Game direction indication method and device, electronic equipment, medium and product

By displaying directional indicators in the game interface, the problem of players having difficulty quickly finding the initial view direction is solved, improving game navigation efficiency and experience.

CN120939558APending Publication Date: 2025-11-14NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202511157347.1
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-08-18
Publication Date
2025-11-14

AI Technical Summary

Technical Problem

In asymmetrical competitive and shooting games, players often struggle to quickly regain their initial viewpoint after escaping enemies, which negatively impacts the gaming experience.

Method used

The terminal device displays orientation indicators through a graphical user interface, showing the difference between the initial and changed viewing directions. It uses first-view adjustment operations and distinct second-view adjustment operations to determine and indicate the difference in viewing direction.

Benefits of technology

It improves navigation efficiency for players in the game, reduces the time spent finding the initial viewpoint, and enhances the gaming experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention discloses a game direction indication method and device, electronic equipment, a medium and a product, and is applied to the technical field of information display of games. The method comprises the steps of recording a first view angle direction of a virtual character in response to a direction recording operation received by a graphical user interface; and displaying the orientation indication identifier on the graphical user interface, wherein the display position of the orientation indication identifier is determined based on the first visual angle direction. Through the orientation indication identifier, the difference between the first view angle direction (namely the initial view angle direction) corresponding to the first game view angle and the second view angle direction (namely the adjusted view angle direction) corresponding to the second game view angle is displayed, so that a player can determine which orientation the initial view angle direction is in by checking the orientation indication identifier; therefore, the initial view angle direction can be quickly found, the player is prevented from spending a lot of time to find the initial view angle direction, and the game experience of the player can be improved.
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Description

Technical Field

[0001] This application belongs to the field of information display technology for games, and particularly relates to a method for indicating the direction of a game, a direction indicating device, an electronic device, a computer-readable storage medium, and a computer program product. Background Technology

[0002] In asymmetrical competitive, action (ACT), and shooting games, players often change their direction of movement to escape enemies. However, after escaping, players need to expend considerable effort to locate their original objective. This process is tedious and significantly impacts the player's gaming experience. Summary of the Invention

[0003] This application aims to address at least one of the technical problems existing in the prior art. To this end, this application proposes a method, device, electronic device, computer-readable storage medium, and computer program product for indicating the direction of a game. Players can actively trigger the display of directional indicators to show the difference between the initial and changed viewpoint directions, helping players quickly find their initial viewpoint at any time, thereby improving the player's gaming experience.

[0004] In a first aspect, this application provides a direction indication method that provides a graphical user interface (GUI) via a display screen of a terminal device. The GUI includes at least a portion of a game scene, and the game scene includes a virtual character controlled by the terminal device. The method includes:

[0005] In response to the first-view adjustment operation, the game view corresponding to the virtual character is adjusted to the first game view, and the corresponding first game view screen is displayed in the graphical user interface.

[0006] In response to the second perspective adjustment operation, the game perspective corresponding to the virtual character is adjusted from the first game perspective to the second game perspective, and the corresponding second game perspective screen is displayed in the graphical user interface; wherein, the second perspective adjustment operation is different from the first perspective adjustment operation;

[0007] Determine the first-view direction corresponding to the first game view and the second-view direction corresponding to the second game view;

[0008] A directional indicator is displayed in the graphical user interface to indicate the directional difference between the second viewing direction and the first viewing direction.

[0009] Secondly, this application provides a direction indicating device that provides a graphical user interface via a display screen of a terminal device. The graphical user interface includes at least a portion of a game scene, and the game scene includes a virtual character controlled by the terminal device. The device comprises:

[0010] The first control module is used to respond to the first perspective adjustment operation, control the game perspective corresponding to the virtual character to be adjusted to the first game perspective, and present the corresponding first game perspective screen in the graphical user interface.

[0011] The second control module is used to respond to the second perspective adjustment operation, control the game perspective corresponding to the virtual character to be adjusted from the first game perspective to the second game perspective, and display the corresponding second game perspective screen in the graphical user interface; wherein, the second perspective adjustment operation is different from the first perspective adjustment operation.

[0012] The determination module is used to determine the first-view direction corresponding to the first game view and the second-view direction corresponding to the second game view;

[0013] The display module is used to display a directional indicator in the graphical user interface to indicate the directional difference between the second viewing direction and the first viewing direction.

[0014] Thirdly, this application provides an electronic device, comprising:

[0015] Memory, processor, and display;

[0016] The memory is used to store one or more computer instructions;

[0017] The processor is used to execute one or more computer instructions to implement the direction indication method described above;

[0018] The display screen is used to display a graphical user interface.

[0019] Fourthly, this application provides a computer-readable storage medium having stored one or more computer instructions thereon, which, when executed by a processor, implement the aforementioned direction indication method.

[0020] Fifthly, this application provides a computer program product, including a computer program that, when executed by a processor, implements the aforementioned direction indication method.

