Game display control method and device, electronic equipment and storage medium
By setting preset camera locations and paths in the game, the operation of the virtual camera is simplified, the problem of cumbersome camera adjustments in the game is solved, and the smoothness of operation and immersion are improved.
Patent Information
- Application Number
- CN202511455444.9
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-10-11
- Publication Date
- 2026-03-06
AI Technical Summary
In the game, players need to frequently adjust the position and parameters of the virtual camera, which leads to cumbersome operation, camera lag, and high consumption of computing resources, affecting immersion and device performance.
By pre-setting camera locations and paths, the system enables rapid positioning and smooth movement of virtual cameras, simplifying camera operation. A graphical user interface is used to control camera switching and path movement.
It improves the smoothness of game operation, enhances the diversity of perspectives and the richness of the game, reduces the consumption of computing resources, and improves the interactive experience.
Smart Images

Figure CN121606883A_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of game technology, and in particular to a method, apparatus, electronic device, and storage medium for displaying and controlling a game. Background Technology
[0002] In the game, players typically need to independently adjust the coordinates, rotation angle, and shooting parameters of the virtual camera using mobile devices. However, due to the limitations of touch input, frequent switching of the control interface causes camera movement to lag. Furthermore, the camera position resets after each game restart, forcing players to repeatedly perform positioning operations. This design leads to player fatigue from frequent camera adjustments, limits the immersive experience of dynamic perspective exploration, and the redundant position calculation commands continuously consume device computing resources, exacerbating the performance burden on mobile devices. Summary of the Invention
[0003] The purpose of this disclosure is to provide a display control method, device, electronic device, and storage medium for games, so as to achieve rapid positioning through preset camera points, improve the smoothness of operation, and enhance the city display dimension.
[0004] In a first aspect, this disclosure provides a display control method for a game, wherein the game provides a graphical user interface through a terminal, the graphical user interface displays a game scene, and the game scene is captured by a virtual camera; the method includes: acquiring multiple points in the game scene; responding to a first operation, controlling the virtual camera to switch from its current position to the position of a target point, the target point being any one of the multiple points; and capturing and displaying the game scene according to the shooting parameters corresponding to the target point.
[0005] Secondly, this disclosure provides a display control device for a game. The game provides a graphical user interface through a terminal, which displays a game scene. The game scene is captured by a virtual camera. The device includes: an acquisition module for acquiring multiple points in the game scene; a control module for responding to a first operation and controlling the virtual camera to switch from its current position to the position of the target point; and a display module for capturing and displaying the game scene according to the shooting parameters corresponding to the target point.
[0006] Thirdly, this disclosure provides an electronic device including a processor and a memory, the memory storing computer-executable instructions executable by the processor, the processor executing the computer-executable instructions to perform the steps in the display control method of the game described in any of the preceding claims.
[0007] Fourthly, this disclosure provides a computer-readable storage medium storing computer-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the display control method for the game described in any of the preceding claims.
[0008] This disclosure provides a display control method, device, electronic device, and storage medium for games. By acquiring preset camera positions and responding to operation commands, it achieves rapid camera positioning, transforming discrete perspective adjustments into a coherent camera movement process. The method provided by this embodiment allows game players to quickly switch between preset camera positions, reducing the complexity of camera adjustments and improving the interactive experience. Simultaneously, customized camera perspectives and path movements enrich the ways to observe and record in the game, enhancing the richness of game content. Furthermore, the preset camera position and path calculation mechanism effectively reduces the computational resource consumption of repeatedly adjusting the camera, solving the technical problem of limited camera control in mobile games. Attached Figure Description
[0009] To more clearly illustrate the technical solutions in the specific embodiments of this disclosure or the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of this disclosure. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.
[0010] Figure 1 A flowchart illustrating a game display control method provided in an embodiment of this disclosure; Figure 2 A schematic diagram of a game display control device provided in an embodiment of this disclosure; Figure 3 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this disclosure. Detailed Implementation
[0011] The technical solutions of this disclosure will be clearly and completely described below with reference to the embodiments. Obviously, the described embodiments are only some embodiments of this disclosure, not all embodiments. Based on the embodiments of this disclosure, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this disclosure.
[0012] This embodiment provides a game display control method. The method provides a graphical user interface through a terminal device, and the graphical user interface displays the game interface, which includes the game scene screen and the user interface (UI interface). The game interface refers to the interface corresponding to the application provided or displayed through the graphical user interface. The user interface is used to interact with the user and may include game design elements that come into direct or indirect contact with the user, such as buttons, animations, text, sounds, and windows. In an optional embodiment, the interface elements in the user interface may include the following controls: (1) controls related to the character, such as skill controls, movement controls, function controls, etc.; (2) controls for indicating information, also known as indicator information icons, such as direction indicators, character indicators, character stamina indicators, item pickup points, or treasure chest locations, etc.; (3) information display controls, also known as information display areas, such as displaying basic character information (character name, profession, health points, mana points, etc.), character status information (such as whether the character is unconscious, poisoned, etc.), or game information (such as the number of kills, match time, etc.); (4) game setting controls, such as system settings, shop, gold coins, etc. Furthermore, the controls displayed in the user interface may differ between games. Some games include a friend list control, allowing users to view information about added friends and perform actions such as chatting, visiting each other's homes, and deleting friends. Other games include quest-related controls, such as displaying a list of current quests, including main quests and side quests. These controls help users better manage and play the game.
[0013] In an optional implementation, the game scene screen is the screen corresponding to the virtual scene displayed on the terminal device. The game scene screen may include virtual objects such as game characters (such as controlled virtual characters, also known as player virtual characters), NPC characters (Non-Player Characters), and AI (Artificial Intelligence) characters that execute game logic in the virtual scene. The game scene screen usually changes as the controlled virtual character moves.
[0014] The aforementioned virtual scene is the content displayed (or provided) by the game application when it runs on a terminal or server. Optionally, the virtual scene is a simulation environment of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scene can be any of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene. The virtual environment can be sky, land, ocean, etc., where the land includes environmental elements such as deserts and cities. Among them, a virtual scene is a scene containing the complete game logic of virtual objects controlled by the user. For example, in a sandbox-style 3D shooting game, a virtual scene is a 3D game world used by players to control virtual objects in battle. Instances of virtual scenes can include at least one element among mountains, plains, rivers, lakes, oceans, deserts, skies, plants, buildings, and vehicles. For example, in a 2D or 2.5D card game, a virtual scene is a scene used to display and release cards or display the virtual objects corresponding to cards. Instances of virtual scenes can include arenas, battlegrounds, or other "field" elements or other elements that can display the card battle status. For 2D or 2.5D multiplayer online tactical competitive games, a virtual scene is a 2D or 2.5D terrain scene used by virtual objects in battle. Instances of virtual scenes can include elements such as canyon-style mountains, lines, rivers, classrooms, desks and chairs, and podiums.
[0015] The aforementioned virtual object refers to a controllable dynamic object within a virtual scene. Optionally, this dynamic object can be a virtual character, virtual animal, anime character, etc. This virtual object is a character controlled by the player through an input device, or an AI character trained and set up for battle in a virtual environment, or an NPC set up for battle in a virtual scene. Optionally, this virtual object is a virtual character competing in a virtual scene. Optionally, the number of virtual objects in the virtual scene battle is preset or dynamically determined based on the number of clients joining the battle; this disclosure does not limit this. In one possible implementation, the user can control the virtual object to move within the virtual scene, for example, controlling the virtual object to run, jump, crawl, etc., and can also control the virtual object to use skills, virtual items, etc., provided by the application to fight against other virtual objects.
