Display control method and device, electronic equipment and storage medium

By displaying the battle close-up window in the game interface and blocking other characters, combined with adjustable viewing screen parameters, the problem of overlapping and obstructing character models in multiplayer battles is solved, improving the player's visual experience and operation convenience of combat.

CN120393407APending Publication Date: 2025-08-01NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202510582480.5
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-05-07
Publication Date
2025-08-01

AI Technical Summary

Technical Problem

In multiplayer combat gameplay, players cannot clearly observe the combat details of specific characters during the intense combat operation because the character models overlap and obstruct each other, resulting in a single gameplay.

Method used

By displaying a battle close-up window in the graphical user interface, blocking other virtual characters except the target virtual characters, and allowing players to adjust the display parameters of the viewing screen, a separate second virtual camera is used to capture the target character screen.

Benefits of technology

It realizes the battle details of the target virtual characters clearly observed in the multiplayer team battle scene, improves the visual experience and operation convenience, and enhances the richness and interactivity of the battle.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention provides a display control method and device, electronic equipment and a storage medium, and the method comprises the steps: responding to a first operation, and displaying a combat close-up window in a graphical user interface; displaying a visual angle picture of the target virtual character in the combat close-up window, wherein the visual angle picture comprises the target virtual character and shields at least part of other virtual characters; the other virtual roles are virtual roles except the target virtual role in the plurality of virtual roles; and in response to the second operation, adjusting display parameters of the visual angle picture. Through the method provided by the embodiment of the invention, in a multi-person team combat scene, players can open the combat close-up window through simple operation, watch the combat picture of the target virtual character in real time and freely adjust the display parameters of the visual angle picture, so that the problem of overlapping and shielding of character models in a traditional mode is avoided, the interaction experience is improved, and the user experience is improved. A player can clearly observe combat details; and meanwhile, the richness of combat is increased.
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Description

Technical Field

[0001] The present disclosure relates to the technical field of games, and in particular, to a display control method, device, electronic device, and storage medium. Background Art

[0002] The multiplayer combat gameplay is a relatively popular gameplay in games. Players can form teams to challenge powerful bosses and obtain game rewards. In such games, multiple players often gather around the boss during the combat process. Especially for melee class players, the character models often overlap and block each other. This causes the user to be unable to observe the combat details of a specific character during the intense combat operation process, and the gameplay is single. Summary of the Invention

[0003] The purpose of the present disclosure is to provide a display control method, device, electronic device, and storage medium to achieve displaying the exclusive combat perspective of a specific character during the multiplayer combat scene, and enhancing the combat visual experience and combat effect.

[0004] In a first aspect, the present disclosure provides a display control method. A graphical user interface is provided through a terminal, and the graphical user interface displays a scene picture of at least part of a virtual scene. The virtual scene includes multiple virtual characters. The method includes: responding to a first operation to display a combat close-up window in the graphical user interface; displaying a perspective picture of a target virtual character in the combat close-up window, the perspective picture including the target virtual character and shielding at least part of other virtual characters; the other virtual characters being the virtual characters other than the target virtual character among the multiple virtual characters; and responding to a second operation to adjust the display parameters of the perspective picture.

[0005] In a second aspect, the present disclosure provides a display control device. A graphical user interface is provided through a terminal, and the graphical user interface displays a scene picture of at least part of a virtual scene. The virtual scene includes multiple virtual characters. The device includes: a first display module for responding to a first operation to display a combat close-up window in the graphical user interface; a second display module for displaying a perspective picture of a target virtual character in the combat close-up window, the perspective picture including the target virtual character and shielding at least part of other virtual characters; the other virtual characters being the virtual characters other than the target virtual character among the multiple virtual characters; and an adjustment module for responding to a second operation to adjust the display parameters of the perspective picture.

[0006] In a third aspect, the present disclosure provides an electronic device, including a processor and a memory. The memory stores computer executable instructions that can be executed by the processor, and the processor executes the computer executable instructions to perform the steps in the display control method described in any one of the above.

[0007] Fourthly, the present disclosure provides a computer-readable storage medium storing computer-executable instructions, which, when called and executed by a processor, cause the processor to execute the steps in the display control method described in any one of the above.

[0008] The present disclosure provides a display control method, apparatus, electronic device and storage medium. The method includes: in response to a first operation, displaying a combat close-up window in a graphical user interface display; displaying a perspective view of a target virtual character in the combat close-up window, the perspective view including the target virtual character and shielding at least some other virtual characters; the other virtual characters being virtual characters other than the target virtual character among a plurality of virtual characters; and in response to a second operation, adjusting display parameters of the perspective view. By the method provided in this embodiment, in a multi-player team combat scenario, a player can open the combat close-up window through a simple operation, watch the combat screen of the target virtual character in real time, and freely adjust the display parameters of the perspective view, avoiding the problem of overlapping and occlusion of character models in the traditional method, improving the interaction experience, enabling the player to clearly observe combat details; and at the same time, increasing the richness of the combat. BRIEF DESCRIPTION OF THE DRAWINGS

[0009] In order to more clearly illustrate the specific embodiments of the present disclosure or the technical solutions in the prior art, the following will briefly introduce the drawings required for use in the description of the specific embodiments or the prior art. Obviously, the drawings in the following description are some embodiments of the present disclosure. For those of ordinary skill in the art, other drawings can be obtained based on these drawings without creative efforts.

[0010] Figure 1 It is a flowchart of a display control method provided by an embodiment of the present disclosure; Figure 2 It is a schematic diagram of an application scenario of the display control method provided by an embodiment of the present disclosure; Figure 3 It is a schematic diagram of a display control apparatus provided by an embodiment of the present disclosure; Figure 4 It is a schematic diagram of the structure of an electronic device provided by an embodiment of the present disclosure. DETAILED DESCRIPTION OF THE EMBODIMENTS

[0011] The following will clearly and completely describe the technical solutions of the present disclosure in conjunction with the embodiments. Obviously, the described embodiments are some, but not all, of the embodiments of the present disclosure. All other embodiments obtained by those of ordinary skill in the art based on the embodiments of the present disclosure without creative efforts shall fall within the protection scope of the present disclosure.

[0012] This embodiment provides a display control method. The method provides a graphical user interface through a terminal device, and a game interface is displayed in the graphical user interface. The game interface includes a game scene screen and a user interface (UI interface). Among them, the game interface refers to the interface corresponding to the application provided or displayed through the graphical user interface. The user interface is used for information interaction with the user and may include game design elements such as buttons, animations, texts, sounds, windows, etc. that are in direct or indirect contact with the user. In an alternative embodiment, the interface elements in the user interface may include the following controls: (1) Controls related to controlling the character, such as skill controls, movement controls, function controls, etc.; (2) Controls for indicating information, which can also be called information indication identifiers, such as direction indication identifiers, character indication identifiers, character stamina identifiers, prop pickup points or treasure chest location points, etc.; (3) Information display controls, which can also be called information display areas, such as displaying basic character information (character name, occupation, health value, true qi value, etc.), character status information (such as whether in a coma, poisoned, etc.) or game information (such as the number of kills, game time, etc.); (4) Game setting controls, such as system settings, store, gold, etc. In addition, the controls displayed in the user interface of different games may be different. In the user interface of some games, there may also be a friend list control. Through this control, the relevant information of the added friends can be viewed, and operations such as chatting, visiting the home, and deleting can be performed. There are also games that include task-related controls, such as displaying the current task list, including main tasks and side tasks, etc. Through these controls, users can better manage and play the game.

[0013] In an alternative embodiment, the game scene screen is the screen corresponding to the virtual scene displayed by the terminal device. The game scene screen may include virtual objects such as game characters (such as controlled virtual characters, also called player virtual characters), NPC characters (Non-Player Character), AI (Artificial Intelligence) characters, etc. that execute game logic in the virtual scene. The game scene screen usually changes as the controlled virtual character moves.

[0014] The above virtual scene is the content displayed (or provided) when the game application runs on the terminal or the server. Optionally, the virtual scene is a simulated environment of the real world, or a semi-simulated and semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scene is any one of a two-dimensional virtual scene, a 2.5D virtual scene, and 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. For example, in a sandbox 3D shooting game, the virtual scene is a 3D game world for players to control virtual objects to fight. Exemplary virtual scenes can include at least one of the following elements: mountains, flatlands, rivers, lakes, oceans, deserts, sky, plants, buildings, and vehicles. For example, in a 2D or 2.5D card game, the virtual scene is a scene for displaying the release of cards or the virtual objects corresponding to the cards. Exemplary virtual scenes can include: a ring, a battle field, or other "field" elements or other elements that can display the card battle status. For a 2D or 2.5D multiplayer online battle arena game, the virtual scene is a 2D or 2.5D terrain scene for virtual objects to fight. Exemplary virtual scenes can include elements such as canyon-style mountains, lines, rivers, classrooms, desks and chairs, and podiums.

[0015] The above virtual object refers to a dynamic object that can be controlled in the 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 the player through an input device, or an AI character set in the virtual environment battle through training, or an NPC set in the virtual scene battle. Optionally, the virtual object is a virtual character competing in the 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 disclosure embodiment does not limit this. In one possible implementation, the 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.