[0021] The direction indication method, direction indication device, electronic device, computer-readable storage medium, and computer program product provided in this application can respond to the player's first perspective adjustment operation on the graphical user interface, adjusting the virtual character to the first game perspective. When it is necessary to record the initial first game perspective, it can also respond to the player's second perspective adjustment operation on the graphical user interface, which is different from the first perspective adjustment operation. While adjusting the virtual character to the second game perspective, the difference between the first perspective direction (i.e., the initial perspective direction) corresponding to the first game perspective and the second perspective direction (i.e., the adjusted perspective direction) corresponding to the second game perspective is displayed through the directional indicator. This allows the player to determine the location of the initial perspective direction by looking at the directional indicator, thus quickly finding the initial perspective direction and avoiding the player spending a lot of time searching for the initial perspective direction, thereby improving the player's gaming experience.

[0022] Additional aspects and advantages of embodiments of this application will be set forth in part in the description which follows, and in part will be obvious from the description, or may be learned by practice of embodiments of this application. Attached Figure Description

[0023] The above and / or additional aspects and advantages of this application will become apparent and readily understood from the description of the embodiments taken in conjunction with the following drawings, in which:

[0024] Figure 1 This is a schematic diagram illustrating an application scenario of the direction indication method provided in the embodiments of this application;

[0025] Figure 2 This is a first flowchart illustrating the direction indication method provided in this application embodiment;

[0026] Figure 3 This is a second flowchart illustrating the direction indication method provided in the embodiments of this application;

[0027] Figure 4 This is a schematic diagram of a first scenario of the direction indication method provided in the embodiments of this application;

[0028] Figure 5 This is a third flowchart illustrating the direction indication method provided in this application embodiment;

[0029] Figure 6 This is a schematic diagram of a second scenario of the direction indication method provided in the embodiments of this application;

[0030] Figure 7 This is a fourth flowchart illustrating the direction indication method provided in this application embodiment;

[0031] Figure 8 This is a fifth flowchart illustrating the direction indication method provided in this application embodiment;

[0032] Figure 9 This is a schematic diagram of a third scenario of the direction indication method provided in the embodiments of this application;

[0033] Figure 10 This is a schematic diagram of the module of the direction indicator device provided in the embodiments of this application;

[0034] Figure 11 This is a schematic diagram of the structure of the terminal device provided in the embodiments of this application; and

[0035] Figure 12 This is a schematic diagram of the hardware structure of the terminal device provided in the embodiments of this application. Detailed Implementation

[0036] Numerous specific details are set forth in the following description to provide a full understanding of this application. However, this application can be implemented in many other ways different from those described herein, and those skilled in the art can make similar extensions without departing from the spirit of this application. Therefore, this application is not limited to the specific embodiments disclosed below.

[0037] It should be noted that the terms "first," "second," "third," etc., in the claims, specification, and drawings of this application are used to distinguish similar objects and are not used to describe a specific order or sequence. Such data are interchangeable where appropriate so that the embodiments of this application described herein can be implemented in a sequence other than that shown or described herein. Furthermore, the terms "comprising," "having," and their variations are intended to cover non-exclusive inclusion; for example, a process, method, system, product, or apparatus that includes a series of steps or units is not necessarily limited to those steps or units explicitly listed, but may include other steps or units not explicitly listed or inherent to these processes, methods, products, or apparatuses.

[0038] It should be understood that in the embodiments of this application, "at least one" means one or more, and "more than one" means two or more. "And / or" is merely a description of the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent: A existing alone, A and B existing simultaneously, and B existing alone. The character " / " generally indicates that the related objects before and after it are in an "or" relationship. "Contains A, B and / or C" means containing any one, two, or three of A, B, and C.

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

[0040] In view of the above-mentioned problems, this application provides a method, device, electronic device and computer-readable storage medium for directional indication in games.

[0041] The directional indication method in the game provided in this application can be executed by an electronic device, which can be a terminal device or a server, etc. The terminal device can be a smartphone, tablet computer, laptop computer, etc.

[0042] A server can be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud storage, network services, cloud communication, middleware services, domain name services, security services, CDN, and big data and artificial intelligence platforms.

[0043] In one optional embodiment, when the directional indication method in the game is executed on a terminal device, the terminal device may include a display screen and a processor. The display screen is used to present a graphical user interface (GUI), which at least partially displays the game screen. The display screen is also used to receive commands generated by the player interacting with the game screen. The game screen may include a portion of a virtual game scene, which is a virtual world in which virtual characters move. The processor is used to store the game application, run the game, generate game screens, respond to commands, and control the display of the game screen on the display screen. When the player interacts with the game screen through the display screen, the game screen can control the local content of the terminal device in response to the received operation commands.

[0044] In one alternative embodiment, the game in this application can be an asymmetrical competitive game, an action game (ACT), a shooting game, etc. In these games, it is necessary to control the player's movement direction and perspective, and there is a problem that it is difficult to find the original perspective direction after the perspective changes.

[0045] There are several ways in which a terminal device can provide a graphical user interface to a player, such as rendering it on the terminal device's display screen or presenting the graphical user interface through holographic projection.

[0046] The game scene described above can be a simulation of the real world within the game, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. The game scene can be any of the following: a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene.