[0016] The game display control method in one embodiment of this disclosure can run on a terminal device or a server. The terminal device can be a local terminal device, such as a touch device or a non-touch device. When the game display control method runs on a server, the method can be implemented and executed based on a cloud interaction system, which includes a server and client devices.
[0017] In an optional implementation, cloud gaming can run within a cloud-interactive system. Cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of the game's display control methods are completed on the cloud gaming server. The client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the terminal device for information processing is the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game interface and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game interface.
[0018] In an optional implementation, the terminal device can be a local terminal device that stores the game program and is used to present the game interface. The local terminal device is used to interact with the player through the game interface; that is, it typically downloads, installs, and runs the game program via an electronic device. The local terminal device can provide the game interface to the player in various ways, such as rendering it on a terminal's display screen or providing it to the player via 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 interface, which includes game scene visuals, and 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] This embodiment provides a method for controlling the display of a game. Figure 1 This is a flowchart of a game display control method according to an embodiment of the present disclosure, such as... Figure 1 As shown, the process includes the following steps: Step S110: Obtain multiple points in the game scene; Step S120: In response to the first operation, control the virtual camera to switch from the current position to the position of the target point, where the target point is any one of multiple points; Step S130: Capture and display the game scene according to the shooting parameters corresponding to the target point.
[0020] The method provided in this embodiment allows players to quickly locate specific areas in the game, enhancing the interactive experience; at the same time, it enables camera switching between different points, increasing the game's visual appeal and perspective diversity, and enriching the game; furthermore, by pre-setting points and camera parameters, it solves the problem of cumbersome camera operation in traditional games and addresses the issue of limited input dimensions in mobile games in the computer field, which leads to unsmooth operation.
[0021] The steps described above are explained in detail below.
[0022] In step S110, multiple points in the game scene are acquired. During application, the game provides a graphical user interface (GUI) via a terminal, which displays the game scene imagery captured by a virtual camera.
[0023] Specifically, multiple camera positions are pre-set or dynamically generated in the game scene, each containing its location information and shooting parameters, so that players can switch between these positions to observe the game scene from different angles.
[0024] The game scene can be a simulated city, a simulated park, or other 3D scene, referring to the virtual environment that players can interact with and manipulate in the game. Game scenes typically include various buildings, roads, vegetation, and other elements, forming the basic environment for the player's gaming experience.
[0025] In one alternative implementation, the game scenario can be a city-building scenario, containing various buildings, road networks, public facilities, and other elements, where players need to plan and manage the city. For example, the game scenario could be a modern metropolis, including skyscrapers, transportation systems, parks, and green spaces, where players can observe the city's development, changes, and operational status from different vantage points.
[0026] In one specific application, a player opens a city-building simulation game called "City Dreamers." After the game loads, a 3D city scene is displayed. The system provides four preset locations by default: the city center square, the high point of the commercial district, the entrance of the residential area, and the industrial park. These locations correspond to different areas and perspectives of the city, and each location contains parameters such as the virtual camera's position coordinates, angle, and focal length.
[0027] Among them, multiple points can be the locations of virtual cameras pre-set in the game scene, and each point contains the position and posture information of the virtual camera.
[0028] Secondly, multiple locations typically provide players with reference points to observe the game scene from multiple angles, allowing them to quickly switch to the preset best observation point without manually adjusting camera parameters.
[0029] In an optional implementation, the location may include parameters such as the virtual camera's world coordinate system XYZ axis position information, XYZ axis rotation information, focal length, and field of view angle. These parameters collectively determine the camera's spatial position and shooting effect. For example, a location may include parameters such as position (100, 50, 200), rotation angle (15, 45, 0), and focal length 50mm. These parameters determine where and from what angle the camera shoots the scene.
[0030] In one alternative implementation, viewpoints can be categorized into two types: fixed viewpoints and custom viewpoints. Fixed viewpoints are the best observation locations preset by the game developers, while custom viewpoints are locations created and saved by players according to their own preferences. For example, the game may pre-set fixed viewpoints such as the city center and mountaintop viewpoints, while players can also create custom viewpoints near their own custom buildings.
[0031] In an alternative implementation, the location may also include environmental parameters such as weather, time, and lighting conditions, so that switching to different locations not only changes the viewing angle but may also change the environmental effects of the scene. For example, a harbor location at dusk may be set with orange-red sunlight and long shadow effects, while a city street location on a rainy day may be set with raindrop effects and wet ground reflections.
[0032] In one specific application, the game system automatically loaded four preset viewpoints: the city center square viewpoint (coordinates: 0, 80, 0, rotation: 60, 0, 0, focal length: 35mm) provides an overview of the city center; the high point of the commercial district (coordinates: 500, 150, 300, rotation: 45, 270, 0, focal length: 28mm) displays a panoramic view of the bustling commercial district; the entrance to the residential area (coordinates: -300, 30, 100, rotation: 15, 90, 0, focal length: 50mm) provides a street-level observation view; and the industrial park (coordinates: 800, 100, -400, rotation: 30, 180, 0, focal length: 24mm) displays the production activities of the factory and warehouse areas.
[0033] In step S120, in response to the first operation, the virtual camera is controlled to switch from its current position to the position of the target point, which is any one of multiple points.
[0034] Specifically, when the system detects the first action performed by the user, it will move the virtual camera from its current location to the location of the target point selected by the user, thereby achieving a rapid switch of the camera's perspective.
[0035] It should be noted that controlling the virtual camera to switch from its current location to the target location specifically means switching the game interface displayed in the graphical user interface from the game screen corresponding to the current location of the virtual camera to the game screen corresponding to the target location.
[0036] The first operation can be an interactive command executed by the user on the game interface to trigger the switching of the virtual camera's position, such as clicking a specific interface element, pressing a specific button, or performing a specific gesture. The first operation can be implemented through clicking, swiping, long-pressing, and / or other methods. For example, a player can click on a point control displayed on the game interface to control the virtual camera to switch to the location of that point.
[0037] In an optional implementation, the first operation may be clicking on a point control displayed in the graphical user interface, with each point control corresponding to a preset camera location. For example, the interface may display point controls labeled "City Center," "Harbor," and "Mountain Top." After the player clicks on the "Mountain Top" control, the camera will immediately switch to the mountaintop location, presenting a panoramic view of the city from the mountaintop perspective.
[0038] In an alternative implementation, the first operation may be a preset point switching triggered by a combination of keyboard shortcuts or gamepad buttons. For example, in a PC version of the game, players can quickly switch to different preset points by pressing "F1" to "F5" keys, while in a mobile version, the same function can be achieved through specific touch gestures or virtual buttons.
[0039] In a specific application, in the game "City Dreamers," players see four small icon buttons on the right side of the screen representing different locations, labeled "Plaza," "Commercial District," "Residential District," and "Industrial District." Wanting to view the development of the commercial district, the player clicks the control labeled "Commercial District." The game immediately responds to this click, smoothly moving the virtual camera from its current position (where the player was previously viewing the city square) to a higher point in the commercial district, changing the player's perspective from overlooking the square to overlooking the bustling commercial streets and skyscrapers.