[0016] The display control method in one embodiment of this disclosure can run on a terminal device or a server. Among them, the terminal device can be a local terminal device, such as a touch device or a non-touch device. When the display control method runs on the server, the method can be implemented and executed based on a cloud interaction system, where the cloud interaction system includes a server and client devices.

[0017] In an alternative embodiment, cloud games can be run under a cloud interaction system. Cloud games refer to a game mode based on cloud computing. In the operating mode of cloud games, the running entity of the game program and the entity presenting the game screen are separated. The storage and running of the interaction method in the game are completed on the cloud game server, and the function of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function close to 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 interface, returns it to the client device through the network, and finally, the game interface is decoded and output through the client device.

[0018] In an alternative embodiment, the terminal device can be a local terminal device. The local terminal device stores the game program and is used to present the game screen. The local terminal device is used to interact with the player through the game screen, that is, conventionally, the game program is downloaded and installed on the electronic device and run. The way for the local terminal device to provide the game screen 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 game screen, and the game screen includes the game scene screen. The processor is used to run the game, generate the game interface, and control the display of the game interface on the display screen.

[0019] In this embodiment, a display control method is provided. Figure 1 It is a flowchart of the display control method provided according to the embodiments of the present disclosure. The method displays the scene screen of at least part of the virtual scene through a graphical user interface. The virtual scene includes multiple virtual characters, such as Figure 1 shown, and the process includes the following steps: Step S101, in response to the first operation, display a combat close-up window in the graphical user interface; Step S102, display the perspective view of the target virtual character in the combat close-up window. The perspective view includes the target virtual character and shields at least part of the other virtual characters; the other virtual characters are the virtual characters other than the target virtual character among the multiple virtual characters; Step S103, in response to the second operation, adjust the display parameters of the perspective view.

[0020] Through the method provided in this embodiment, players can watch their own or others' special combat perspectives in real time in a multi-player combat scenario. By shielding other interfering virtual characters, the visual experience and operation convenience during the combat are improved. At the same time, through adjustable perspective screen parameters, the flexibility of game interaction and the richness of combat visual perception are enhanced, solving the computer graphics display problem in the prior art that character models overlap each other in a multi-player combat scenario, resulting in the inability to clearly watch combat actions and special effects.

[0021] The following is a specific description of the above steps.

[0022] In step S101, in response to the first operation, a combat close-up window is displayed in the graphical user interface.

[0023] Among them, the graphical user interface refers to the visual interaction interface presented to the user on the terminal device, and this interface can be the combat interface, adventure interface, or social interface in the game client, etc. The virtual scene generally refers to the three-dimensional or two-dimensional environment constructed in games or virtual reality applications, such as the battlefield, dungeon, and wild scene in the game. The multiple virtual characters can include the characters controlled by the player (also known as controlled virtual characters) and the non-player characters controlled by the game system (also known as non-controlled virtual characters), such as the characters of other players, enemy characters, neutral characters, etc. These characters can move, fight, and interact in the virtual scene, constituting a rich and colorful virtual world content and providing an immersive game experience for players.

[0024] Optionally, the first operation refers to the interaction operation triggered by the user on the graphical user interface of the virtual scene for retrieving the combat close-up window. The first operation can be implemented by means of a click operation, a swipe operation, a long-press operation, and / or other operations. For example, the first operation can be that the user clicks on the specially set "Combat Close-up" button on the graphical user interface, and this button can be presented as a camera icon or a magnifying glass icon, located on the side or bottom toolbar of the interface.

[0025] In an alternative embodiment, the first operation can be a selection operation for a specific virtual character. Through this operation, the target virtual character is directly specified and the combat close-up window is opened at the same time. For example, in a multi-player team combat, the user can long-press the teammate's avatar or character model for two seconds, and the system recognizes it as the first operation, and then the combat close-up window of this teammate pops up. The combat close-up window, as an interface element independent of the main game screen, can be floatingly displayed at any position on the main game interface, enabling the player to see the content in both the main scene and the combat close-up window at the same time and realizing the multi-perspective display of information.

[0026] In an optional embodiment, the first operation may be a non-contact operation instruction based on voice recognition or gesture recognition. For example, the user can trigger the function of the system to display the combat close-up window by preset voice commands such as "Open close-up", "View character", etc., or by specific gesture actions captured by the camera, such as making a frame shape with both hands.

[0027] In a specific application, when the player is in a combat scenario of a multi-player team fighting a boss and cannot see their own combat actions clearly due to the overlapping of character models, the player can click the "Combat Close-up" button (presented as a camera icon) in the lower right corner of the interface, and the system will immediately pop up a semi-transparent combat close-up window on the right side of the graphical user interface. In the initial state, it is default focused on the character controlled by the player, providing a clearer combat perspective without affecting the player's operation and observation of the main combat scenario.

[0028] In step S102, a perspective view of the target virtual character is displayed in the combat close-up window. The perspective view includes the target virtual character and shields at least part of the other virtual characters; the other virtual characters are the virtual characters other than the target virtual character among the multiple virtual characters.

[0029] Among them, the target virtual character refers to a specific virtual character that needs to be highlighted and displayed in the combat close-up window, which can be the character controlled by the user himself or the character controlled by other players. The determination of the target virtual character can be achieved by click operation, swipe operation, long press operation and / or other operations. Taking the click operation as an example, the user can set a certain virtual character as the target virtual character by clicking on the avatar or model of the virtual character.

[0030] In an optional embodiment, the target virtual character refers to the character that is focused on and displayed in the combat close-up window and is the core object of the combat close-up window. For example, by default, the system will set the character currently controlled by the user as the target virtual character, enabling the user to clearly see the combat actions of their own character, the skill release effects, and the appearance of the equipment.

[0031] In an optional embodiment, the perspective view refers to the specially processed picture content displayed in the combat close-up window. It is separated from the main scene picture and has an independent perspective and display rules. For example, the perspective view can adopt a third-person perspective fixed at a 45-degree angle behind the target virtual character, or a slightly top-down angle to best display the combat actions and special effects of the character.

[0032] Optionally, the perspective view of the target virtual character is achieved through specific graphics rendering techniques, which will retain the target virtual character and its related combat elements, while making other virtual characters that may cause visual interference transparent or completely hidden. The technology of shielding at least some other virtual characters can be implemented in various ways, such as setting the transparency attribute of the character model, using a mask layer to filter specific character models, adjusting the rendering priority, etc. This shielding mechanism can adopt different strategies according to different game scenarios. For example, in a multi-player team Boss battle, only the Boss character and the target virtual character may be retained, while in a PVP competitive scenario, the directly interacting opponent characters may be retained.

[0033] In a specific application, when the combat close-up window is opened, the system will display a combat perspective exclusive to the target character in this window. For example, when a player is controlling a swordsman character to attack a dragon Boss with the team, in the combat close-up window, the system will first display the swordsman character and the dragon Boss, and at the same time automatically set the other 10 teammate character models around to a semi-transparent state or completely hidden, so that the player can clearly see the special effect animations and weapon light effects when their own character casts skills, without being blocked by other character models, greatly enhancing the visual experience of the battle and the personal combat feeling.

[0034] Optionally, the technical implementation of shielding other virtual characters can be more refined. The system can dynamically determine the shielding strategy according to the relationship and interaction status between characters. For example, when the target virtual character is fighting with a certain enemy character, the system can retain the display of this enemy character while shielding other irrelevant characters; when the target virtual character casts a range skill, the system can temporarily display other characters affected by the skill so that the player can understand the coverage and affected objects of the skill effect. In addition, the system can also provide different levels of shielding options, allowing players to choose to completely shield, semi-transparently display or conditionally display other virtual characters according to their personal preferences, enhancing the user's customization experience.

[0035] Optionally, the combat close-up window can also intelligently identify exciting moments in the battle, such as critical hit effects, combo achievements, perfect skill releases, etc., and automatically adjust the perspective parameters to highlight and display at these moments. For example, when a character releases an ultimate skill, the system may automatically switch to a preset best viewing angle, appropriately slow down the action speed or add special visual effects to enhance the viewing experience of this moment; when a character achieves a key kill or completes a difficult operation, the system may automatically capture this exciting moment and provide a playback function, allowing players to repeat and enjoy their wonderful performances. This intelligent perspective management can not only enhance the player's combat experience, but also automatically record and display the highlight moments in the game, enhancing the player's sense of achievement and desire to share.

[0036] In step S103, in response to the second operation, the display parameters of the perspective view are adjusted.

[0037] Among them, the second operation refers to an interaction instruction triggered by the user for adjusting the display effect of the perspective view. The second operation can be implemented by means of a click operation, a swipe operation, a long-press operation, and / or other operations. Taking the swipe operation as an example, the user can swipe within the combat close-up window to adjust the display angle or position of the perspective view.

[0038] In an optional implementation manner, the second operation refers to an interaction operation by which the user adjusts the perspective view in the combat close-up window, for personalizing the display effect of the perspective view. For example, the user can perform a single-finger swipe within the combat close-up window to rotate the perspective angle, so as to observe the combat actions of the target virtual character from different directions, or view the equipment and special effect details on the back and side of the character.

[0039] In an optional implementation manner, the display parameters refer to various configuration values for controlling the display effect of the perspective view, including but not limited to the perspective angle, the zoom ratio, the focal length, the brightness, etc. For example, the system can provide a zoom function for the perspective view, and the user can adjust the magnification or reduction ratio of the perspective view through the gesture of pinching or separating two fingers, so as to more clearly observe the detailed parts of the character or obtain a broader combat field of view.

