Game screen control method, apparatus, and electronic device

The method and apparatus facilitate seamless switching between orthogonal and projection viewing angles in 3D games by using rotation controls to adjust camera states, improving editing efficiency and reducing interface space requirements.

JP2026509576APending Publication Date: 2026-03-19NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-01-31
Publication Date
2026-03-19

AI Technical Summary

Technical Problem

In 3D games, switching between orthogonal and projection viewing angles is cumbersome due to limited interface space and separate storage of viewing distances, complicating the editing process.

Method used

A method and apparatus that utilize a graphical user interface to switch between virtual cameras through rotation controls, adjusting camera states to seamlessly transition between projection and orthogonal views, saving interface space and simplifying operations.

Benefits of technology

Enables smooth and user-friendly switching between virtual cameras, reducing the learning curve and enhancing editing efficiency by maintaining proportional scaling and alignment of editable objects.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

This disclosure provides a method, apparatus, and electronic device for controlling a game screen, which, in response to a first trigger operation on a rotation control in a graphical user interface, controls the rotation control to rotate to a predetermined target angle, and controls the switching of a first scene screen obtained by a first virtual camera collecting a game scene to a second scene screen obtained by a second virtual camera collecting a game scene based on a second camera state corresponding to a predetermined target angle, wherein the rotation control corresponds to the first and second virtual cameras, and the rotation control is configured to adjust the camera states of the first and second virtual cameras. By using the rotation control in a game, it is possible to switch virtual cameras that collect game scenes, thereby saving space in the game interface and simplifying the camera switching operation. At the same time, after switching virtual cameras, it is possible to display a game screen that collects game scenes at a predetermined angle, making it easier for the player to perform editing operations on editing objects in the game scene.
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Description

Cross-reference to Related Applications

[0001] This application claims the priority of a Chinese patent application with an application number of 202310295605.7 and a title of "Game Screen Control Method, Device, and Electronic Device" filed on March 22, 2023, and the entire disclosure of the Chinese patent application is incorporated herein by reference.

Technical Field

[0002] The present disclosure relates to the technical field of game interaction design, and particularly to a game screen control method, device, and electronic device.

Background Art

[0003] In 3D games, it is generally necessary to use a virtual camera to shoot a game scene and obtain a game screen displayed on the screen. Specifically, the virtual camera generally includes a projection camera and an orthogonal camera. The projection camera is a camera used to simulate the viewing angle of the human eye in a 3D game, and the viewing angle of the human eye simulated by the projection camera is also called the projection viewing angle. The orthogonal camera is a camera that provides an orthogonal viewing angle without perspective and with a rectangular field of view in a 3D game.

[0004] In a game editor, generally, in order to switch between the orthogonal viewing angle and the projection viewing angle, it is necessary to separately install a switching switch. However, in the primary interface layout of the game, due to the lack of available empty space, it is difficult to provide additional space for arranging the switching switch, which deteriorates the convenience of the viewing angle switching operation. At the same time, in a game editor, generally, two sets of viewing distances of the projection camera and the orthogonal camera are given and stored respectively, so the switching between the orthogonal viewing angle and the projection viewing angle is not smooth.

Summary of the Invention

[0006] In a first aspect, the Disclosure provides a method for controlling a game screen that provides a graphical user interface via a terminal device, the method comprising: the graphical user interface displays a first scene screen obtained by collecting a game scene with a first virtual camera, wherein the game scene includes editable objects, and the editable objects are virtual objects set in the game scene in response to an edit command; and in response to a first trigger operation on a rotation control in the graphical user interface, the rotation control is controlled to rotate to a predetermined target angle, and the first scene screen is switched to a second scene screen obtained by collecting a game scene with a second virtual camera based on a second camera state corresponding to a predetermined target angle, wherein the rotation control corresponds to a first virtual camera and a second virtual camera, and the rotation control is configured to adjust the camera states of the first virtual camera and the second virtual camera, wherein the camera states include camera position and / or camera orientation.