[0040] Among them, the virtual camera can be a virtual object in the game that simulates the function of a real camera. It is responsible for capturing game scenes and presenting the images to the player. It has attributes such as position, rotation angle, and focal length, which determine the content and perspective of the game screen that the player sees.
[0041] Secondly, virtual cameras typically control the game's perspective and visual presentation, serving as a bridge between the game scene and the player's visual experience. Adjusting their parameters allows for different visual effects and viewing angles. Virtual cameras can be controlled through clicks, swipes, long presses, and / or other operations. For example, players can click to control the movement and rotation of the virtual camera within the game.
[0042] In one alternative implementation, the virtual camera can have various parameter settings, including focal length (which determines the field of view), aperture (which affects the depth of field), and shutter speed (which affects motion blur). These parameters can simulate camera settings in real photography, providing richer visual effects. For example, using a small aperture and a long focal length can create a shallow depth of field effect with a sharp foreground and a blurred background, suitable for showcasing specific architectural details in a city.
[0043] In one alternative implementation, the virtual camera can support different movement modes, such as linear movement, curved path movement, and orbital movement, as well as different rotation modes, such as orbital rotation and free rotation. These modes can be combined to create diverse visual experiences. For example, the camera can move along a preset curved path while keeping the gaze point aligned with the city center, creating the effect of flying around the city.
[0044] In step S130, the game scene is captured and displayed according to the shooting parameters corresponding to the target point.
[0045] Specifically, after the virtual camera is switched to the target location, the system will capture and render the game scene according to the preset shooting parameters (such as focal length, aperture, field of view, etc.) of that location, and display the results on the game interface, so that players can observe the game scene from the preset best angle.
[0046] The shooting parameters are a collection of various technical parameters used by the virtual camera during shooting. These parameters determine the final image quality presented to the player, including but not limited to focal length, aperture, shutter speed, ISO sensitivity, and color filters. Shooting parameters can be adjusted via clicks, swipes, long presses, and / or other operations.
[0047] In one alternative implementation, the focal length parameter in the shooting parameters determines the size of the field of view. A shorter focal length provides a wider field of view but may produce perspective distortion, while a longer focal length provides a narrower field of view but can compress the sense of space. Different focal lengths are suitable for observing different types of scenes.
[0048] In an alternative implementation, the shooting parameters may include post-processing effect parameters, such as color saturation, contrast, sharpness, tone mapping, etc., which can further adjust the artistic style and visual effects of the image. For example, a retro filter can be applied to make a modern city look like an old photograph, or a sci-fi tone can be applied to make a future city more futuristic.
[0049] In one embodiment of this application, a game display control method is provided, which further includes: In response to the second operation, the virtual camera is controlled to move along a target path, wherein the target path is determined based on at least two of the plurality of points.
[0050] The method provided in this embodiment enables the camera in the game to move smoothly along a predetermined path, eliminating the need for players to control multiple parameters simultaneously, thus greatly simplifying the camera operation process and enhancing the interactive experience. Furthermore, path movement based on multiple points allows players to dynamically appreciate different angles of the game scene, effectively increasing the game's richness. In addition, by simplifying complex camera control into simple path movement operations, the cumbersome operation problem caused by the limited input dimensions of mobile game platforms is solved.
[0051] Specifically, in the game scene, when the user triggers the second action, the system responds to the action and controls the virtual camera to move smoothly along a pre-determined target path. This target path is automatically generated by connecting at least two pre-set points in the game scene, enabling the virtual camera to smoothly transition and move between these points.
[0052] The second operation can be an interactive command executed by the user on the game interface. Specifically, the second operation is the command executed by the user to trigger the virtual camera's movement along the path. The second operation can be implemented through clicking, swiping, long-pressing, and / or other methods. In an optional implementation, the second operation can be an interactive operation performed by the user on the path controls displayed on the interface, such as dragging a slider or clicking a specific location on the path. The system calculates the position the camera should move to on the path based on the interaction. For example, a progress bar representing the camera's movement path is displayed at the bottom of the game interface. The player can drag the slider on the progress bar, and the virtual camera will immediately move to the corresponding position on the path, allowing the player to precisely control the viewing angle.
[0053] The target path is a preset movement trajectory determined based on at least two points. Specifically, the target path is a continuous movement curve generated by the system based on multiple recorded camera position points. Furthermore, the target path typically guides the virtual camera to move smoothly and continuously within the game scene. The target path can be generated using various mathematical methods such as Bézier curve calculation, spline interpolation, or linear interpolation. For example, the system can use a cubic Bézier curve algorithm to calculate a smooth movement path based on two or more points, giving the camera natural acceleration and deceleration effects during movement.
[0054] In an alternative implementation, the target path can be a smooth curve automatically calculated by the system based on multiple points selected by the user. A Bézier curve algorithm is used to ensure a natural and smooth transition between camera points, avoiding abrupt straight-line movements. For example, when a player selects three points in the city—"Central Square," "Lake Island," and "Tower Observation Deck"—the system will automatically calculate a smooth arc path connecting these three locations, making the virtual camera move like a stable lens operated by a professional photographer, showcasing the panoramic view of the city.
[0055] In an optional implementation, the target path may include preset camera posture change information, enabling the camera to not only change position during movement but also automatically adjust its viewing angle, focal length, and rotation angle, creating a more cinematic viewing experience. For example, as the camera moves down the path from a high point in the city, the system gradually adjusts the viewing angle from a bird's-eye view to a level view, while appropriately narrowing the field of view, creating an immersive experience from looking down from a high altitude to observing up close, making the player feel as if they are on a real city tour.
[0056] In an alternative implementation, the target path can be automatically optimized based on obstacles and terrain in the game scene, ensuring that the camera does not pass through buildings or terrain while moving, maintaining visual plausibility and consistency. For example, when there are tall buildings or mountains between two points, the path calculated by the system will automatically bypass or cross these obstacles instead of passing directly through them. This makes the camera movement more consistent with the logic of the physical world, enhancing the realism and immersion of the game.
[0057] In a game display control method provided in one embodiment of this application, the graphical user interface displays point controls corresponding to the plurality of points respectively, wherein the first operation is a click operation on the target point control corresponding to the target point.
[0058] Specifically, in the game's graphical user interface, to facilitate players quickly switching viewing angles, the system displays point controls in a certain area of the interface that correspond to multiple pre-set points in the game scene. These point controls can be buttons, icons, or other interactive elements, used to represent different viewing positions in the game scene.
[0059] Point controls are visual representations of preset observation positions within a game scene. They typically guide players to quickly switch the virtual camera's position.
[0060] In an alternative implementation, point controls can be displayed differently based on the importance or special characteristics of their corresponding points in the game scene. For example, point controls in important areas can use special colors or add special effects markers.
[0061] In one specific application, when a player activates the roaming function, a row of point controls appears at the bottom of the game interface. These controls are represented by small camera icons and labeled with letters such as "A," "B," and "C." Each control corresponds to a preset observation point in the game scene, such as a city square, a commercial center, or a residential area. These point controls are arranged in an orderly manner, allowing players to quickly understand which observation points are available by scanning the interface, thus preparing for subsequent operations.
[0062] Specifically, in order to achieve rapid positioning and switching of the virtual camera, the system defines the player's click operation on a specific point control as the first operation, which will trigger the virtual camera to move from its current position to the location of the target point.