[0047] A virtual scene typically includes multiple scene elements, which are the various elements required to construct the virtual scene. These elements may include, but are not limited to, at least one of the following: virtual character elements, virtual item elements, virtual building elements, virtual terrain elements, and virtual vegetation elements. Virtual terrain elements may include, but are not limited to, natural landforms such as land, ocean, lakes, and rivers. A virtual scene is a context in which players control virtual characters to complete game logic.

[0048] As can be understood, a virtual character is a game character controlled by the player in a game. The player manipulates this virtual character to perform various game activities within the game environment, such as picking up items, engaging in combat, exploring, or solving puzzles. This virtual character can represent the player's image, and each virtual character can be implemented using a 3D or 2D virtual model; this embodiment does not specifically limit this. Virtual characters include, but are not limited to, at least one of the following: virtual human, virtual animal, and virtual machine.

[0049] In an alternative embodiment, when the directional indication method in the game runs on a server, the method can be implemented and executed based on a cloud gaming system. A cloud gaming system refers to a gaming method based on cloud computing.

[0050] A cloud gaming system comprises servers and client devices. The core of the game application and the core of the game display are separate. The storage and execution of directional indicators in the game are handled on the server. The game display, however, is done on the client. The client is primarily used for receiving and sending game data and displaying the game screen. For example, the client can be a display device with data transmission capabilities located close to the player, such as a mobile terminal, television, computer, PDA, personal digital assistant, or head-mounted display. However, the terminal device that processes the game data is the server in the cloud.

[0051] During gameplay, players use the client to send commands to the server. The server then controls the game based on these commands, encodes and compresses game data such as visuals, sends it back to the client over the network, and finally decodes and outputs the game visuals through the client.

[0052] It should be noted that, in this embodiment, the directional indication method in the game can be executed by a terminal device or a server. The terminal device can be a local terminal device or a client device in the aforementioned cloud gaming. This embodiment does not limit the type of execution entity.

[0053] For example, in conjunction with the above description, Figure 1This application illustrates a game system 1000 for implementing a game control method, which may include at least one terminal device 100, at least one server 200, at least one database 300, and a network.

[0054] The user's terminal device 100 can connect to different servers via a network. The terminal device is any device with computing hardware capable of supporting and executing the software applications corresponding to the game.

[0055] In the aforementioned game system 1000, the terminal device 100 is used to install and run game applications. In some cases, the terminal device 100 may not need to install the game application in advance, and players can directly access and enter the game through a browser or other client.

[0056] Players can log in to the game application using their registered game account to control the virtual character associated with that account and participate in the game. When a player logs in, the terminal device 100 sends a login request to the server 200. The server 200 verifies the game account used by the player and determines the game mechanism corresponding to the game account based on the login request. If the verification is successful, the server 200 returns a login success notification to the terminal device 100.

[0057] During the process of players participating in the game through the game application, terminal device 100 and server 200 interact with each other. Terminal device 100 sends various information to server 200. Server 200 determines the display data of terminal device 100 based on the stored game mechanism and the received information, and sends the display data to terminal device 100 so that the display data sent by server 200 can be displayed to the player through terminal device 100.

[0058] In possible application scenarios, different terminal devices 100 may be served by different servers 200. Therefore, in order to distinguish the servers 200 corresponding to different terminal devices 100, the embodiments of this application will use the terms "first" and "second" to describe them. In fact, the servers 200 corresponding to different terminal devices 100 can also be the same server 200. Therefore, without distinguishing between "first" and "second", it can be understood that the terminal devices 100 corresponding to virtual characters in the same game scene are served by the same server 200.

[0059] Furthermore, when the game system 1000 includes multiple terminal devices, multiple servers, and multiple networks, different terminal devices can connect to each other through different networks and different servers. The network can be a wireless network or a wired network; for example, wireless networks include Wi-Fi, LAN, cellular networks, 2G networks, 3G networks, 4G networks, 5G networks, etc.

[0060] In addition, different terminal devices can also use their own Bluetooth network or hotspot network to connect to other terminal devices or to servers.

[0061] In addition, the system 100 may include multiple databases coupled to different servers, and can continuously store game-related information in the databases as different users play multi-user games online.

[0062] It should be noted that in this embodiment, multiple terminal devices are running the same virtual game. Therefore, data interaction between the multiple terminal devices can be achieved through the virtual game's server. Thus, sending data from terminal device 1 to terminal device 2 can be understood as: terminal device 1 sends data to the virtual game's server, and the server sends the data to terminal device 2. Receiving data from terminal device 2 can be understood as: terminal device 1 receives data sent by the virtual game's server, which is the data sent by terminal device 2 to the server. Alternatively, there may be no game server, and terminal device 1 directly sends game data to terminal device 2.

[0063] It should be noted that, Figure 1 The game system diagram shown is merely an example. The game system 1000 described in this application embodiment is intended to more clearly illustrate the technical solutions of this application embodiment and does not constitute a limitation on the technical solutions provided in this application embodiment. As those skilled in the art will know, with the evolution of game systems and the emergence of new business scenarios, the technical solutions provided in this application embodiment are also applicable to similar technical problems.