[0007] In a second aspect, the Disclosure provides a control device for a game screen that provides a graphical user interface via a terminal device, the device including: a scene acquisition module configured to display a first scene screen obtained by acquiring a game scene with a first virtual camera, wherein the game scene includes editable objects, and the editable objects are virtual objects set in the game scene in response to an edit command; and a camera switching module configured to control, in response to a first trigger operation on a rotation control in the graphical user interface, to rotate the rotation control to a predetermined target angle, and to switch the first scene screen to a second scene screen obtained by acquiring a game scene with a second virtual camera based on a second camera state corresponding to a predetermined target angle, wherein the rotation control corresponds to a first virtual camera and a second virtual camera, and the rotation control is configured to adjust the camera states of the first virtual camera and the second virtual camera, wherein the camera states include camera position and / or camera orientation.

[0008] In a third aspect, the Disclosure provides an electronic device including a processor and memory, the memory storing device-executable instructions that can be executed by the processor, and the processor executes the device-executable instructions to implement the method for controlling the game screen.

[0009] In a fourth aspect, the disclosure provides a computer-readable storage medium in which computer-executable instructions are stored, such that when the computer-executable instructions are called and executed by a processor, the computer-executable instructions cause the processor to implement the method for controlling the game screen described above.

[0010] The embodiments of this disclosure provide the following beneficial effects.

[0011] This disclosure provides a method, apparatus, and electronic device for controlling a game screen, wherein a graphical user interface displays a first scene screen obtained by collecting a game scene with a first virtual camera, where the game scene includes editable objects which are virtual objects set in the game scene in response to an edit command, and then, in response to a first trigger operation on a rotation control in the graphical user interface, the rotation control is controlled to rotate to a predetermined target angle, and the first scene screen is switched to a second scene screen obtained by collecting a game scene with a second virtual camera based on a second camera state corresponding to a predetermined target angle, where the rotation control corresponds to a first virtual camera and a second virtual camera, and the rotation control is configured to adjust the camera state of the first virtual camera and the second virtual camera, where the camera state includes camera position and / or camera orientation. This method uses rotation controls in the game to enable switching between virtual cameras that capture game scenes, thereby saving space in the game interface and simplifying camera switching operations. At the same time, after switching virtual cameras, the method can display a game screen that captures a strip of the game scene at a predetermined angle, making it easier for the player to perform editing operations on editable objects in the game scene.

[0012] Other features and advantages of this disclosure are described in the following specification, or some features and advantages can be inferred from or uniquely determined from the specification, or can be obtained by practicing the above-described technology of this disclosure.

[0013] To make the above-mentioned objectives, features, and advantages of this disclosure clearer, preferred embodiments will be described in detail below with reference to the accompanying drawings. [Brief explanation of the drawing]

[0014] To more clearly illustrate specific embodiments of the present disclosure or technical solutions in related technologies, the drawings necessary for describing specific embodiments or related technologies will be briefly described below. Clearly, the drawings in the following description are some embodiments of the present disclosure, and those skilled in the art can obtain other drawings based on these without requiring any creative effort.

[0015] [Figure 1] Figure 1 is a flowchart of a game screen control method according to one embodiment of the present disclosure.

[0016] [Figure 2] Figure 2 is a flowchart of a method for controlling another game screen according to one embodiment of the present disclosure.

[0017] [Figure 3] Figure 3 is a flowchart of another game screen control method according to one embodiment of the present disclosure.

[0018] [Figure 4] Figure 4 is a flowchart of another game screen control method according to one embodiment of the present disclosure.

[0019] [Figure 5] Figure 5 is a schematic diagram of the viewing angles of a first virtual camera and a second virtual camera according to one embodiment of the present disclosure.

[0020] [Figure 6] Figure 6 is a schematic diagram illustrating the switching of a first virtual camera to a second virtual camera according to one embodiment of the present disclosure.

[0021] [Figure 7] Figure 7 is a schematic diagram illustrating the switching of another first virtual camera to a second virtual camera according to one embodiment of the present disclosure.

[0022] [Figure 8]FIG. 8 is a schematic diagram showing camera switching after enlarging a second scene screen according to one embodiment of the present disclosure.

[0023] [Figure 9] FIG. 9 is a schematic structural diagram of a control device for a game screen according to one embodiment of the present disclosure.

[0024] [Figure 10] FIG. 10 is a schematic structural diagram of an electronic device according to one embodiment of the present disclosure.