[0063] Clicking is a selective interactive action performed by players on point controls via a touchscreen, mouse, or other input device. Clicking typically triggers a system response and executes the corresponding function.
[0064] In an alternative implementation, the click operation can be designed as an interaction method with different response mechanisms. For example, a short press triggers a normal toggle, while a long press may trigger additional functions, such as displaying detailed information about the location or allowing editing of the location's parameters. For instance, when a player short-presses the location control, the virtual camera will directly switch to the corresponding location; while when the player long-presses the location control for more than 1 second, the system will pop up a small window displaying the location's name, coordinates, last access time, and other information, while providing "edit" and "delete" options, allowing the player to manage and customize these preset locations.
[0065] In a game display control method provided in one embodiment of this application, a slider control corresponding to a target path is displayed in the graphical user interface, and the target point is determined according to the interaction position of the second operation on the slider control.
[0066] Specifically, a slider control is integrated into the game's graphical user interface. This slider control visually displays the trajectory of the target path. Players perform a second operation on the slider control, and the system accurately determines the target point based on the specific interaction position of the operation on the slider, thereby achieving precise control over the movement of the virtual camera.
[0067] The slider control can be an interactive track control component displayed in a graphical user interface, which visually shows the direction and length of the target path.
[0068] In an alternative implementation, the slider control may use gradient colors or texture maps to represent the characteristics of different path segments, while setting visual markers at key node locations.
[0069] In an optional implementation, the slider control can have a dynamic response function, providing real-time visual and tactile feedback based on the player's touch or mouse operation. For example, when the player's finger touches the slider control, the control will be highlighted and may be accompanied by slight vibration feedback. At the same time, a preview screen corresponding to the current touch position will be displayed on the slider to help the player predict the visual effect after the movement.
[0070] In one alternative implementation, the slider control can support various interactive gestures, including click-to-jump, drag-to-move, and double-click-to-quick-locate operations. For example, players can quickly jump to the corresponding path point by clicking anywhere on the slider control, smoothly control the camera to move along the path by dragging, and quickly switch between the start and end points by double-clicking either end of the slider.
[0071] The target point can be a specific location determined by the player through interactive operations on the slider control. This point corresponds to the target movement position of the virtual camera on the target path.
[0072] In an alternative implementation, the target point can be precisely calculated using an interpolation algorithm based on the relative position of the interaction location on the slider control, ensuring that the camera can accurately move to the expected position. For example, when the player interacts at the 30% position of the slider control, the system will calculate the specific coordinates of the 30% progress on the target path corresponding to that position and set it as the target point, guiding the virtual camera to move to that accurate position.
[0073] The second operation can be a specific interactive action performed by the player on the slider control, which controls the movement of the virtual camera along the target path. The second operation can typically be implemented through clicks, swipes, long presses, and / or other actions. Taking a click as an example, the target point is determined based on the click's position on the slider control.
[0074] In an optional implementation, the second operation can support continuous drag-and-drop interaction, allowing players to smoothly control the camera's movement through continuous gestures. For example, players can control the virtual camera to move smoothly along a preset path in real time by continuously dragging on a slider control; the speed and direction of the drag directly affect the camera's movement speed and path direction.
[0075] In a game display control method provided in one embodiment of this application, the slide control includes a movable slider, and the second operation is a drag operation on the slider.
[0076] The movable slider can be a draggable interactive element located on the slider control. This element can move freely along the slider, and its position change directly corresponds to the position adjustment of the virtual camera on the target path.
[0077] In one alternative implementation, the slider can be designed as a circular or square visual element with a clear visual identifier for easy player identification and operation. For example, the slider could be a gold-plated circular design with a diameter 1.5 times the width of the slide rail and a glossy surface that highlights when touched by the player, providing clear interactive feedback.
[0078] In an optional implementation, the slider can support magnetic attachment, automatically attaching to the precise location when dragged near a preset point, improving operational accuracy. For example, when the player drags the slider close to point B, the slider will automatically attach to the position corresponding to point B, while simultaneously playing a slight vibration feedback to confirm that the camera has been accurately positioned at point B.
[0079] In an optional implementation, the slider can display camera parameter information corresponding to the current position, including detailed information such as coordinates, orientation, and focal length. For example, when the slider is located at a position between point A and point B, an information bubble will be displayed above the slider, showing specific parameter information such as "Position: (125, 80, 200), Orientation: Northeast, Focal Length: 50mm".
[0080] Specifically, the second operation, which serves as the user's interaction with the slider, uses the intuitive gesture of dragging to achieve precise input for controlling the movement of the virtual camera. The dragging operation provides continuous position adjustments, making camera movement smoother and more natural.
[0081] In a game display control method provided in one embodiment of this application, controlling a virtual camera to move along a target path includes: Determine the first position of the virtual camera on the target path based on the position of the slider on the slider control; Control the virtual camera to move to the first position.
[0082] Specifically, the system detects the real-time position coordinates of the slider on the slide rail control, and calculates and determines the first position that the virtual camera should move to based on the mapping relationship between the position coordinates and each point on the target path.
[0083] The position of the slider on the slider control can be any point within the effective drag range of the slider control. This position is represented by a distance ratio relative to the starting end of the slider control or by an absolute coordinate value.
[0084] The first position of the virtual camera on the target path can be a specific spatial coordinate position calculated on the target path based on the slider position ratio. This position includes three-dimensional world coordinate information and camera posture parameters.
[0085] Secondly, the first position of the virtual camera on the target path usually has a precise spatial position and shooting angle of the virtual camera in the 3D game scene, ensuring that the camera can move smoothly along the preset path and obtain the ideal shooting effect.
[0086] In an optional implementation, the first position may include interpolated positions between multiple preset points. When the slider position corresponds to the position between two adjacent points, the system automatically calculates the interpolated position as the target position of the virtual camera. For example, when the target path includes four points A, B, C, and D, and the slider is located at a position with 35% progress between points B and C, the system calculates the interpolated position located at 35% progress between points B and C as the first position.
[0087] Specifically, based on the calculated first position parameters, the system drives the virtual camera to smoothly move from the current position to the first position of the target through a camera control algorithm, and adjusts the camera's shooting parameters to obtain the best image effect.
[0088] In an optional implementation, the virtual camera movement can employ easing animation algorithms to achieve smooth transitions, such as the EaseOutCubic easing function, giving the camera movement natural acceleration and deceleration effects. For example, when the virtual camera needs to move from its current position to a first position, the system uses a 0.5-second EaseOutCubic easing animation, where the camera first moves quickly and then gradually decelerates, finally smoothly reaching the target position.
[0089] In one alternative implementation, the virtual camera movement can simultaneously adjust its position coordinates and rotation angle to ensure that the camera not only moves to the correct spatial location but also has a suitable shooting angle and field of view. For example, when the camera moves to an observation point on the top of a city skyscraper, the system simultaneously adjusts the camera's XYZ coordinates to the rooftop position and sets a downward-looking rotation angle to obtain a panoramic view of the city.
[0090] The first position can be the camera target state containing complete information such as three-dimensional world coordinates, rotation angle, and shooting parameters, which is used to guide the precise positioning and parameter configuration of the camera.
[0091] In an alternative implementation, the first position may include preset shooting parameter configurations, such as camera parameters like focal length, aperture, and shutter speed, which are automatically applied when the camera moves to that position.