[0064] It should be noted that the triggering operations mentioned in the subsequent detailed description of the directional indication method in the game provided in the embodiments of this application can all be regarded as operations performed by the player through their fingers or by controlling a medium such as a mouse, keyboard, or stylus. The specific medium used can be determined based on the type of electronic device. For example, when the electronic device is a touchscreen device such as a mobile phone, tablet, or game console, the player can perform touch operations on the touchscreen using any suitable object or accessory such as a finger or stylus. When the terminal device is a non-touchscreen terminal device such as a desktop computer or laptop, the player can operate using external devices such as a mouse or keyboard.

[0065] The technical solution of this application will be described in detail below through specific embodiments. It should be noted that the following specific embodiments can be combined with each other, and the same or similar concepts or processes may not be described again in some embodiments.

[0066] like Figure 2 As shown, Figure 2 This is a flowchart illustrating a direction indication method provided in an embodiment of this application. It should be noted that the steps shown may be executed in a logical order different from that shown in the flowchart. The method may include steps 011 to 014, which are described in detail below.

[0067] Step 011: In response to the first-person perspective adjustment operation, control the game perspective corresponding to the virtual character to the first game perspective, and display the corresponding first game perspective screen in the graphical user interface.

[0068] The first-person perspective adjustment operation is used to adjust the game view corresponding to the virtual character. The game view after adjustment becomes the first-person game view.

[0069] It is understandable that by repeatedly adjusting the first-person perspective, the virtual character's current game view can be changed to different first-person game views.

[0070] After the virtual character's perspective is adjusted, the graphical user interface displays the corresponding first-person game view.

[0071] The first-person game view includes the scene that the virtual character can observe in the current game scene from the first-person game perspective.

[0072] Step 012: In response to the second perspective adjustment operation, control the game view corresponding to the virtual character to be adjusted from the first game view to the second game view, and display the corresponding second game view screen in the graphical user interface; wherein, the second perspective adjustment operation is different from the first perspective adjustment operation.

[0073] The second-view adjustment is distinct from the first-view adjustment and can also adjust the game view of the virtual character. After using the second-view adjustment, the virtual character's game view changes to the second game view.

[0074] In one alternative embodiment, at least one of the contact area between the finger and the display screen and the pressure applied by the finger to the display screen is different for the first viewpoint adjustment operation and the second viewpoint adjustment operation, respectively.

[0075] The difference between first-person view adjustment and second-person view adjustment can be distinguished by the contact area between the finger and the display screen, and / or the pressure applied by the finger to the display screen.

[0076] For example, the contact area corresponding to full-finger operation is larger than that corresponding to half-finger operation. Thus, by detecting the contact area between the finger and the display screen, full-finger operation and half-finger operation can be detected, thereby enabling second-view adjustment operations through full-finger operation and first-view adjustment operations through half-finger operation.

[0077] For example, a hard press applies more pressure to the display screen than a light press. Thus, by detecting the pressure applied by a finger to the display screen, hard and light presses can be detected. A hard press can then be used to adjust the second-view perspective, while a light press can adjust the first-view perspective. Alternatively, a directional indicator can be displayed and hidden in a cycle of hard presses; for example, the indicator is displayed when a hard press is detected an odd number of times, and hidden when a hard press is detected an even number of times.

[0078] It is understandable that by repeatedly adjusting the second-view operation, the current game view of the virtual character can be changed to different second-view game views.

[0079] After the virtual character's perspective is adjusted, the graphical user interface displays the corresponding second game perspective.

[0080] The second game perspective view includes the scene view that the virtual character can observe in the current game scene from the second game perspective.

[0081] Step 013: Determine the first-view direction corresponding to the first game view and the second-view direction corresponding to the second game view.

[0082] The first-person perspective refers to the direction of movement of the virtual character from the first game perspective, and the second-person perspective refers to the direction of movement of the virtual character from the second game perspective.

[0083] The game viewpoint of a virtual character is closely related to its direction of movement. By controlling the viewpoint as the virtual character moves, the direction of its view can be controlled. Therefore, by recording the game viewpoint of a virtual character, the direction of its view can be recorded.

[0084] For example, if the virtual character is always moving forward, the first-view direction is the direction in which the virtual character moves from the first game perspective, and the second-view direction is the direction in which the virtual character moves from the second game perspective.

[0085] Step 014: Display a directional indicator in the graphical user interface to indicate the directional difference between the second-view direction and the first-view direction.

[0086] It is understandable that the second-view adjustment operation can also trigger the recording and display of the orientation indicator to indicate the difference in the view direction before and after the second-view adjustment operation (i.e., the difference in the direction of the first view and the direction of the second view).

[0087] Specifically, the first-view direction before the second-view adjustment operation is the first-view direction after the last response to the first-view adjustment operation before the second-view adjustment operation (i.e., the initial view direction that the player wants to record). This ensures the accuracy of determining the initial view direction.