[0040] In an optional implementation manner, adjusting the perspective view can include parameter modifications in multiple dimensions to meet the personalized needs of different users. For example, the system can allow the user to switch several preset classic perspectives through specific buttons or gestures, such as "close-up mode" (closely following the character), "tactical mode" (a relatively wide top-down angle), and "action mode" (a 45-degree side angle, suitable for observing skill combos), so that the user can select the most suitable viewing perspective according to different combat scenarios and personal preferences.

[0041] In a specific application, when a player watches the release of a gorgeous skill in the combat close-up window, the player can swipe left with a finger within the window to rotate the perspective to the side of the character, so as to better appreciate the side light effect when the skill is released; the player can also perform a zoom-out gesture by swiping two fingers outwards to appropriately pull the perspective away to observe all the effects within the range affected by the skill; the player can also make a circular rotation gesture with two fingers on the screen to adjust the viewing angle to a top-down perspective to view the coverage area and tactical effect of the skill. These interaction operations enable the player to freely adjust various parameters of the combat perspective and obtain the best viewing experience.

[0042] Such as Figure 2As shown, in a specific application of this embodiment, when a player enters a multi-player team dungeon to challenge a powerful Boss monster 200, it can be seen from the game main interface 201 that there are multiple players gathering around the Boss monster 200 in the scene to attack, resulting in overlapping character models. At this time, the player can click the camera icon button 202 in the lower right corner of the interface (the first operation), and the system immediately pops up a combat close-up window 203 in the upper left corner of the interface. The window shows a close-up of the character (nicknamed "Yiling") controlled by the player himself when releasing skills. At the same time, the models of other players around are automatically blocked, and only the target Boss is displayed. The player can adjust the viewing angle by swiping a finger in the close-up window (the second operation), or adjust the screen size by pinching to zoom in or out, so as to more clearly appreciate the weapon special effects and skill animations of his own character. This method not only solves the visual chaos problem caused by overlapping models in multi-player battles, but also enhances the player's perception and satisfaction of the combat performance of his own character, and enhances the game experience.

[0043] In an alternative embodiment, the scene image displayed on the graphical user interface is obtained by shooting the virtual scene with a first virtual camera. The method further includes: setting a second virtual camera in the virtual scene and associating the second virtual camera with the position of the target virtual character in the virtual scene; controlling the second virtual camera to shoot the virtual scene at a preset angle to obtain a base image; performing a shielding process on the base image to obtain the perspective image of the target virtual character. In this way, by setting an independent second virtual camera to focus on the target virtual character, the synchronous display of the main scene and the close-up scene can be achieved, enabling the player to obtain a global view and a fine close-up at the same time, effectively solving the problem of overlapping and blocking of character models in a multi-player combat scene, and enhancing the viewing experience and combat excitement.

[0044] Optionally, the first virtual camera refers to a virtual camera responsible for capturing and rendering the scene image in the main game interface. Its position and angle are usually associated with the main character controlled by the player. In a multi-player online game, the first virtual camera usually adopts a third-person perspective, located at a certain distance behind and above the player's character, and will adjust its position and orientation accordingly as the character moves and turns. The viewing range of the first virtual camera is relatively wide, enabling the player to observe the surrounding environment, enemies, and other players, so as to make reasonable combat decisions. In traditional game images, all visual content is presented through this first virtual camera, including the scene environment, character models, special effects animations, etc. This is also the main channel for players to obtain game information. When multiple players gather at the same location to fight, due to the viewing angle limitation of the first virtual camera, the character models will overlap with each other, making it difficult for players to distinguish the specific actions and special effects of themselves or others.

[0045] Optionally, the settings of the second virtual camera are the key technical points for implementing the combat close-up function. Different from the first virtual camera, the second virtual camera is specifically used to capture the images of a specific target virtual character and display the captured content in the combat close-up window. The position of the second virtual camera is associated with the position of the target virtual character in the virtual scene, which means that when the target character moves in the scene, the second virtual camera will follow and adjust its own position in real time to maintain continuous attention on the target character. This association can be achieved by setting the tracking target of the second virtual camera as the target virtual character, and the game engine will automatically calculate and update the position and orientation of the second virtual camera to ensure that it can always capture the actions and states of the target character from the best angle. This independent camera design enables the combat close-up window to provide a completely different perspective from the main interface, allowing players to obtain a clearer and more focused combat image without affecting normal game operations.

[0046] Optionally, controlling the second virtual camera to shoot the virtual scene at a preset angle means that the system will automatically set the most suitable viewing angle for the second virtual camera to display the target virtual character according to different combat scenarios and character types. These preset angles may include side close-up angles, top-down angles, upward angles, or dynamic perspectives at a certain angle around the character, etc. The selection of the preset angles will consider one or more factors, such as the current action state of the character, the environment it is in, the type of weapon or skill it is using, etc., to ensure that the combat actions and special effects of the character can be displayed to the greatest extent. For example, when the character casts a range-based group skill, the system may automatically select a slightly zoomed-out top-down angle to more comprehensively display the coverage of the skill effect; when the character performs a precise combo action, the system may choose a closer side or 45-degree diagonal angle to highlight the action details and weapon trajectory of the character. This intelligent selection of preset angles can ensure that players can obtain the best viewing experience in different combat situations.

[0047] Optionally, obtaining the base image means that the second virtual camera performs real-time rendering on the virtual scene based on a preset angle, generating an original image that includes all visible elements such as the target virtual character and its surrounding environment, other characters, special effects, etc. This base image is not processed in any special way and is consistent with the scene seen by the player through the first virtual camera in terms of rendering principle, except for the viewing angle and range. The process of obtaining the base image is real-time. The system will generate a complete visual image through the graphics rendering pipeline according to the current state of the virtual scene, including information such as the positions, actions, special effects, and environmental elements of all characters. This base image will be used as the input for subsequent masking processing and will be displayed to the player in the combat close-up window after being processed. The quality and frame rate of the base image will directly affect the final combat close-up effect presented to the player. Therefore, the system will appropriately adjust the rendering quality of the base image according to the performance of the terminal device to ensure that while maintaining the visual effect, it will not overly consume system resources.

[0048] Optionally, masking the base image means that the system will apply specific image processing algorithms to the base image captured by the second virtual camera to identify and selectively hide or reduce the display of other virtual characters, in order to highlight the presence and visual clarity of the target virtual character. The masking process can be achieved through various technical means, such as mask processing based on depth information, selective rendering based on object ID, transparency adjustment, or contour highlighting. In practical applications, the system can adopt different degrees of masking strategies according to different combat scenarios and user preferences. For example, in an intensive team battle, the system may completely hide all other player characters that have no direct interaction with the target character, only retaining the target character and the current combat object (such as a Boss monster); while in a more open scene, the system may use semi-transparent processing to make other characters appear in the image with a lower presence, neither completely disrupting the continuity of the scene nor effectively highlighting the target character. Through this masking process, the system can generate a clear and focused view of the target virtual character, effectively solving the problem of visual chaos caused by overlapping character models.

[0049] Optionally, the perspective view generation process is dynamic and continuous, rather than a static, one-time process. The system monitors changes in the virtual scene in real time, including the target avatar's movement, changes in action state, updates to the surrounding environment, and the entry or exit of other characters. Based on this information, the second virtual camera's position and angle are continuously updated, regenerating the base view and applying masking. This dynamic update mechanism ensures that the content displayed in the combat close-up window remains synchronized with the current game state, allowing players to gain real-time insights into the target character's combat status through the close-up window. Furthermore, the system dynamically adjusts the masking strategy and intensity based on the target character's combat phase. For example, when a character unleashes a crucial skill or gains a critical buff, the masking level may be temporarily reduced to allow for appropriate display of surrounding environmental reactions and feedback from other characters, enhancing the continuity and immersion of the combat. This intelligent, dynamic processing mechanism transforms the combat close-up window into more than just a simple perspective display tool; it becomes a crucial element in enhancing the player's combat experience.

[0050] Optionally, the second virtual camera can be linked to the target virtual character's position to implement a variety of different follow modes to suit different viewing needs. The basic linking mode is position follow, where the second virtual camera maintains a fixed relative position and angle with the target character, moving with the character. Furthermore, the system offers more advanced linking modes, such as "Action Focus Mode," where the second virtual camera automatically adjusts its position and angle to capture the target character's movements from the optimal perspective when the target character begins performing specific actions or skills; "Weapon Close-up Mode," where the second virtual camera focuses on the changes and effects of the target character's weapon; and "Environment Interaction Mode," where the second virtual camera zooms out or adjusts its angle appropriately when the target character interacts with specific elements in the scene, showcasing both the character and the interactive object. These diverse linking modes can be automatically switched based on player preference or the current game context, or manually selected, further enhancing the personalized battle viewing experience. The system also smooths camera movement to avoid judder caused by the target character's sudden movements or turns, ensuring that the battle close-up window remains stable and beautiful.

[0051] In an optional embodiment, the perspective displayed in the battle close-up window is updated based on the position changes of the target virtual character. This allows the perspective to be dynamically tracked in real time, ensuring that players can continuously observe the target character's combat status, improving the consistency of the gaming experience and the visual quality of the battle.