[0092] In one embodiment of this application, a game display control method is provided, which further includes: Step S1010: In response to the recording command, control the virtual camera to move along the target path; Step S1020: While the virtual camera moves along the target path, the screen displayed on the graphical user interface is recorded to generate a video file.
[0093] The method provided in this embodiment enables players to conveniently record the movement of a virtual camera along a preset path, forming dynamic video content, thereby enhancing the interactive experience. The automated recording function reduces the tedium of manual operation; at the same time, it enhances the richness of the game, providing players with new functional dimensions for video creation and sharing; and it solves the computer field problem of the lack of convenient video recording functions in traditional games, achieving synchronous processing of camera path movement and screen recording through technical means.
[0094] The above plan will be explained in detail below.
[0095] In step S1010, in response to the recording command, the virtual camera is controlled to move along the target path.
[0096] Specifically, when the system receives a recording command, it triggers the virtual camera to move automatically along a pre-determined target path. This movement is continuous and smooth, ensuring that the recorded video has a good viewing experience.
[0097] Recording commands are control instructions generated by the system based on specific user input, used to initiate automatic camera movement and recording. Recording commands typically include recording parameter settings, such as recording duration, path selection, and image quality settings. Specifically, users can trigger the recording control to display the recording settings interface, which may include options such as recording path, recording duration, and animation type. Recording commands are generated based on the user's settings and confirmation actions on these options.
[0098] Virtual cameras, in particular, are virtual devices used in game engines to capture and render game scenes. They offer various adjustable shooting parameters such as position, rotation, and focal length. Virtual cameras can simulate various shooting effects of real cameras, including depth of field, perspective changes, and motion trajectories.
[0099] In one optional implementation, the virtual camera can be configured with various movement modes, including uniform speed movement, variable speed movement, and slow movement. For example, when recording city walkthrough video, the virtual camera uses a slow movement mode, moving slowly at the beginning and end of the path and faster in the middle, creating a natural and smooth visual transition effect. [Content Requirement 1 Called] [Content Requirement 2 Called] In step S1020, as the virtual camera moves along the target path, the screen displayed on the graphical user interface is recorded to generate a video file.
[0100] Specifically, as the virtual camera moves, the system captures all the content displayed on the graphical user interface in real time, including game scenes, user interface elements, special effects, etc., and encodes these images according to the time sequence to finally generate a standard format video file.
[0101] Screen recording is the process by which the system uses dedicated video encoding technology to capture the content displayed in the graphical user interface in real time and convert it into a digital video format. Screen recording involves multiple technical steps, including frame buffer reading, image compression, and audio-video synchronization, to ensure that the recorded video is of clear quality and has a moderate file size.
[0102] Secondly, video recording typically plays a crucial role in converting dynamic game footage into video files that can be saved and shared. This allows players to record exciting moments in the game and share them through social platforms, thereby enhancing the game's social attributes and dissemination value.
[0103] In one optional implementation, video recording can support multiple video quality options, including high definition, standard definition, and compression modes. Users can select the appropriate recording quality based on device performance and storage space. For example, 4K high definition recording can be selected on high-end devices, while compression mode recording can be selected on devices with limited storage space. The system automatically adjusts recording parameters to adapt to different needs.
[0104] In an optional implementation, video recording can integrate audio capture functionality, simultaneously recording game sound effects, background music, and player voice narration. For example, when a player is recording a city walkthrough video, the system simultaneously records the city's environmental sound effects, background music, and the player's real-time narration, generating a video file with complete audio effects.
[0105] Secondly, video files typically play a crucial role in preserving game recordings and supporting subsequent playback and sharing. As the final output of the recording function, they enable players to permanently save exciting moments from the game and disseminate and showcase them through various channels.
[0106] In an optional implementation, the video file may contain metadata information, recording relevant information such as recording time, game version, and camera path parameters. For example, the metadata of the video file records information such as the recording date, the coordinates of the camera points used, and the recording duration, which facilitates subsequent management and analysis.
[0107] In an optional implementation, the video file can support automatic cloud backup, automatically uploading to a cloud storage service for backup and saving after recording is completed.
[0108] In a game display control method provided in one embodiment of this application, the recording instruction includes a duration parameter and a path parameter; Controlling the virtual camera to move along the target path includes: Based on the duration and path parameters, the virtual camera is controlled to move between points determined by the path parameters.
[0109] Specifically, the recording command, as a set of instructions for controlling the recording function of the virtual camera, provides a precise control basis for the automated recording of the virtual camera by including duration parameters and path parameters.
[0110] In an alternative implementation, recording instructions can be generated using recording controls in a graphical user interface. Players create recording instructions by setting a duration parameter of 10 seconds and a path parameter consisting of three points A, B, and C. For example, when a player clicks the record button in the city roaming interface, a parameter settings interface pops up. The player selects a recording duration of 15 seconds and chooses a path from the observation deck to the city center and then to the port. The system automatically generates a recording instruction that includes these parameters.
[0111] In an optional implementation, the recording instructions can be preset as template instructions containing different combinations of duration and path, and players can choose a suitable recording scheme from the preset templates. For example, the system presets different recording instruction templates such as the "Quick Browse" template (5 seconds, 2 points) and the "Detailed Display" template (30 seconds, 5 points), and players can choose the appropriate template as needed.
[0112] In an alternative implementation, the recording command can support real-time adjustment, allowing players to dynamically modify duration and path parameters during recording. For example, if a player discovers a particularly exciting area in a city during recording, they can extend the recording duration of that segment by dragging the timeline, or temporarily add new path points to enrich the recording content.
[0113] The duration parameter can be a numerical parameter, used to precisely control the total time it takes for the virtual camera to move along the target path.
[0114] In an optional implementation, the duration parameter can be set to any value within the range of 5-60 seconds. The system automatically calculates the camera's movement speed based on the set duration and path length. For example, when the player sets the duration parameter to 20 seconds and the path contains 4 points, the system calculates that the camera's dwell time between each point is approximately 5 seconds, ensuring a smooth movement process.
[0115] In an optional implementation, the duration parameter can support segmented settings, allowing different duration allocations to be set for different path segments. For example, in a path ABCD, players can set 8 seconds for segment AB, 5 seconds for segment BC, and 7 seconds for segment CD, thus highlighting key areas.
[0116] The path parameters can be a set of parameters describing the movement trajectory of the virtual camera, including the coordinate information and connection relationships of multiple points.
[0117] In an alternative implementation, the path parameters can be represented as a sequence of points, such as [point A, point B, point C]. The system generates a continuous movement path based on the sequence. For example, when the path parameters are set to [city square, commercial area, residential area, industrial area], the virtual camera will move in this order and capture images of each area.
[0118] In an optional implementation, the path parameters may include the selection of a path interpolation algorithm, supporting different path calculation methods such as linear interpolation and Bézier curve interpolation. For example, when Bézier curve interpolation is selected, the movement of the virtual camera between points will present a smooth arc trajectory, while when linear interpolation is selected, it will present a straight-line movement trajectory.
[0119] Specifically, based on the duration and path parameters provided in the recording instructions, the system accurately calculates the movement plan of the virtual camera between various preset points, including key elements such as movement speed, dwell time, and path interpolation.
[0120] Among them, controlling the movement of the virtual camera can be an automated control process based on parameterized instructions, which uses algorithm calculations to achieve precise positioning and smooth movement of the camera.