[0088] The second-view direction after the second-view adjustment operation is the same as the second-view direction after the last second-view adjustment operation (i.e., the virtual character's current view direction). In this way, the directional indicator accurately displays the directional difference between the initial and current view directions. Players can easily check the directional indicator and reduce the directional difference between the current and initial view directions to restore the virtual character to the initial view direction before the second-view adjustment operation (i.e., the first-view direction before the second-view adjustment operation), helping players quickly find their initial view direction.

[0089] In this way, by detecting the second-view adjustment operation, the intention of the player to record the initial view direction can be accurately identified. After detecting the second-view adjustment operation, a directional indicator is displayed to help the player quickly find the initial view direction later.

[0090] Please see Figure 3 In an optional embodiment, a virtual joystick is displayed in the graphical user interface. The virtual joystick is used to control the movement of a virtual character in the game scene in response to a trigger operation. Step 014 includes:

[0091] Step 0141: Associate and display the orientation indicator on the virtual joystick.

[0092] Please refer to Figure 4 The orientation indicator S7 is a marker displayed in the graphical user interface to show the directional difference between the second-view direction and the first-view direction.

[0093] As can be understood, the virtual joystick is used to control the movement of a virtual character, and the position of the joystick in the virtual joystick represents the direction of movement of the virtual character. Therefore, by associating a directional indicator with the virtual joystick, the directional difference between the second-view direction and the first-view direction can be indicated more accurately.

[0094] For example, the second-person perspective direction is the direction of the line connecting the current position of the joystick and the center of the virtual joystick. The first-person perspective direction can be displayed by connecting the center of the virtual joystick and its boundary.

[0095] In this way, the first-view direction and the second-view direction can be displayed intuitively through the virtual joystick, thereby improving the accuracy and intuitiveness of the directional indicators.

[0096] Please combine Figure 4 and Figure 5 In an optional embodiment, the orientation indicator includes a start direction indicator and an end direction indicator, and step 0141 includes:

[0097] Step 01411: Display the start direction indicator and the end direction indicator at the virtual joystick. The display position of the start direction indicator is determined based on the first view direction, and the display position of the end direction indicator is determined based on the second view direction.

[0098] The azimuth indicator S7 can dynamically display the directional deviation between the initial viewing direction and the current viewing direction. Therefore, the azimuth indicator S7 may include a starting direction indicator S71, an ending direction indicator S72, and / or a filling area S73 (e.g., the azimuth indicator S7 may include a starting direction indicator S71 and an ending direction indicator S72; or, the azimuth indicator S7 may include a starting direction indicator S71 and a filling area S73; or, the azimuth indicator S7 may include a starting direction indicator S71, an ending direction indicator S72, and a filling area S73, etc.). The starting direction indicator S71 is determined based on the first viewing direction and is used to display the initial viewing direction. The ending direction indicator S72 is determined based on the second viewing direction and is used to display the current viewing direction. The filling area S73 is located between the starting direction indicator S71 and the ending direction indicator S72 and can display the deviation between the starting direction indicator S71 and the ending direction indicator S72, thereby displaying the directional deviation between the second viewing direction and the first viewing direction.

[0099] Please combine Figure 4 and Figure 6 After the player escapes the enemy, the current view direction is X1. When the player regains the initial view direction, he only needs to adjust the virtual joystick S4 to reduce the area of ​​the filling area S73 until the starting direction marker S71 and the ending direction marker S72 coincide. At this time, the area of ​​the filling area S73 becomes 0, which also means that the current view direction has coincided with the initial view direction. At this time, the player can move again towards the initial view direction X2.

[0100] Please refer to it again. Figure 4 The virtual joystick S4 includes a joystick S41 and a joystick movement area S42. The joystick movement area S42 is circular, and the orientation indicator S7 is located in the joystick movement area S42.

[0101] In one optional embodiment, both the starting direction marker S71 and the ending direction marker S72 include two ends. One end of the starting direction marker S71 and the ending direction marker S72 are connected and located at the center of the joystick movement area S42, while the other end is connected to the boundary of the joystick movement area S42. The filling area S73 is fan-shaped. The greater the directional deviation between the current viewing direction (second viewing direction) and the initial viewing direction (i.e., the first viewing direction), the larger the area of ​​the filling area S73.

[0102] For example, one end of the start direction marker S71 and the end direction marker S72 is connected to the center of the joystick movement area S42, while the other ends are connected to the boundaries of the joystick movement area S742. This makes the filling area S73 between the start direction marker S71 and the end direction marker S72 fan-shaped. The greater the deviation between the current viewing angle and the first viewing angle, the greater the deviation between the start direction marker S71 and the end direction marker S72, and thus the larger the area of ​​the filling area S73.

[0103] Please combine Figure 4 and Figure 6 In one optional embodiment, in response to the second view adjustment operation, the second view direction is adjusted, and the display position of the termination direction indicator is updated based on the adjusted second view direction. When the display position of the termination direction indicator S72 coincides with the display position of the starting direction indicator S71, the virtual character S5 moves towards the first view direction X2.

[0104] It is understandable that players can adjust the second-view direction of the virtual character multiple times through multiple second-view adjustment operations. After the second-view direction changes, in order to ensure the accuracy of the orientation indicator, it is necessary to update the display position of the termination direction indicator S72 in a timely manner based on the latest second-view direction (i.e., the current view direction X1 of the virtual character S5 in the graphical user interface S1), so that the termination direction indicator S72 always corresponds to the current view direction X1.