[0052] Optionally, the update of the perspective view in the combat close-up window is dynamically adjusted based on the real-time position changes of the target virtual character in the virtual scene. When the target virtual character moves, jumps, rolls, or performs skills in the virtual scene, causing position changes, the virtual camera in the combat close-up window automatically tracks the position of the target virtual character and reconstructs the perspective view with the target virtual character as the center point.

[0053] Optionally, the update of the perspective view includes the update of the virtual camera position and the adjustment of the camera viewing angle. The update of the virtual camera position means that the coordinate position of the virtual camera in the three-dimensional space changes with the change of the target virtual character's position, maintaining the relative position relationship with the target virtual character. For example, it can be set that the virtual camera maintains a fixed distance and height difference from the target virtual character. When the target virtual character moves, the virtual camera also moves accordingly to maintain this preset spatial relationship. The adjustment of the virtual camera viewing angle means that the orientation of the virtual camera is adjusted with the change of the target virtual character's position, so that the camera always aims at the target virtual character. This dual update mechanism of position and angle can ensure that the perspective view in the combat close-up window always shows the combat actions of the target virtual character from the best visual angle, and no matter how the target virtual character moves or turns, the combat posture and special effect performance of the character can be clearly seen.

[0054] In an optional implementation manner, in response to the second operation, the display parameters of the perspective view are adjusted, including: in response to the first sliding operation, the angle of the second virtual camera is adjusted to update the perspective view based on the adjusted second virtual camera. In this way, through the first sliding operation, the perspective angle in the combat close-up window can be intuitively adjusted, enabling the player to observe the combat process of the target virtual character from different angles, enhancing the combat viewing experience and operation convenience.

[0055] Optionally, the first sliding operation can be achieved by finger sliding on a touch device or mouse dragging on a computer device. When the player performs the first sliding operation within the combat close-up window, the system captures the direction and distance information of the sliding and converts this information into corresponding second virtual camera rotation angle parameters. For example, when the player slides from left to right within the combat close-up window, the second virtual camera will rotate to the right by a certain angle accordingly; when sliding from top to bottom, the second virtual camera will look down by a certain angle accordingly. This intuitive interaction method enables the player to adjust the viewing angle in a natural and smooth operation manner without having to achieve the perspective adjustment through complex menu options or key combinations, greatly reducing the operation threshold for the player.

[0056] Optionally, the angle adjustment of the second virtual camera may include adjustments in two dimensions: the horizontal rotation angle and the vertical pitch angle. The adjustment of the horizontal rotation angle enables the second virtual camera to rotate horizontally around the target virtual character, providing a 360-degree panoramic view of the target virtual character; the adjustment of the vertical pitch angle enables the second virtual camera to observe the target virtual character from different heights and tilt angles, either looking down on the entire combat scene from a high position or looking up at the imposing posture of the target virtual character from a low position. The combination of these two-dimensional angle adjustments can meet the player's need for multi-angle and multi-dimensional observation of the combat scene, enabling the player to comprehensively understand the action details and combat skills of the target virtual character during the combat process.

[0057] Optionally, after the angle adjustment of the second virtual camera is completed, the system will re-render the perspective view in the combat close-up window based on the adjusted second virtual camera and keep the shielding rule unchanged, that is, continue to shield other virtual characters except the target virtual character and its interaction objects.

[0058] In an alternative embodiment, in response to the second swipe operation, the angle of the first virtual camera is adjusted to update the scene view based on the adjusted first virtual camera. In this way, by adjusting the angle of the first virtual camera, the player can more flexibly control the main scene perspective, while keeping the perspective of the combat close-up window independent, and adjust the global scene perspective according to their own needs, improving the freedom of game operation and user experience.

[0059] Optionally, the second swipe operation can be implemented by finger swiping on a touch screen device or mouse dragging on a computer device. When the user performs a swipe operation in the main scene area of the graphical user interface, the system will capture this operation and parse it into an adjustment instruction for the first virtual camera. Different from the first swipe operation in the combat close-up window, the second swipe operation is specifically for the first virtual camera of the main scene. The two are independent and cooperate with each other to form a complete perspective control system. This design enables the player to control two different perspective views simultaneously, enhancing the functionality of the game interface and the accuracy of operation, and meeting the diverse perspective needs of different players in a multi-player combat scene.

[0060] Optionally, the adjustment of the first virtual camera angle can include multiple dimensions of change, such as horizontal rotation, vertical pitch, and tilt of viewing angle. When the player swipes left or right, the first virtual camera will rotate horizontally around the center point of the scene by a certain angle, changing the horizontal direction in which the player observes the scene; when the player swipes up or down, the first virtual camera will adjust the pitch angle, allowing the player to observe the scene from different heights; when the player performs a specific diagonal swipe operation, the system can interpret it as the need to adjust the tilt angle of the camera to add a sense of dynamism to the scene. This multi-dimensional angle adjustment mechanism allows players to observe the virtual scene in all directions, reducing the visual blind spots that may be caused by a fixed viewing angle.

[0061] Optionally, updates to the scene image remain independent of but interrelated to the perspective image of the battle close-up window. When the player adjusts the angle of the first virtual camera, the main scene image will update accordingly, but the perspective image of the target virtual character displayed in the battle close-up window will remain relatively independent and still controlled by the second virtual camera. This independence allows players to simultaneously grasp the macro battlefield situation and the micro-combat details of a specific character. However, if the adjustment of the first virtual camera causes the position of the target virtual character in the main scene to change, the battle close-up window will also update the position information of the target virtual character accordingly to maintain the coordination and consistency of the two perspective systems.

[0062] In an optional embodiment, adjusting the display parameters of the perspective image in response to the second operation includes adjusting the display ratio of the perspective image in response to a zoom operation. In this way, the user can flexibly adjust the perspective image size of the target virtual character in the battle close-up window according to their needs, achieving a more personalized and refined visual experience.

[0063] Optionally, zooming can be achieved in a variety of ways. For example, on a touch device, the user can pinch or spread two fingers to reduce or enlarge the viewing angle; on a mouse-operated device, the user can adjust the display ratio of the viewing angle by sliding the scroll wheel or holding down a specific button in combination with mouse movement. After the system detects the user's zoom operation, it calculates a zoom factor based on the zoom amplitude and applies the factor to the rendering process of the viewing angle, thereby adjusting the display ratio of the viewing angle. This intuitive operation method allows users to quickly adjust the size of the viewing angle without going through complex menu options or multi-step operations.

[0064] Optionally, the display ratio adjustment of the perspective view can be carried out within a certain range. For example, the system can set the minimum ratio to 50% of the original size and the maximum ratio to 200% of the original size to ensure that the content of the view always maintains a certain visibility and clarity. When the user performs a zoom operation, the system will calculate in real time whether the current zoom ratio exceeds the preset range. If it exceeds, it will be restricted within the allowed range to prevent the content from being unrecognizable due to excessive reduction or the view from being distorted due to excessive enlargement. At the same time, the system will also display the current zoom ratio value when the user performs a zoom operation to help the user more precisely control the size of the perspective view and enhance the user experience.

[0065] Optionally, when the system responds to the zoom operation, it will keep the center point of the perspective view unchanged, that is, zoom in and out centered on the position the user is currently focusing on. This zooming method is more in line with the user's intuitive expectations, enabling the user to focus on the parts of the view that they are interested in. In addition, the system can also provide a quick zoom function. For example, double-clicking on a specific area will automatically zoom in on that area, or provide preset zoom ratio buttons (such as 100%, 150%, 200%, etc.) to allow the user to quickly switch to commonly used display ratios. The design of these functions is to improve the convenience and fluency of user operations and reduce the operation burden of the user when adjusting the perspective view.

[0066] Optionally, the adjustment of the display ratio of the perspective view will affect the display size of the virtual characters and environmental elements in the view, but will not change the content and composition of the perspective view. For example, when the user zooms in on the perspective view, the details of the target virtual character and its surrounding environment will be more clearly visible, and the user can better observe the character's equipment, actions, and special effects. When the user zooms out the perspective view, although the elements become smaller, a wider field of view can be obtained to understand more battlefield situations. The system will automatically adjust the rendering precision of the view elements according to different display ratios to ensure the best visual effect at any ratio and will not cause a significant decline in the view quality due to the zoom operation.

[0067] Optionally, the system will record the user's adjustment preferences for the display ratio of the perspective view and automatically apply the previous settings when the user opens the combat close-up window next time. This memory function avoids the trouble of the user having to readjust each time and improves the operation efficiency. At the same time, the system can also set different default display ratios according to different combat scenario types (such as large-scale team battles, squad dungeons, solo challenges, etc.), or recommend the best display ratio according to the type of the target virtual character (such as melee, ranged, mage, etc.) to help the user obtain the best viewing experience in different situations. The user can also manually save multiple sets of custom display ratio settings for quick switching in different scenarios.

[0068] In an alternative embodiment, in response to a third operation, the size of the combat close-up window is adjusted or the position of the combat close-up window in the graphical user interface is adjusted. In this way, by allowing the user to customize the adjustment of the size and position of the combat close-up window, the personalized needs of different users can be met, the user experience can be improved, and the operation convenience and flexibility of the game can be enhanced.