[0121] In an optional implementation, the system can calculate the allocated time for each path segment based on the duration parameter and the number of path points, ensuring that the entire movement process is completed within the specified duration. For example, when the duration parameter is 20 seconds and the path contains four points A, B, C, and D, the system will distribute the 20 seconds evenly across three movement segments, with each segment having a movement time of approximately 6.67 seconds.
[0122] In an optional implementation, the system can use easing animation algorithms to control the movement of the virtual camera, such as EaseInOut and EaseOutCubic, to achieve a natural and smooth movement effect. For example, during the movement from point A to point B, the camera initially accelerates slowly, maintains a constant speed in the middle, and gradually decelerates as it approaches point B, creating a professional, cinematic camera movement effect.
[0123] The movement between points can be described as the continuous displacement of a virtual camera between multiple spatial coordinate points along a predetermined path.
[0124] In one embodiment of this application, a game display control method is provided, which further includes: In response to a sharing action, share video files to in-game or out-of-game social media platforms.
[0125] Specifically, after the system detects that a user has triggered a sharing operation, it transmits the aforementioned recorded video file to the designated social media platform, enabling the rapid sharing and dissemination of video content.
[0126] The sharing action can be an interactive command triggered by the user through the sharing control in the graphical user interface. The sharing action typically initiates the video file transfer process, pushing locally generated video content to the target social media platform.
[0127] Social platforms can be online social service platforms that support the sharing and dissemination of video content. Social platforms typically provide users with functions for content publishing, interactive communication, and dissemination.
[0128] In one alternative implementation, the in-game social platform can be a built-in player community system that allows players to share and watch other players' video content within the game. For example, a player can share a city-building video to the in-game "City Showcase" community section, where other players can browse, like, and comment on different players' city creations.
[0129] In an alternative implementation, the social platform outside the game can be a mainstream third-party social media application or a professional platform that supports short video content.
[0130] In one embodiment of this application, a game display control method is provided, which further includes: In response to the setup operation, the current position and posture information of the virtual camera are recorded, and the virtual camera's location is generated.
[0131] The method provided in this embodiment enables players to quickly record the position and posture information of the virtual camera through simple settings, thereby generating reusable camera points. This technology effectively improves the interactive experience because players do not need to repeatedly perform complex camera position adjustments. At the same time, this solution significantly enhances the richness of the game by allowing players to create multiple custom camera points, providing players with more diverse game perspectives and operational possibilities.
[0132] Specifically, after receiving the user's setting operation command, the system immediately obtains the precise position coordinates and posture angle information of the current virtual camera in the 3D game scene, and stores this data in a structured manner, thereby creating a camera position record that can be quickly accessed and recalled later. If the user wants to set another position, they can adjust the viewing angle, such as by sliding the screen to adjust the viewing angle, thereby updating the current position and posture information of the virtual camera. Then, through the setting operation, a new virtual camera position is created based on the updated current position and posture information of the virtual camera.
[0133] The setting operation can be a command triggered through a specific user interface interaction. This setting operation is an interactive means for the user to send a request to the system to record the current camera status, enabling the system to accurately capture and save the camera's real-time status information.
[0134] In an alternative implementation, the setup operation can be performed by clicking the "Add Point" control displayed in the game interface, which is typically located in a specific area of the screen for quick user access. For example, after adjusting the camera angle to observe a certain area of the city, the user can click the "+" button in the upper right corner to trigger the setup operation.
[0135] The current position information can be the precise coordinate data of the virtual camera in the 3D game scene coordinate system. The current position information is a numerical parameter describing the specific location of the virtual camera in the game world, including the camera's coordinate values along the X, Y, and Z axes.
[0136] The pose information can be a combination of numerical parameters for the virtual camera's orientation and tilt angles. Pose information is crucial data describing the virtual camera's spatial orientation and shooting angle, determining the camera's viewing direction and the composition of the image.
[0137] In an optional implementation, the attitude information may include three rotational parameters of the virtual camera: pitch angle, yaw angle, and roll angle. These angle values are stored and managed in the form of Euler angles. For example, the camera attitude may be recorded as a pitch angle of 45 degrees, a yaw angle of 180 degrees, and a roll angle of 0 degrees, which fully describes the spatial orientation of the camera.
[0138] Generating virtual camera locations involves integrating and encapsulating recorded position and attitude information into a reusable data structure. Generating virtual camera locations is the process of structuring and permanently storing the acquired camera status data.
[0139] In one embodiment of this application, a game display control method is provided, which further includes: During the process of controlling the virtual camera to switch from its current location to the location of the target point, a pre-configured transition animation is played.
[0140] Specifically, when the system detects a user-initiated request to switch camera positions, the virtual camera will not immediately jump to the target location. Instead, it will play a pre-set transition animation to achieve a smooth position change, ensuring that the user has a consistent and smooth visual experience during the viewing process.
[0141] The pre-configured transition animation can be a sequence of dynamic effects pre-designed based on the current scene and the scene to be switched, including the camera's motion trajectory from the starting position to the target position, the speed change curve, and the corresponding visual effects.
[0142] In an optional implementation, the pre-configured transition animation may include an EaseOutCubic easing animation, which provides natural acceleration and deceleration effects during camera movement. For example, when a player clicks to switch from point A to point D, the virtual camera moves with an EaseOutCubic easing curve, moving quickly in the initial stage, gradually decelerating as it approaches the target position, and finally smoothly reaching point D. The entire transition process lasts 2-3 seconds.
[0143] In one specific application, when a player clicks the "Commercial District" location control on the interface of a city-building simulation game, the virtual camera begins to play a pre-configured transition animation, smoothly moving from the current top-down view of the residential area to the optimal observation position in the commercial area. The transition animation uses the EaseOutCubic easing effect, and the entire switching process takes 2.5 seconds. During this time, the camera moves along an optimized Bézier curve path, accompanied by dynamic adjustment of the focal length, and finally stabilizes at the ideal observation angle in the commercial area, providing players with a smooth and natural perspective switching experience.
[0144] In a game display control method provided in one embodiment of this application, obtaining multiple points in the game scene includes: In response to the activation of the roaming function, multiple locations in the game scene are obtained.
[0145] Specifically, when a player triggers the roaming function, the system retrieves information on multiple camera positions that have been set up in the game scene from pre-stored data. These positions contain complete information such as the camera's position coordinates, posture parameters, and shooting parameters, providing data support for subsequent rapid camera switching and path movement.
[0146] The roaming function activation operation can be a specific interactive operation performed by the user in the graphical interface to activate the camera position acquisition function in the game scene.
[0147] In one optional implementation, activating the roaming function can specifically be a touch operation on a specific roaming button in the game interface, which is typically located in the control panel area of the game's main interface. For example, when a player clicks the "City Roaming" button located in the upper right corner of the screen, the system receives the click event and immediately reads all preset camera location information corresponding to the current game scene from local storage or a cloud database.
[0148] In one embodiment of this application, a game display control method is provided, in which the game scene includes a controlled virtual character. The method further includes associating a virtual camera with the position of the controlled virtual character in the game scene, so as to control the movement of the virtual camera according to the position change of the controlled virtual object.
[0149] Among them, the controlled virtual character can be a three-dimensional virtual entity object that can be directly controlled by the player through an input device. This object has the ability to move its position in the three-dimensional coordinate system of the game scene.