[0105] Please combine Figure 4 and Figure 6 In one optional embodiment, in response to the player's second-view adjustment operation, the display position of the termination direction marker S72 corresponding to the second-view direction can be made to coincide with the display position of the starting direction marker S71, thereby causing the virtual character S5 to move towards the first-view direction (i.e., the initial view direction X2).

[0106] Please combine Figure 4 and Figure 6In one optional embodiment, in response to the player's direction adjustment operation on the virtual joystick S4, the current movement direction of the virtual joystick S4 is aligned with the starting direction indicator S71, so that the display position of the ending direction indicator S72 coincides with the display position of the starting direction indicator S71, so that the virtual character S5 moves in the first view direction (i.e., the initial view direction X2).

[0107] The direction adjustment operation refers to adjusting the current view direction X1 of the virtual character S5. For example, the position of the joystick S41 can be adjusted. The line connecting the center of the joystick movement area S42 to the center of the joystick S41 is the current view direction X1. This is achieved by moving the joystick S41 to the starting direction marker S71 (e.g., ...). Figure 6 As shown in the figure, the current view direction X1 can be changed to the initial view direction X2.

[0108] Please refer to it again. Figure 4 In one optional embodiment, the graphical user interface S1 includes a left area S2 and a right area S3. The left area S2 includes a virtual joystick S4 for controlling the movement direction of the virtual character S5. The right area S3 includes a view control control S6 for controlling the view of the virtual character S5.

[0109] It's understandable that when controlling the virtual character S5, the left hand is generally used to control the direction of movement, while the right hand controls the view. Therefore, by setting up a virtual joystick S4 in the left area S2, players can easily use their left hand to control the direction of movement, and by setting up a view control control S6 in the right area S3, players can easily use their right hand to control the view.

[0110] In one optional embodiment, the view control S6 may not be displayed. Players can switch views by sliding left or right from any position in the right-side area S3. Thus, by keeping the view control S6 present but not displaying it, more game scene information can be shown, and the view control S6 can be prevented from obscuring parts of the game scene.

[0111] The directional indication method of this application can respond to the player's first-view adjustment operation on the graphical user interface, adjusting the virtual character to the first game view. When it is necessary to record the initial first game view, it can also respond to the player's second-view adjustment operation on the graphical user interface, which is different from the first-view adjustment operation. While adjusting the virtual character to the second game view, the method uses directional indicators to display the difference between the first-view direction (i.e., the initial view direction) corresponding to the first game view and the second-view direction (i.e., the adjusted view direction) corresponding to the second game view. This allows the player to determine the location of the initial view by looking at the directional indicators, thus quickly finding the initial view direction and avoiding the player spending a lot of time searching for the initial view direction, thereby improving the player's gaming experience.

[0112] Please see Figure 7 In some embodiments, the method further includes:

[0113] Step 015: In response to the second-view adjustment operation, switch to the first-view adjustment operation and hide the directional indicator.

[0114] It is understandable that when a second-view adjustment operation (such as full-finger operation) is detected, a directional indicator can be displayed. When the second-view adjustment operation is switched back to the first-view adjustment operation (exiting full-finger operation), it means that the player no longer needs to record and indicate the initial view direction. At this time, the directional indicator can be hidden to ensure that the display and hiding of the directional indicator has a beginning and an end, and to more accurately determine when the player really needs to record the direction and cancel the recording.

[0115] Please see Figure 8 In some embodiments, the method further includes:

[0116] Step 016: In response to the second-view adjustment operation, adjust the visual effect of the virtual joystick to the first-view effect. The second-view effect before the virtual joystick adjustment is different from the first-view effect after the adjustment.

[0117] The visual effects can include the color, fill, outline, and shape of the virtual joystick, the dynamic effects of the virtual joystick (such as whether it blinks or highlights), and the display style of the virtual joystick (such as flat style or skeuomorphic style).

[0118] Specifically, to facilitate user identification of whether direction recording and indication have taken effect, the visual effect of the virtual joystick S4 can be adjusted to different first-person visual effects in response to second-view adjustment operations. For example... Figure 9 The first visual effect of the virtual joystick S4 when recognizing the direction recording operation.

[0119] By observing the visual effects of the virtual joystick S4, players can quickly determine whether the direction recording and instructions have taken effect, thus ensuring the effectiveness of the player's direction recording and instructions through visual feedback.

[0120] Based on the method described in the above embodiments, this application also provides a direction indicating device 300 for performing the steps in the above direction indicating method. Please refer to... Figure 10 , Figure 10 This is a schematic diagram of a direction indicator 300 provided in an embodiment of this application. The direction indicator 300 includes:

[0121] The first control module 301 is used to respond to the first perspective adjustment operation, control the game perspective corresponding to the virtual character to be adjusted to the first game perspective, and display the corresponding first game perspective screen in the graphical user interface.