[0069] Optionally, the third operation may include an operation of long-pressing the border of the combat close-up window for a preset duration (e.g., 2 seconds). When the system detects that the user long-presses the border of the combat close-up window and the duration reaches the preset duration, the system activates the window size adjustment mode. In this mode, the user can adjust the size of the window by dragging the window border, realizing the custom adjustment of the window size. The user can adjust the combat close-up window to a size suitable for themselves according to personal preferences and the size of the device screen. For example, the window can be enlarged to obtain clearer combat details, or the window can be reduced to reduce the occlusion of the main scene view, thereby obtaining a better visual experience and operation space.

[0070] Optionally, the third operation may also include an operation of long-pressing the internal area of the combat close-up window for a preset duration (e.g., 2 seconds). When the system detects that the user long-presses the internal area of the combat close-up window and the duration reaches the preset duration, the system activates the window position adjustment mode. In this mode, the user can drag the window to any position in the graphical user interface, realizing the free adjustment of the window position. In this way, the user can place the combat close-up window in a position that does not block important game elements, such as avoiding key interface elements such as skill buttons, health displays, and mini-maps, ensuring that the position of the combat close-up window is most suitable for the user's current game state and operation habits.

[0071] Optionally, when the user first opens the combat close-up window, the system can automatically display a novice tutorial prompt to inform the user about the operation methods for adjusting the window size and position. The novice tutorial prompt can use text descriptions combined with simple animation demonstrations to clearly show the user the operation methods of long-pressing the border to adjust the size and long-pressing the inside of the window to adjust the position. This guiding method can help the user quickly master the custom function of the combat close-up window, reduce the learning cost, increase the user's acceptance and usage frequency of this function, and thus give full play to the value of the combat close-up window.

[0072] Optionally, the system can remember the user's adjustment settings for the size and position of the combat close-up window and automatically apply these settings when the user opens the combat close-up window next time. In this way, the user does not need to readjust the size and position of the window every time, greatly improving the operation efficiency. The system can save the window settings separately for different game scenarios or different game characters. For example, use a smaller window and place it in the corner of the screen in a team battle scenario, while use a larger window and place it in the center of the screen in a single-player challenge scenario, thus providing a more intelligent and personalized experience for the user.

[0073] In an alternative embodiment, the target virtual character is a controlled virtual character or an uncontrolled virtual character among multiple virtual characters. In this way, by allowing the target virtual character to be a character controlled by the player himself or a character controlled by other players, the flexibility and practicality of the combat close-up window are enhanced, enabling the player to view the combat details of different characters according to the actual combat needs, and improving the combat experience and team collaboration ability.

[0074] Optionally, the controlled virtual character refers to the game character currently controlled by the player. The player can directly control various behaviors of the virtual character in the virtual scene, such as moving, attacking, and defending, through the input devices (such as keyboard, mouse, touch screen, etc.) of the terminal. In a multiplayer online game, each player usually controls a controlled virtual character to participate in various activities in the game, including but not limited to team battles with other players, completing tasks, etc. When the player sets the target virtual character as the controlled virtual character, the player can observe the combat actions, skill release effects, and equipment appearance of his own character in the combat close-up window, which is of great significance for the player to understand the combat performance of his own character. Especially in a complex multiplayer combat scenario, the combat state of his own character can be clearly observed through the combat close-up window without being interfered by other players' models.

[0075] Optionally, the uncontrolled virtual character refers to other virtual characters that the player cannot directly control currently. These characters may be characters controlled by other players or NPCs (non-player characters) controlled by the game system. In the team battles of multiplayer online games, observing the combat performance of other teammates is crucial for team collaboration. When the target virtual character of the combat close-up window is set as the uncontrolled virtual character, the player can observe the combat state, skill release timing, and position information of the teammate in real time, which helps the player better cooperate with the teammate in combat and improve the coordination and effectiveness of the team battle. In addition, by observing the combat performance of other players, the player can also learn the operation skills and tactical strategies of other players, thus improving his own game skill level.

[0076] Optionally, in a multi-player combat scenario, the combat close-up window allows players to freely switch the target virtual character. Whether it is a controlled virtual character or an uncontrolled virtual character, players can set it as the observation object of the combat close-up window through simple operations. This flexible switching mechanism enables players to adjust the observation focus at any time according to combat needs and grasp more comprehensive battlefield information. For example, in a team battle, players can first observe their own character status to ensure that their combat stance and skill releases are normal, and then switch to observe their teammates' characters to understand their positions and status, and then make more reasonable tactical decisions and coordinated actions.

[0077] Optionally, the observation of the target virtual character by the combat close-up window is carried out in real time. The system will dynamically update the perspective screen according to the movement and behavior of the target virtual character to ensure that players can obtain the latest combat status information. At the same time, regardless of whether the target virtual character is a controlled virtual character or an uncontrolled virtual character, the combat close-up window will automatically block other irrelevant virtual character models to reduce visual interference and enable players to focus more on observing the combat performance of the target virtual character. This blocking mechanism is particularly important in a multi-player intensive combat scenario. It effectively solves the visual chaos problem caused by the overlap of multiple models in the traditional game interface and improves the players' combat experience.

[0078] Optionally, when the target virtual character is an uncontrolled virtual character, the combat close-up window can also display information such as the equipment and skill effects currently used by the character. This not only helps players understand the combat capabilities and equipment configurations of other characters, but also stimulates players' desire to purchase high-level equipment and special effects in the game. By observing the combat special effects and equipment appearances of other player characters, players can intuitively feel the visual effects of these special effects and equipment in actual combat, which is more persuasive and attractive than simply viewing static displays in the mall, thus promoting the sales conversion of in-game paid items.

[0079] Optionally, the system can automatically recommend suitable target virtual characters according to the players' gaming habits and preferences. For example, when players often team up with certain specific players to fight, the system can give priority to recommending the virtual characters controlled by these players as the observation objects of the combat close-up window; when players show strong interest in a certain occupation or character type, the system can also recommend other player characters of the same type as the observation objects. This intelligent recommendation mechanism can help players more conveniently find the target virtual characters they are interested in and improve the usage efficiency and user experience of the combat close-up window.

[0080] In an alternative embodiment, the perspective view of the target virtual character further includes virtual characters that interact with the target virtual character. In this way, it can not only prominently display the target virtual character but also retain important virtual characters that have an interaction relationship with the target virtual character, making the battle scene clearer and maintaining necessary battle information, thus enhancing the player's battle experience.

[0081] Optionally, when the player observes the target virtual character using the combat close-up window in a multi-player combat scenario, the system will use an intelligent judgment algorithm to identify which virtual characters are interacting with the target virtual character and retain these interaction objects in the perspective view. The interaction relationship can include various types such as combat relationship, assistance relationship, dialogue relationship, etc. The system will determine whether to retain them in the perspective view according to the closeness of these relationships. For example, when the target virtual character is attacking a certain Boss, the Boss as an interaction object will be retained in the perspective view; when the target virtual character is being healed by a healing character, the healing character will also be recognized as an interacting character and displayed in the perspective view, which enables the player to clearly understand the key interaction situations in the battle.

[0082] Optionally, the system can prioritize the interaction characters retained in the perspective view according to the type and importance of the interaction. For example, direct combat interactions (such as the objects that the target virtual character is attacking or being attacked by) will be given the highest priority; assistance-type interactions (such as the characters that provide buff effects to the target virtual character) will be given the second-highest priority; and indirect interactions (such as characters in the same area as the target virtual character but not directly interacting) may be selectively displayed according to the scene requirements. This priority-based display mechanism can ensure that the most critical battle information is retained in the perspective view, while avoiding overcrowding the screen, maintaining the clarity and readability of the screen, and enabling the player to better understand the battle situation and make corresponding strategic decisions.

[0083] Optionally, the system will dynamically monitor the change of the interaction state of the target virtual character and update the interaction characters displayed in the perspective view in real time. When the target virtual character switches the attack target, the system will automatically include the new attack target in the perspective view and may remove the virtual characters that no longer have an interaction relationship. This dynamic update mechanism ensures that the characters with the closest current interaction with the target virtual character are always displayed in the perspective view, providing coherent and relevant battle information. For example, in a multi-Boss combat scenario, when the target virtual character switches from one Boss to another for attack, the perspective view will automatically adjust to include the new interaction objects, ensuring that the player can continuously obtain the most relevant battle feedback.

[0084] Optionally, the system can distinguish different types of interaction relationships through visual identifiers. For example, for virtual characters in direct combat interactions, specific light effects or borders can be added; for characters providing auxiliary effects, different colored identifiers can be used for differentiation. These visual elements help players quickly identify the relationship types between each character and the target virtual character in the perspective view, enhancing the readability of the combat scene and the efficiency of information transmission. At the same time, players can adjust the display methods of these visual identifiers in the settings according to their preferences, or choose whether to display specific types of interacting characters to achieve a more personalized combat perspective experience.

[0085] Optionally, the system can also dynamically adjust the display transparency or size of the interacting characters in the perspective view according to their importance. For example, the main interaction object (such as the main attack target) will be displayed in a completely opaque state, while secondary interaction objects may be displayed in a semi-transparent state, reducing visual interference but still retaining necessary information. This gradient display method optimizes the clarity of the perspective view while ensuring the integrity of combat information, enabling players to focus their attention on the most critical combat interactions, improving the accuracy and reaction speed of combat, and being particularly effective in complex multi-target combat scenarios.