[0150] Secondly, controlled virtual characters typically function as avatars and agents of players in the virtual game world, receiving and executing players' control commands to achieve various interactive behaviors in the game scene.
[0151] Specifically, by establishing a dynamic position mapping relationship between the virtual camera and the controlled virtual character, a real-time synchronization update mechanism for the camera position parameters and character coordinates is achieved, ensuring that the camera can adjust its position and follow the viewpoint according to the character's movement trajectory.
[0152] Among them, position correlation can be achieved by establishing a function mapping relationship between the coordinates of the virtual camera and the coordinates of the controlled virtual character through mathematical algorithms, so that the camera can automatically adjust based on changes in the character's position.
[0153] In one embodiment of this application, a game display control method is provided, which further includes: During the process of controlling the virtual camera to switch from its current position to the target location, the controlled virtual character is kept in the first position, which is the position of the controlled virtual character when the virtual camera is in its current position.
[0154] The method provided in this embodiment maintains the stability of the controlled virtual character's position when the virtual camera switches positions, avoids character position confusion caused by camera movement, improves the continuity of the interactive experience and the accuracy of game operation, and enhances the realism and immersion of the game scene. It effectively solves the computer domain problem of uncertain character position when the camera switches in traditional 3D games.
[0155] Specifically, when the virtual camera needs to switch from the current observation position to the preset target position, the system will simultaneously execute the character position maintenance mechanism to ensure that the controlled virtual character maintains its original spatial coordinates during the camera movement.
[0156] The second position can be the precise world coordinate position of the controlled virtual character in the 3D game scene when the virtual camera starts switching operations, including the specific numerical information of the XYZ axes.
[0157] In one optional implementation, the second position serves as a reference point for maintaining the virtual character's position, and a coordinate locking mechanism ensures that the character will not move unexpectedly due to changes in perspective during camera switching. Furthermore, after the user exits the "roaming function," the game interface can quickly return to the game screen corresponding to the second position.
[0158] In an optional implementation, the second position is achieved through a spatial coordinate caching system that captures and stores the complete positional state information of the controlled virtual character the instant the camera switching command is triggered. For example, when a player selects to switch from the current panoramic view of the city to a close-up viewpoint of a specific building in the game, the system immediately records the precise position coordinates of the controlled character (such as an urban planner) in the city grid at this time, and persistently saves this position information as the second position, ensuring that the character remains stationary in this fixed position throughout the entire camera movement.
[0159] Based on the above method embodiments, this disclosure also provides a game display control device. The game provides a graphical user interface through a terminal, which displays game scene images. The game scene images are captured by a virtual camera. See [link to relevant documentation]. Figure 2 The device includes the following modules: Module 201 is used to acquire multiple points in the game scene; Control module 202 is used to respond to the first operation and control the virtual camera to switch from the current position to the target point position, where the target point is any one of multiple points; The display module 203 is used to capture and display the game scene according to the shooting parameters corresponding to the target point.
[0160] The aforementioned device achieves rapid lens positioning by acquiring preset camera positions and responding to operation commands, transforming discrete perspective adjustments into a coherent camera movement process. Through the device provided in this embodiment, game players can quickly switch between preset camera positions, reducing the complexity of camera adjustments and enhancing the interactive experience. Simultaneously, customized camera perspectives and path movements enrich the ways to observe and record the game, thus enhancing the richness of the game content.
[0161] The game display control device provided in this disclosure has the same implementation principle and technical effects as the aforementioned method embodiment. For the sake of brevity, any parts of the game display control device embodiment not mentioned can be referred to the corresponding content in the aforementioned game display control method embodiment.
[0162] In this document, the term "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 three cases: A alone, A and B simultaneously, and B alone. Furthermore, the term "at least one" in this document means any combination of at least two of any one or more elements. For example, including at least one of A, B, and C can mean including any one or more elements selected from the set consisting of A, B, and C.
[0163] This disclosure also provides an electronic device, such as... Figure 3 The diagram shows the structure of the electronic device, which 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 display control method steps: Acquire multiple points in the game scene; In response to the first operation, control the virtual camera to switch from its current position to the target point, which can be any one of multiple points; The game scene is captured and displayed based on the shooting parameters corresponding to the target location.
[0164] Optionally, the method further includes: In response to the second operation, the virtual camera is controlled to move along a target path, wherein the target path is determined based on at least two of a plurality of points.
[0165] Optionally, the graphical user interface displays multiple point controls corresponding to each point, wherein the first operation is a click operation on the target point control corresponding to the target point.
[0166] Optionally, the graphical user interface displays a slider control corresponding to the target path, and the target point is determined based on the interaction position of the second operation on the slider control.
[0167] Optionally, the slider control includes a movable slider, and the second operation is a drag operation on the slider.
[0168] Optionally, controlling the virtual camera to move along the target path includes: Determine the first position of the virtual camera on the target path based on the position of the slider on the slider control; Control the virtual camera to move to the first position.
[0169] Optionally, the method further includes: In response to a recording command, control the virtual camera to move along the target path; As the virtual camera moves along the target path, it records the images displayed on the graphical user interface and generates video files.
[0170] Optionally, the recording command includes duration and path parameters; controlling the virtual camera to move along the target path includes: Based on the duration and path parameters, the virtual camera is controlled to move between points determined by the path parameters.
[0171] Optionally, the method further includes: In response to a sharing action, share video files to in-game or out-of-game social media platforms.
[0172] Optionally, the method further includes: In response to the setup operation, the current position and posture information of the virtual camera are recorded, and the virtual camera's location is generated.
[0173] Optionally, the method further includes: During the process of controlling the virtual camera to switch from its current location to the target location, a pre-configured transition animation is played.
[0174] Optionally, multiple points in the game scene can be obtained, including: In response to the activation of the roaming function, multiple locations in the game scene are obtained.
[0175] Optionally, the game scene includes a controlled virtual character, and the method further includes: The virtual camera is associated with the position of the controlled virtual character in the game scene, so as to control the movement of the virtual camera according to the position changes of the controlled virtual object.
[0176] Optionally, the method further includes: During the process of controlling the virtual camera to switch from the current position to the target position, the controlled virtual character is kept in the second position, which is the position of the controlled virtual character when the virtual camera is in the current position.
[0177] exist Figure 3 In the illustrated embodiment, the electronic device further includes a bus 112 and a communication interface 113, wherein the processor 111, the communication interface 113, and the memory 110 are connected via the bus 112.
[0178] The memory 110 may include high-speed random access memory (RAM) and may also include non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 113 (which can be wired or wireless), such as the Internet, wide area network, local area network, metropolitan area network, etc. The bus 112 may be an ISA (Industry Standard Architecture) bus, a PCI (Peripheral Component Interconnect) bus, or 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 ease of representation, Figure 3 The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.
[0179] The processor 111 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of the processor 111 or by instructions in software form. The processor 111 may be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it may also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the method disclosed in the embodiments of this disclosure can be directly implemented by a hardware decoding processor, or implemented by a combination of hardware and software modules in the decoding processor. The software modules may reside in random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, registers, or other mature storage media in the art. The storage medium is located in the memory. The processor 111 reads the information in the memory and, in conjunction with its hardware, completes the steps of the display control method for the game in the aforementioned embodiment.