[0122] The second control module 302 is used to respond to the second perspective adjustment operation, control the game perspective corresponding to the virtual character to be adjusted from the first game perspective to the second game perspective, and display the corresponding second game perspective screen in the graphical user interface; wherein, the second perspective adjustment operation is different from the first perspective adjustment operation.

[0123] The determination module 303 is used to determine the first view direction corresponding to the first game view and the second view direction corresponding to the second game view.

[0124] Display module 304 is used to display a directional indicator in a graphical user interface to indicate the directional difference between the second view direction and the first view direction.

[0125] It should be noted that the specific details of each module unit in the above-mentioned direction indicating device have been described in detail in the embodiments of the above-mentioned direction indicating method, and will not be repeated here.

[0126] In this application, the terms "module" or "unit" refer to computer instructions or a portion of computer instructions that have a predetermined function and work together with other related parts to achieve a predetermined goal, and can be implemented, wholly or partially, using software, hardware (such as processing circuitry or memory), or a combination thereof. Similarly, a processor (or multiple processors or memory) can be used to implement one or more modules or units. Furthermore, each module or unit can be part of an overall module or unit that includes the functionality of that module or unit.

[0127] In some embodiments, the direction indicator device in this application can be implemented in hardware, such as a terminal device or a component in the terminal device, such as an integrated circuit or a chip; the direction indicator device can also be implemented in software, such as as an application installed in the terminal device.

[0128] In some embodiments, please refer to Figure 11 , Figure 11 This is a schematic diagram of the structure of a terminal device provided in an embodiment of this application. The terminal device 500 includes a processor 501, a memory 502, and a display screen 503. The memory 502 stores computer instructions 504 that can be executed by the processor 501. When the processor 501 executes the instructions 504, it implements the various processes of the above-described direction indication method embodiment and achieves the same technical effect. To avoid repetition, it will not be described again here.

[0129] Please see Figure 12 , Figure 12 This is a schematic diagram of the hardware structure of a terminal device provided in an embodiment of this application. The terminal device can be a terminal or a server. Exemplarily, the terminal device 700 includes a central processing unit (CPU) 701, a system memory 704 including random access memory (RAM) 702 and read-only memory (ROM) 703, and a system bus 705 connecting the system memory 704 and the central processing unit 701.

[0130] In some embodiments, the terminal device 700 may further include a basic input / output system 706 that helps transmit information between various devices within the computer, and a large-capacity storage device 707 for storing the operating system 713, the client 714, and other program modules 715.

[0131] In some embodiments, the basic input / output system 706 includes a display 708 for displaying a graphical user interface and input devices 709 for user input, such as touch panels and other input devices. A touch panel is also called a touchscreen. A touch panel may include both a touch device and a touch controller. Other input devices may include, but are not limited to, physical keyboards, function keys (such as volume control buttons, power buttons, etc.), trackballs, mice, and joysticks, which will not be described further here.

[0132] Both the display 708 and the input device 709 are connected to the central processing unit 701 via an input / output controller 710 connected to the system bus 705. The basic input / output system 706 may also include the input / output controller 710 for receiving and processing input from touch panels, other input devices, etc. Similarly, the input / output system 706 also includes output devices such as displays, printers, or other types of output devices.

[0133] Mass storage device 707 is connected to central processing unit 701 via a mass storage controller (not shown) connected to system bus 705. Mass storage device 707 and its associated computer-readable media provide non-volatile storage for terminal device 700. That is, mass storage device 707 may include computer-readable media (not shown) such as hard disk or compact disc read-only memory (CD-ROM) drive.

[0134] According to various embodiments of this application, the terminal device 700 can also be connected to a remote computer on a network, such as the Internet. That is, the terminal device 700 can be connected to the network 717 via the network interface unit 716 connected to the system bus 705, or the network interface unit 716 can be used to connect to other types of networks or remote computer systems (not shown).

[0135] This application also provides a non-transitory computer-readable storage medium storing computer instructions. When these computer instructions are executed by a processor, they implement the various processes of the above-described direction indication method embodiments and achieve the same technical effect. To avoid repetition, they will not be described again here.

[0136] The processor can be the processor in the terminal device described in the above embodiments. The computer-readable storage medium can be a computer read-only memory (ROM), random access memory (RAM), magnetic disk, or optical disk, etc.

[0137] Computer-readable media can include computer storage media and communication media. Computer storage media includes volatile and non-volatile, removable and non-removable media implemented using any method or technology for storing information such as computer-readable instructions, data structures, program modules, or other data. Computer storage media include RAM, ROM, erasable programmable read-only memory (EPROM), electrically erasable programmable read-only memory (EEPROM), flash memory or other solid-state storage technologies, CD-ROM, digital versatile optical disc (DVD) or other optical storage, magnetic tape cassettes, magnetic tape, disk storage, or other magnetic storage devices. Of course, those skilled in the art will recognize that computer storage media are not limited to the above-mentioned types.

[0138] This application also provides a computer program product, including a computer program that, when executed by a processor, implements the above-described contour recognition method. The processor may be a processor in the electronic device described in the above embodiments. When executed by the processor, the computer program implements the various processes of the embodiments of the contour recognition method and achieves the same technical effects; therefore, to avoid repetition, further details are omitted here.