[0086] Optionally, the system can analyze the data in the game to intelligently identify the trigger conditions and duration of interactions with the target virtual character. For example, when a virtual character casts a 5-second control skill on the target virtual character, the system will identify this virtual character as an interacting character and keep it displayed in the perspective view for these 5 seconds. When the interaction ends and no new interaction occurs, this virtual character may fade out from the perspective view. This dynamic display mechanism based on interaction time enables the perspective view to accurately reflect the current combat state, provides timely combat information, effectively avoids the appearance of interference elements unrelated to the current combat in the view, and further enhances the practicality and user experience of the combat close-up window.

[0087] In an optional implementation manner, the method further includes: determining whether the target virtual character has a preset item; if the target virtual character has a preset item, displaying a purchase control in the associated area of the combat close-up window; and in response to a trigger operation on the purchase control, displaying a purchase interface for the preset item. In this way, by detecting whether the target character has a specific item and providing a convenient purchase entry, it can not only increase the user's desire to purchase virtual items, but also simplify the purchase process, improve the game's payment conversion rate, and enhance the interactive experience among players.

[0088] It should be noted that the target virtual character having a preset item here can include the target virtual character using the preset item. When the target virtual character has and uses the preset item, it triggers the display of a purchase control in the associated area of the combat close-up window.

[0089] Optionally, when the system detects whether the target virtual character has a preset item, it can be judged based on the attribute data of the target virtual character. Specifically, the system can access the item list of the target virtual character stored in the server database, read various item information included therein, including item ID, item type, item attributes, etc. Then, these information are compared with the specific identifier of the preset item to determine whether the target virtual character currently holds or equips a preset item of a specific type. This detection mechanism is usually triggered automatically when the combat close-up window is opened, or can be triggered periodically when the window content is updated to ensure the real-time nature of the displayed content. When the player switches the observed target virtual character, the system will immediately re-perform this judgment process to ensure that the display state of the purchase control is consistent with the item holding situation of the current observed target, providing accurate information feedback.

[0090] Optionally, when the purchase control is displayed in the associated area of the combat close-up window, the associated area can be set at multiple positions. For example, the purchase control can be placed in the upper right corner of the combat close-up window and displayed in the form of a small icon. When the player hovers the mouse over the icon, prompt text will appear to explain the function of the control; the purchase control can also be set at the bottom of the combat close-up window and displayed in the form of a semi-transparent button, and text prompts such as "View Item" or "Get the Same Model" can be displayed on the button; the purchase control can also be set as a floating icon. When the target virtual character in the close-up window uses a preset item or displays a special effect, the icon will briefly appear next to the item or special effect to remind the player that the item can be purchased. These different display methods can be selected according to the overall design style of the game interface and user habits, aiming to provide a sufficiently eye-catching and easy-to-operate purchase entry without affecting the player's viewing of the combat screen.

[0091] Optionally, if the target virtual character has a preset item, the system can adopt different display strategies when displaying the purchase control. When it is detected that the target virtual character has multiple purchasable preset items, the system can adopt a priority sorting mechanism to determine which purchase controls to display. For example, the priority can be determined according to factors such as the rarity, price, and current promotion status of the item, and the purchase controls of items with high rarity or current discounts are preferentially displayed; it can also be personalized sorted according to the user's historical purchase preferences or browsing records, and the items that the user may be more interested in are preferentially displayed; it can also be sorted according to the relevance of the current combat scenario. For example, in an intense group battle, group skill special effects are preferentially recommended, and in a one-on-one scenario, single-target skill special effects or weapon appearances are preferentially recommended. In addition, the system can also set the display timing of the purchase control. For example, when the target virtual character uses a specific skill or displays a specific action, the purchase control of the relevant item can be temporarily displayed to enhance the pertinence and timeliness of the recommendation.

[0092] Optionally, in response to a trigger operation on a purchase control, when the system displays a purchase interface for preset items, the purchase interface can have various forms. For example, it can be displayed in a pop-up window to show detailed information about the item, including the item name, effect description, price, usage example, etc., without leaving the current combat scene; it can also be displayed in a semi-screen overlay form, with the combat close-up window continued to be shown on the left and the item purchase interface shown on the right, allowing players to intuitively compare the usage effects of items; it can also be displayed in the form of a full-screen exclusive mall page, providing more detailed item introductions and multi-angle preview functions. The purchase interface usually includes a 3D model display area of the item where players can rotate to view different angles of the item; it includes an item effect demonstration area where the animation effect when the item is used can be played; it includes a price and purchase button area that shows the price, discount information, and various payment methods of the item; it may also include a user evaluation area that shows the evaluations and recommendation degrees of other players for the item. This diversified design of the purchase interface can provide rich item information to help players make purchase decisions.

[0093] In an alternative embodiment, the preset items at least include one of the following: weapon items, special effect items, appearance items. In this way, by subdividing the preset items into various types such as weapon items, special effect items, and appearance items, it can more comprehensively meet the personalized needs of different players, enhance the visual experience and combat feeling of players in the virtual scene, and at the same time increase players' attention and purchase intention for paid content.

[0094] In an alternative embodiment, the method further includes: in response to an object switching operation, updating the first virtual character to a target virtual character. In this way, the user can flexibly switch the target of attention in the combat close-up window and observe the combat states and action performances of different virtual characters in real time, improving the convenience of multi-character observation and the coordination of combat strategies.

[0095] Optionally, the object switching operation can be an instruction issued by the user through various interaction methods such as touch, click, keyboard shortcut keys, voice commands, etc. After the system receives this instruction, it will recognize that the target virtual character displayed in the combat close-up window needs to be switched. When the user participates in a multi-player combat in the virtual scene, it may be necessary to observe the combat actions of teammates or enemy characters to coordinate team cooperation or formulate countermeasures. At this time, the focus of the combat close-up window can be quickly switched from one virtual character to another through the object switching operation, without having to close the current window and reopen a new combat close-up window, greatly improving the efficiency of observing multiple characters during combat.

[0096] Optionally, during the process of updating the first avatar to the target avatar, the system performs a series of screen switching actions, including but not limited to: disconnecting the second virtual camera from the first avatar's position, reconnecting the second virtual camera to the new target avatar's position, adjusting the second virtual camera's shooting angle and distance to accommodate the new target avatar's characteristics (such as height, build, and equipment), and masking the newly acquired base image to ensure a clear view of the new target avatar's perspective in the battle close-up window. This seamless switching mechanism ensures that the battle close-up window can continue to provide a high-quality character observation experience, without image quality degradation or visual interruption due to target switching.

[0097] Optionally, object switching operations can make intelligent recommendations based on the combat context within the virtual scene. For example, when a virtual character is unleashing a powerful skill or facing a dangerous situation, the system can guide the user's attention to that character by providing a flashing prompt on the interface or automatically recommending a switching option, allowing the user to quickly set that character as the target virtual character in the combat close-up window with a simple operation. This intelligent recommendation mechanism can help users not miss key combat moments, enhance teamwork efficiency, and enhance the viewing experience of combat. At the same time, the system can also prioritize the types of characters that users frequently observe based on their historical observation habits, providing a personalized observation experience.

[0098] Optionally, after the object switching operation is completed, the system will keep the basic setting parameters of the battle close-up window unchanged, including window size, position, perspective zoom ratio, etc., to ensure the consistency of the user experience. But at the same time, the system will automatically optimize the display parameters of the perspective screen according to the characteristics of the new target virtual character. For example, for characters with different weapon types or combat styles, adjust the optimal observation angle and distance to ensure that their combat characteristics and equipment effects can be clearly displayed. After switching targets, users can also further adjust the display parameters of the perspective screen through a second operation to obtain the best observation effect. This combination of intelligent retention of parameters and automatic optimization not only ensures the convenience of operation, but also provides a personalized observation experience.

[0099] Optionally, object switching can be performed multiple times while the battle close-up window is continuously displayed, allowing users to continuously observe the combat performance of multiple virtual characters in the same battle and compare their combat techniques, equipment effects, or skill release timing. The system records the user's switching history, allowing users to quickly switch between the most recently observed virtual characters through specific operations (such as swiping left or right or clicking the history icon), eliminating the need to select from all available characters each time, further improving the efficiency of multi-character observation. This continuous switching and history recording function is invaluable for learning combat techniques from different classes or appreciating the effects of different equipment and skills.

[0100] In an alternative embodiment, an object display interface is displayed in the graphical user interface, and the object display interface includes identification marks of multiple virtual characters; in response to a trigger operation on the first identification mark of the first virtual character in the object display interface, the first virtual character is updated to a target virtual character. In this way, by performing a selection operation through the identification marks in the object display interface, players can conveniently switch the observation target quickly, enhancing the user experience and the convenience of spectating the battle.

[0101] Optionally, the object display interface can be designed as a floating panel, which can be automatically displayed or hidden according to user needs. When the user needs to switch the target virtual character to be observed, the object display interface can be called up through a preset button or gesture. The identification marks in the object display interface can be presented in various forms. For example, they can be thumbnail avatars of virtual characters, character name tags, character class icons, or a combination of these elements. Through this intuitive display method of identification marks, users can quickly identify and find the target virtual character they want to observe, improving the operation efficiency and the quality of the user experience.

