display a discussion interface corresponding to the discussion phase in the discussion phase, and the discussion interface is configured to send discussion information in response to a discussion instruction.

20. An electronic device, characterized in that, It includes a processor and a memory, and the memory stores multiple instructions; the processor loads the instructions from the memory to execute the steps in the game control method according to any one of claims 1 to 18.

21. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores multiple instructions, and the instructions are suitable for being loaded by a processor to execute the steps in the game control method according to any one of claims 1 to 18.