[0139] It is understood that in the specific implementation of this application, data related to user identity or characteristics is involved. When the above embodiments of this application are applied to specific products or technologies, user permission or consent is required, and the collection, use and processing of related data must comply with the relevant laws, regulations and standards of the relevant countries and regions.

Claims

1. A method for indicating the direction of a game, characterized in that, The method includes providing a graphical user interface via a display screen of a terminal device, wherein the game scene includes virtual characters controlled via the terminal device. In response to the first-view adjustment operation, the game view corresponding to the virtual character is adjusted to the first game view, and the corresponding first game view screen is displayed in the graphical user interface. In response to the second perspective adjustment operation, the game perspective corresponding to the virtual character is adjusted from the first game perspective to the second game perspective, and the corresponding second game perspective screen is displayed in the graphical user interface; wherein, the second perspective adjustment operation is different from the first perspective adjustment operation; Determine the first-view direction corresponding to the first game view and the second-view direction corresponding to the second game view; A directional indicator is displayed in the graphical user interface to indicate the directional difference between the second viewing direction and the first viewing direction.

2. The method according to claim 1, characterized in that, The graphical user interface displays a virtual joystick, which is used to control the virtual character to move within the game scene in response to trigger operations. The step of displaying a directional indicator in the graphical user interface includes: The orientation indicator is displayed in association with the virtual joystick.

3. The method according to claim 2, characterized in that, The orientation indicator includes a start direction indicator and an end direction indicator. The step of displaying the orientation indicator in association with the virtual joystick includes: The start direction indicator and the end direction indicator are displayed at the virtual joystick. The display position of the start direction indicator is determined based on the first view direction, and the display position of the end direction indicator is determined based on the second view direction.

4. The method according to claim 3, characterized in that, The orientation indicator also includes a filling area located between the starting direction indicator and the ending direction indicator. The area of ​​the filling area is used to characterize the directional deviation between the first viewing direction and the second viewing direction.

5. The direction indication method according to claim 4, characterized in that, One end of the start direction marker and the end direction marker are located at the center of the virtual joystick, and the other end is located at the boundary of the virtual joystick. The filled area is fan-shaped.

6. The method according to claim 3, characterized in that, Also includes: In response to the second perspective adjustment operation, the direction of the second perspective is adjusted, and the display position of the termination direction indicator is updated based on the adjusted direction of the second perspective. When the display position of the termination direction indicator coincides with the display position of the starting direction indicator, the virtual character moves towards the first perspective direction.

7. The method according to claim 1, characterized in that, The contact area between the finger and the display screen and the pressure applied by the finger to the display screen are different for the first viewing angle adjustment operation and the second viewing angle adjustment operation, respectively.

8. The method according to claim 7, characterized in that, The first perspective adjustment operation includes half-finger operation, and the second perspective adjustment operation includes full-finger operation.

9. The method according to claim 1, characterized in that, Also includes: In response to the second view adjustment operation switching to the first view adjustment operation, the orientation indicator is hidden.

10. The method according to claim 1, characterized in that, The graphical user interface includes a left area and a right area. The left area includes a virtual joystick for controlling the movement direction of the virtual character, and the right area includes a view control for controlling the view of the virtual character; or, the left area includes a view control and the right area includes a virtual joystick.

11. The method according to claim 1, characterized in that, The graphical user interface displays a virtual joystick, which is used to control the virtual character to move within the game scene in response to trigger operations. The method further includes: In response to the second perspective adjustment operation, the visual effect of the virtual joystick is adjusted to a first visual effect. The second visual effect of the virtual joystick before adjustment is different from the first visual effect after adjustment.

12. A direction indicating device, characterized in that, The device provides a graphical user interface (GUI) via a display screen of a terminal device, the GUI including at least a portion of a game scene, the game scene including a virtual character controlled by the terminal device, the device comprising: The first control module is used to respond to the first perspective adjustment operation, control the game perspective corresponding to the virtual character to be adjusted to the first game perspective, and present the corresponding first game perspective screen in the graphical user interface. The second control module is used to respond to the second perspective adjustment operation, control the game perspective corresponding to the virtual character to be adjusted from the first game perspective to the second game perspective, and display the corresponding second game perspective screen in the graphical user interface; wherein, the second perspective adjustment operation is different from the first perspective adjustment operation. The determination module is used to determine the first-view direction corresponding to the first game view and the second-view direction corresponding to the second game view; The display module is used to display a directional indicator in the graphical user interface to indicate the directional difference between the second viewing direction and the first viewing direction.

13. An electronic device, characterized in that, include: Memory, processor, and display; The memory is used to store one or more computer instructions; The processor is configured to execute the one or more computer instructions to implement the method as described in any one of claims 1-11; The display screen is used to display a graphical user interface.

14. A computer-readable storage medium storing one or more computer instructions thereon, characterized in that, The instruction is executed by the processor to implement the method as described in any one of claims 1-11.

15. A computer program product, characterized in that, Includes a computer program that, when executed by a processor, implements the method described in claims 1-11.