[0102] Optionally, the identification marks in the object display interface can be sorted and classified for display according to different rules, so that users can find the required target virtual character more quickly. For example, they can be classified according to the character class type, and characters of different classes such as warriors, mages, and supports can be grouped for display; they can be sorted according to the intimacy or relationship with the user-controlled character, and characters with closer relationships such as friends, guild members, and teammates can be ranked at the top; they can also be sorted according to the performance data of the characters in the battle, such as numerical values of damage output, damage taken, and healing amount. This multi-dimensional sorting and classification mechanism can meet the filtering requirements of different users in different scenarios, greatly improving the accuracy and efficiency of target selection.

[0103] In an alternative embodiment, the virtual characters corresponding to the identification marks included in the object display interface are at least one of the following: virtual characters in the same battle; virtual characters in the same team; virtual characters within the target range of the controlled virtual character. In this way, through character filtering within a limited range, players can more conveniently find and switch to the target virtual character they need to watch, enhancing the user operation efficiency and the battle viewing experience.

[0104] Optionally, the character identifiers included in the object display interface refer to graphical or textual elements used to identify and distinguish different virtual characters. These character identifiers can be presented in various forms such as avatar thumbnails, character names, class icons, combat power values, or comprehensive information cards. The design of character identifiers usually adopts eye-catching and easily recognizable visual elements, enabling players to quickly locate specific virtual characters in complex combat environments, thus achieving efficient perspective switching operations. The arrangement of character identifiers can be intelligently sorted according to various logics such as combat contribution degree, teaming sequence, character level, or social relationship with the player to meet the usage needs of players in different scenarios.

[0105] Optionally, virtual characters in the same battle refer to all player characters and non-player characters currently participating in the same battle instance or battle scenario. The system will detect and update the list of participants in the battle scenario in real time. When a new player joins the battle or a player exits the battle, the character list in the object display interface will be dynamically updated accordingly. This real-time nature enables players to keep track of personnel changes on the battlefield and switch to the perspective of the characters they are interested in at any time. In large-scale multiplayer online battle scenarios, the system may automatically adjust the display strategy according to the battle scale. For example, when the number of participants exceeds a preset threshold, it may prioritize displaying characters with a higher interaction frequency or greater combat contribution with the player to maintain the simplicity and practicality of the interface.

[0106] Optionally, virtual characters in the same team refer to the set of player characters that have formed a team through the in-game teaming system and are conducting coordinated combat. The character identifiers in the team usually additionally display the class type of the character, the current status (such as health value, energy value, etc.), and the role position in the team (such as damage dealer, tank, support, etc.). These additional information can help the team leader or team members quickly understand the situation of their teammates and make tactical adjustments. When the team members change, the object display interface will correspondingly update the team member list to ensure that players can always pay attention to the combat situation of their teammates and switch perspectives.

[0107] Optionally, virtual characters within the target range of the controlled virtual character refer to other virtual characters within the perception range or interaction range of the character currently controlled by the player. This range can be determined based on factors such as physical distance, social relationship, or combat relevance. The system will dynamically update the list of virtual characters within the target range according to the position movement and line-of-sight direction change of the controlled virtual character. In open-world games, this function is particularly useful as it can help players quickly identify important characters in the surrounding environment and observe the combat performance of the target characters they are interested in without manually searching the entire scene.

[0108] Based on the above method embodiments, embodiments of the present disclosure further provide a display control device that provides a graphical user interface through a terminal. The graphical user interface displays a scene image of at least a part of a virtual scene. Refer to Figure 3 , the device includes the following modules: The first display module 301 is configured to display a combat close-up window in the graphical user interface in response to a first operation. The second display module 302 is configured to display a perspective image of a target virtual character in the combat close-up window. The perspective image includes the target virtual character and shields at least some other virtual characters; the other virtual characters are virtual characters other than the target virtual character among a plurality of virtual characters. The adjustment module 303 is configured to adjust the display parameters of the perspective image in response to a second operation.

[0109] The above device responds to the first operation and displays a combat close-up window in the graphical user interface display; displays a perspective image of the target virtual character in the combat close-up window. The perspective image includes the target virtual character and shields at least some other virtual characters; the other virtual characters are virtual characters other than the target virtual character among a plurality of virtual characters; responds to the second operation and adjusts the display parameters of the perspective image. Through the method provided in this embodiment, in a multi-player team combat scenario, players can open the combat close-up window through simple operations, watch the combat images of the target virtual character in real time, and can freely adjust the display parameters of the perspective image, avoiding the problem of overlapping and blocking of character models in the traditional method, improving the interaction experience, and enabling players to clearly observe combat details; at the same time, increasing the richness of the combat.

[0110] The display control device provided by the embodiments of the present disclosure has the same implementation principle and technical effects as the foregoing method embodiments. For a brief description, for parts not mentioned in the embodiments of the display control device, reference may be made to the corresponding content in the foregoing display control method embodiments.

[0111] The term "and / or" in this article is merely a description of the association relationship of associated objects, indicating that there can be three relationships. For example, A and / or B can represent: A exists alone, A and B exist simultaneously, and B exists alone. In addition, the term "at least one" in this article represents any one of a plurality or any combination of at least two of a plurality. For example, including at least one of A, B, and C can represent including any one or more elements selected from the set composed of A, B, and C.

[0112] Embodiments of the present disclosure further provide an electronic device, such as Figure 4As shown, it is a schematic structural diagram of the electronic device. Among them, the electronic device includes a processor 111 and a memory 110. The memory 110 stores computer-executable instructions that can be executed by the processor 111. The processor 111 executes the computer-executable instructions to implement the following steps of the display control method: In response to the first operation, display a combat close-up window in the graphical user interface; In the combat close-up window, display the perspective view of the target virtual character. The perspective view includes the target virtual character and shields at least some of the other virtual characters; the other virtual characters are the virtual characters other than the target virtual character among the multiple virtual characters; In response to the second operation, adjust the display parameters of the perspective view.

[0113] Optionally, the scene view displayed in the graphical user interface is obtained by a first virtual camera shooting the virtual scene. The method further includes: Set a second virtual camera in the virtual scene and associate the second virtual camera with the position of the target virtual character in the virtual scene; Control the second virtual camera to shoot the virtual scene at a preset angle to obtain a base view; Perform a shielding process on the base view to obtain the perspective view of the target virtual character.

[0114] Optionally, the perspective view displayed in the combat close-up window is updated according to the position change of the target virtual character.

[0115] Optionally, in response to the second operation, adjusting the display parameters of the perspective view includes: In response to the first sliding operation, adjust the angle of the second virtual camera to update the perspective view based on the adjusted second virtual camera.

[0116] Optionally, the method further includes: In response to the second sliding operation, adjust the angle of the first virtual camera to update the scene view based on the adjusted first virtual camera.

[0117] Optionally, in response to the second operation, adjusting the display parameters of the perspective view includes: In response to the zoom operation, adjust the display ratio of the perspective view.

[0118] Optionally, the method further includes: In response to the third operation, adjust the size of the combat close-up window or adjust the position of the combat close-up window in the graphical user interface.

[0119] Optionally, the target virtual character is a controlled virtual character or an uncontrolled virtual character among the multiple virtual characters.

[0120] Optionally, the perspective view of the target virtual character further includes virtual characters that interact with the target virtual character.

[0121] Optionally, the method further includes: Determine whether the target virtual character has a preset item; If the target virtual character has a preset item, display a purchase control in an associated area of the combat close-up window; In response to a trigger operation on the purchase control, display a purchase interface for the preset item.

[0122] Optionally, the method further includes: In response to an object switching operation, update the first virtual character to the target virtual character.

[0123] Optionally, the method further includes: Display an object display interface in the graphical user interface, where the object display interface includes character identifiers of multiple virtual characters; In response to an object switching operation, updating the first virtual character to the target virtual character includes: In response to a trigger operation on the first character identifier of the first virtual character in the object display interface, update the first virtual character to the target virtual character.

[0124] Optionally, the virtual characters corresponding to the character identifiers included in the object display interface are at least one of the following: Virtual characters in the same battle; Virtual characters in the same team; Virtual characters within the target range of the controlled virtual character.

[0125] In Figure 4 In the illustrated embodiment, the electronic device further includes a bus 112 and a communication interface 113, where the processor 111, the communication interface 113, and the memory 110 are connected through the bus 112.

[0126] Among them, the memory 110 may include high-speed random access memory (RAM), and may also include non-volatile memory, such as at least one disk memory. The communication connection between this system network element and at least one other network element is realized through at least one communication interface 113 (which can be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. can be used. The bus 112 can be an ISA (Industry Standard Architecture) bus, a PCI (Peripheral Component Interconnect) bus, an EISA (Extended Industry Standard Architecture) bus, etc. The bus 112 can be divided into an address bus, a data bus, a control bus, etc. For the sake of convenience of representation, Figure 4 only a two-way arrow is used in Figure 4 to represent it, but it does not mean that there is only one bus or one type of bus.