[0180] This disclosure also provides a computer-readable storage medium storing computer-executable instructions. When these computer-executable instructions are invoked and executed by a processor, they cause the processor to implement a display control method for a game. This method specifically includes: Acquire multiple points in the game scene; In response to the first operation, control the virtual camera to switch from its current position to the target point, which can be any one of multiple points; The game scene is captured and displayed based on the shooting parameters corresponding to the target location.
[0181] Optionally, the method further includes: In response to the second operation, the virtual camera is controlled to move along a target path, wherein the target path is determined based on at least two of a plurality of points.
[0182] Optionally, the graphical user interface displays multiple point controls corresponding to each point, wherein the first operation is a click operation on the target point control corresponding to the target point.
[0183] Optionally, the graphical user interface displays a slider control corresponding to the target path, and the target point is determined based on the interaction position of the second operation on the slider control.
[0184] Optionally, the slider control includes a movable slider, and the second operation is a drag operation on the slider.
[0185] Optionally, controlling the virtual camera to move along the target path includes: Determine the first position of the virtual camera on the target path based on the position of the slider on the slider control; Control the virtual camera to move to the first position.
[0186] Optionally, the method further includes: In response to a recording command, control the virtual camera to move along the target path; As the virtual camera moves along the target path, it records the images displayed on the graphical user interface and generates video files.
[0187] Optionally, the recording command includes duration and path parameters; controlling the virtual camera to move along the target path includes: Based on the duration and path parameters, the virtual camera is controlled to move between points determined by the path parameters.
[0188] Optionally, the method further includes: In response to a sharing action, share video files to in-game or out-of-game social media platforms.
[0189] Optionally, the method further includes: In response to the setup operation, the current position and posture information of the virtual camera are recorded, and the virtual camera's location is generated.
[0190] Optionally, the method further includes: During the process of controlling the virtual camera to switch from its current location to the target location, a pre-configured transition animation is played.
[0191] Optionally, multiple points in the game scene can be obtained, including: In response to the activation of the roaming function, multiple locations in the game scene are obtained.
[0192] Optionally, the game scene includes a controlled virtual character, and the method further includes: The virtual camera is associated with the position of the controlled virtual character in the game scene, so as to control the movement of the virtual camera according to the position changes of the controlled virtual object.
[0193] Optionally, the method further includes: During the process of controlling the virtual camera to switch from the current position to the target position, the controlled virtual character is kept in the second position, which is the position of the controlled virtual character when the virtual camera is in the current position.
[0194] The computer program products of the game display control method, apparatus and electronic device provided in this disclosure include a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods in the preceding method embodiments. For specific implementation, please refer to the method embodiments, which will not be repeated here.
[0195] 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 this disclosure.
[0196] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a processor-executable, non-volatile, computer-readable storage medium. Based on this understanding, the technical solution of this disclosure, in essence, or the part that contributes to the prior art, or a portion of the 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 to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this disclosure. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.
[0197] In the description of this disclosure, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings, and are only for the convenience of describing this disclosure and simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation, and therefore should not be construed as a limitation of this disclosure. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.
[0198] Finally, it should be noted that the above-described embodiments are merely specific implementations of this disclosure, used to illustrate the technical solutions of this disclosure, and not to limit it. The protection scope of this disclosure is not limited thereto. Although this disclosure has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this disclosure. Such modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this disclosure, and should all be covered within the protection scope of this disclosure. Therefore, the protection scope of this disclosure should be determined by the protection scope of the claims.
Claims
1. A display control method of a game, characterized by, The game provides a graphical user interface through a terminal, the graphical user interface displays a game scene picture, and the game scene picture is obtained by virtual camera shooting; the method comprises: obtaining a plurality of point positions in a game scene; in response to a first operation, controlling the virtual camera to switch from a current position to a position where a target point position is located, the target point position being any point position in the plurality of point positions; according to a shooting parameter corresponding to the target point position, shooting and displaying the game scene.
2. The method of claim 1, wherein, The method further comprises: in response to a second operation, controlling the virtual camera to move along a target path, wherein the target path is determined based on at least two point positions in the plurality of point positions.
3. The method of claim 1, wherein, The graphical user interface displays point position controls corresponding to the plurality of point positions respectively, wherein the first operation is a click operation on a target point position control corresponding to the target point position.
4. The method of claim 2, wherein, The graphical user interface displays a slide rail control corresponding to the target path, and the target point position is determined according to an interaction position of the target point position on the slide rail control according to the second operation.
5. The method of claim 4, wherein, The slide rail control contains a movable slider, and the second operation is a drag operation on the slider.
6. The method of claim 5, wherein, The control of the virtual camera moving along the target path comprises: determining a first position of the virtual camera on the target path according to a position of the slider on the slide rail control; controlling the virtual camera to move to the first position.
7. The method of claim 2, wherein, The method further comprises: in response to a recording instruction, controlling the virtual camera to move along the target path; during the movement of the virtual camera along the target path, recording a picture displayed on the graphical user interface to generate a video file.
8. The method of claim 7, wherein, The recording instruction contains a time length parameter and a path parameter; the control of the virtual camera moving along the target path comprises: controlling the virtual camera to move between point positions determined by the path parameter according to the time length parameter and the path parameter.
9. The method of claim 7, wherein, The method further comprises: in response to a sharing operation, sharing the video file to a social platform within or outside the game.
10. The method of claim 1, wherein, The method further comprises: in response to a setting operation, recording current position information and attitude information of the virtual camera to generate a point position of the virtual camera.
11. The method of claim 1, wherein, The method further comprises: during the control of the virtual camera switching from the current position to the position where the target point position is located, playing a preconfigured transition animation.
12. The method of claim 1, wherein, The obtaining of the plurality of point positions in the game scene comprises: in response to a roaming function opening operation, obtaining the plurality of point positions in the game scene.
13. The method of claim 1, wherein, The game scene includes a controlled virtual character, and the method further comprises: associating the virtual camera with a position of the controlled virtual character in the game scene to control movement of the virtual camera according to a position change of the controlled virtual object.
14. The method of claim 13, wherein, The method further comprises: In the process of switching the virtual camera from a current position to a position where a target point is located, the controlled virtual character is controlled to remain at a second position, the second position being a position where the controlled virtual character is located when the virtual camera is at the current position.
15. The method of claim 1, wherein, The shooting parameters include at least one of the following: a position parameter of the virtual camera, a posture parameter of the virtual camera, a focal length, an aperture, a shutter speed, an ISO sensitivity, and a color filter.
16. A display control device of a game, characterized by comprising: The game provides a graphical user interface through the terminal, the graphical user interface displays a game scene picture, and the game scene picture is obtained by shooting through a virtual camera. The acquisition module is configured to acquire a plurality of points in the game scene. The control module is configured to, in response to a first operation, control the virtual camera to switch from a current position to a position where a target point is located, the target point being any one of the plurality of points. The display module is configured to shoot and display the game scene according to shooting parameters corresponding to the target point.
17. An electronic device, comprising: The computer readable storage medium stores computer executable instructions, and the computer executable instructions, when invoked and executed by a processor, cause the processor to implement the method in any one of claims 1 to 15.
18. A computer-readable storage medium, characterized in that, The computer readable storage medium stores computer executable instructions, and the computer executable instructions, when invoked and executed by a processor, cause the processor to implement the method in any one of claims 1 to 15.