[0127] The processor 111 may be an integrated circuit chip with signal processing capabilities. In the implementation process, each step of the above method can be completed by the integrated logic circuit in the hardware of the processor 111 or instructions in the form of software. The above-mentioned processor 111 may be a general-purpose processor, including a central processing unit (CPU for short), a network processor (NP for short), etc.; it may also be a digital signal processor (DSP for short), an application specific integrated circuit (ASIC for short), a field programmable gate array (FPGA for short), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components. The general-purpose processor may be a microprocessor or the processor may also be any conventional processor, etc. The steps of the method disclosed in combination with the embodiments of the present disclosure can be directly embodied as being executed and completed by a hardware decoding processor, or executed and completed by a combination of the hardware and software modules in the decoding processor. The software module may be located in a mature storage medium in the art such as random access memory, flash memory, read-only memory, programmable read-only memory, or electrically erasable programmable memory, register, etc. This storage medium is located in the memory, and the processor 111 reads the information in the memory and combines its hardware to complete the steps of the foregoing embodiment of the display control method.

[0128] Embodiments of the present disclosure also provide a computer-readable storage medium storing computer-executable instructions that, when called and executed by a processor, cause the processor to implement a display control method, which specifically includes: In response to a first operation, display a combat close-up window in the graphical user interface; In the combat close-up window, display a perspective view of the target virtual character, where the perspective view includes the target virtual character and shields at least some of the other virtual characters; the other virtual characters are the virtual characters other than the target virtual character among the multiple virtual characters; In response to a second operation, adjust the display parameters of the perspective view.

[0129] Optionally, the scene view displayed in the graphical user interface is obtained by a first virtual camera shooting a virtual scene, and the method further includes: Set a second virtual camera in the virtual scene and associate the second virtual camera with the position of the target virtual character in the virtual scene; Control the second virtual camera to shoot the virtual scene at a preset angle to obtain a base view; Perform a shielding process on the base view to obtain the perspective view of the target virtual character.

[0130] Optionally, the perspective view displayed in the combat close-up window is updated according to the position change of the target virtual character.

[0131] Optionally, in response to the second operation, adjusting the display parameters of the perspective view includes: In response to a first sliding operation, adjust the angle of the second virtual camera to update the perspective view based on the adjusted second virtual camera.

[0132] Optionally, the method further includes: In response to a second sliding operation, adjust the angle of the first virtual camera to update the scene view based on the adjusted first virtual camera.

[0133] Optionally, in response to the second operation, adjusting the display parameters of the perspective view includes: In response to a zoom operation, adjust the display ratio of the perspective view.

[0134] Optionally, the method further includes: In response to a third operation, adjust the size of the combat close-up window or adjust the position of the combat close-up window in the graphical user interface.

[0135] Optionally, the target virtual character is a controlled virtual character or an uncontrolled virtual character among the multiple virtual characters.

[0136] Optionally, the perspective view of the target virtual character further includes virtual characters that interact with the target virtual character.

[0137] Optionally, the method further includes: Determine whether the target virtual character has a preset item; If the target virtual character has a preset item, display a purchase control in the associated area of the combat close-up window; In response to a trigger operation on the purchase control, display a purchase interface for the preset item.

[0138] Optionally, the method further includes: In response to an object switching operation, update the first virtual character to the target virtual character.

[0139] Optionally, the method further includes: Display an object display interface in the graphical user interface, where the object display interface includes the character identifiers of multiple virtual characters; Updating the first virtual character to the target virtual character in response to an object switching operation includes: In response to a trigger operation on the first character identifier of the first virtual character in the object display interface, update the first virtual character to the target virtual character.

[0140] Optionally, the virtual characters corresponding to the character identifiers included in the object display interface are at least one of the following: Virtual characters in the same battle; Virtual characters in the same team; Virtual characters within the target range of the controlled virtual character.

[0141] The computer program product of the display control method, device, and electronic device provided by the embodiments of the present disclosure includes a computer-readable storage medium storing program code, and the instructions included in the program code can be used to execute the methods in the foregoing method embodiments. For specific implementation, reference can be made to the method embodiments, which will not be elaborated herein.

[0142] Unless otherwise specifically stated, the relative steps, numerical expressions, and values of the components and steps set forth in these embodiments do not limit the scope of the present disclosure.

[0143] When the above-mentioned functions are implemented in the form of software function units and sold or used as independent products, they can be stored in a non-volatile computer-readable storage medium executable by a processor. Based on this understanding, the technical solution of the present disclosure, in essence, or the part that contributes to the prior art, or a part of this technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions for causing a computer device (which may be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the methods described in various embodiments of the present disclosure. The aforementioned storage medium includes: various media such as USB flash drives, mobile hard disks, read-only memories (ROM, Read-Only Memory), random access memories (RAM, Random Access Memory), magnetic disks, or optical discs that can store program codes.

[0144] In the description of the present disclosure, it should be noted that the orientation or positional relationship indicated by the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc. is based on the orientation or positional relationship shown in the drawings. It is only for the convenience of describing the present disclosure and simplifying the description, rather than indicating or implying that the device or element referred to must have a specific orientation, be constructed and operated in a specific orientation, and therefore should not be construed as a limitation of the present disclosure. In addition, the terms "first", "second", "third" are only used for descriptive purposes and cannot be understood as indicating or implying relative importance.

[0145] Finally, it should be noted that: the above-mentioned embodiments are only specific implementation manners of the present disclosure, used to illustrate the technical solutions of the present disclosure, rather than limiting them. The protection scope of the present disclosure is not limited thereto. Although the present disclosure has been described in detail with reference to the foregoing embodiments, those of ordinary skill in the art should understand that: any person skilled in the art within the technical scope disclosed by the present disclosure can still modify the technical solutions 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 disclosure, and should all be covered by the protection scope of the present disclosure. Therefore, the protection scope of the present disclosure should be determined by the protection scope of the claims.

Claims

1. A display control method provides a graphical user interface through a terminal, and the graphical user interface displays a scene picture of at least a part of a virtual scene, where the virtual scene includes a plurality of virtual characters, and is characterized in that The method includes: In response to a first operation, a combat close-up window is displayed in the graphical user interface; A perspective view of a target virtual character is displayed in the combat close-up window, and the perspective view includes the target virtual character and shields at least part of other virtual characters; the other virtual characters are virtual characters other than the target virtual character among the multiple virtual characters; In response to a second operation, the display parameters of the perspective view are adjusted.

2. The method according to claim 1, wherein The scene view displayed by the graphical user interface is obtained by a first virtual camera shooting the virtual scene, and the method further includes: A second virtual camera is set in the virtual scene, and the second virtual camera is associated with the position of the target virtual character in the virtual scene; Controlling the second virtual camera to shoot the virtual scene at a preset angle to obtain a basic view; Performing a shielding process on the basic view to obtain the perspective view of the target virtual character.

3. The method according to claim 1, characterized in that The perspective view displayed in the combat close-up window is updated according to the position change of the target virtual character.

4. The method according to claim 2, wherein The adjusting the display parameters of the perspective view in response to the second operation includes: In response to a first sliding operation, adjusting the angle of the second virtual camera to update the perspective view based on the adjusted second virtual camera.

5. The method according to claim 2, wherein The method further includes: In response to a second sliding operation, adjusting the angle of the first virtual camera to update the scene view based on the adjusted first virtual camera.

6. The method according to claim 1, characterized in that, The adjusting the display parameters of the perspective view in response to the second operation includes: In response to a zoom operation, adjusting the display ratio of the perspective view.

7. The method according to claim 1, wherein The method further includes: In response to a third operation, adjusting the size of the combat close-up window or adjusting the position of the combat close-up window in the graphical user interface.

8. The method according to claim 1, wherein The target virtual character is a controlled virtual character or an uncontrolled virtual character among the multiple virtual characters.

9. The method according to claim 1, wherein The perspective view of the target virtual character further includes virtual characters that interact with the target virtual character.

10. The method according to claim 1, characterized in that, The method further includes: Determining whether the target virtual character has a preset item; If the target virtual character has the preset item, a purchase control is displayed in the associated area of the combat close-up window; In response to a trigger operation on the purchase control, a purchase interface for the preset item is displayed.

11. The method according to claim 1, characterized in that, The method further includes: In response to an object switching operation, updating the first virtual character to the target virtual character.

12. The method according to claim 11, wherein The method further includes: Displaying an object display interface in the graphical user interface, where the object display interface includes role identifiers of multiple virtual characters; The updating the first virtual character to the target virtual character in response to the object switching operation includes: In response to a trigger operation on the first role identifier of the first virtual character in the object display interface, updating the first virtual character to the target virtual character.

13. The method according to claim 12, characterized in that, The virtual characters corresponding to the role identifiers included in the object display interface are at least one of the following: Virtual characters in the same battle; Virtual characters in the same team; Virtual characters within the target range of the controlled virtual character.

14. A display control device provides a graphical user interface through a terminal, and the graphical user interface displays a scene image of at least a part of a virtual scene, wherein the virtual scene includes a plurality of virtual characters, characterized in that The device includes: The first display module is configured to respond to a first operation and display a combat close-up window in the graphical user interface; The second display module is configured to display a perspective view of a target virtual character in the combat close-up window, where the perspective view includes the target virtual character and shields at least some of the other virtual characters; the other virtual characters are the virtual characters other than the target virtual character among the multiple virtual characters; The adjustment module is configured to respond to a second operation and adjust the display parameters of the perspective view.

15. An electronic device, characterized in that, It includes a processor and a memory, and the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the method according to any one of claims 1 to 13.

16. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer-executable instructions, and when the computer-executable instructions are called and executed by a processor, the computer-executable instructions cause the processor to implement the method according to any one of claims 1 to 13.

Citation Information

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