Embodiments for Carrying Out the Invention

[0025] To make the objectives, technical solutions, and advantages of the embodiments of the present disclosure clearer, the following will clearly and completely describe the technical solutions in the embodiments of the present disclosure while referring to the drawings in the embodiments of the present disclosure. Obviously, the described embodiments are only a part of the embodiments of the present disclosure, not all of them. Usually, the components of the embodiments of the present disclosure described and illustrated in the drawings of this specification may be arranged and designed in various different configurations.

[0026] Therefore, the detailed description of the embodiments of the present disclosure provided in the following drawings is not intended to limit the scope of the claimed present disclosure, but merely shows selected embodiments of the present disclosure. Based on the embodiments in the present disclosure, all other embodiments obtained by those skilled in the art without creative labor fall within the protection scope of the present disclosure.

[0027] In 3D games, it is generally necessary to use a virtual camera to capture the game scene and obtain the game screen displayed on the gaming device. Specifically, virtual cameras generally include projection cameras and orthogonal cameras. A projection camera is a camera used in 3D games to simulate the field of view of the human eye, and the field of view simulated by the human eye by this projection camera is also called the projected field of view. An orthogonal camera is a camera that provides an orthogonal field of view in 3D games, which has no perspective and a rectangular field of view. The principle of the orthogonal camera is to divide the entire scene evenly into several pixels according to a predetermined width and height, and then map the point in the scene corresponding to each pixel to the corresponding pixel point. Furthermore, the orthogonal camera ensures that objects located at different distances in the scene all appear to be the same size, regardless of the distance between them, thus guaranteeing proportional scaling of the scene.

[0028] In game editors, it is generally necessary to install a separate switch to toggle between orthogonal and projected viewpoints. However, due to the limited available space in the game's primary interface layout, it is difficult to provide additional space for a switch, resulting in poor usability when switching viewpoints. Furthermore, in game editors, two sets of viewing distances—a projected camera and an orthogonal camera—are typically provided and stored separately, making the transition between orthogonal and projected viewpoints cumbersome.

[0029] Based on the above issues, embodiments of this disclosure provide a method, apparatus, and electronic device for controlling a game screen, the technology being applicable to switching between virtual cameras of different functions set within a game scene, and in particular to switching between a projection camera and a cross-sectional camera set within a game scene.

[0030] In one embodiment of the present disclosure, control of the game screen may be performed on a local terminal device or a server. When control of the game screen is performed on a server, the method may be implemented and performed based on a cloud interaction system, which includes a server and client devices.

[0031] In selectable embodiments, various cloud applications can be executed on the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games are a game format based on cloud computing. In the execution mode of cloud games, the entity executing the game program and the entity displaying the game screen are separated. The storage and execution of the game screen control method are completed on the cloud game server, and the client device is used for receiving and transmitting data and displaying the game screen. For example, the client device may be a display device with data transmission capabilities that is close to the user, such as a mobile terminal, television, computer, palmtop computer, etc. However, the information processing is performed by the cloud game server in the cloud. When playing a game, the player operates the client device to send operation commands to the cloud game server. The cloud game server executes the game based on the operation commands, encodes and compresses data such as the game screen, sends it back to the client device via the network, and finally decodes it and outputs the game screen.

[0032] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to display the game screen. The local terminal device is used to interact with the player via a graphical user interface, that is, generally, by downloading, installing, and running the game program via an electronic device. The methods by which the local terminal device provides the graphical user interface to the player may include multiple types, for example, rendering and displaying it on the terminal's display, or providing it to the player by holographic projection. For example, the local terminal device may include a display and a processor, the display being used to display the graphical user interface, the graphical user interface including the game screen, and the processor being used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display.

[0033] In one possible embodiment, an embodiment of the present disclosure provides a method for controlling a game screen that provides a graphical user interface via a terminal device, where the terminal device may be the aforementioned local terminal device or a client device in the aforementioned cloud interaction system. The graphical user interface is used to display a game scene screen obtained by a first or second virtual camera collecting game scenes. As shown in Figure 1, the method includes the following specific steps.

[0034] In step S102, the graphical user interface displays a first scene screen obtained by collecting a game scene with a first virtual camera, where the game scene includes editable objects, and these editable objects are virtual objects set in the game scene in response to an editing command.

[0035] In concrete implementation, a game scene may include at least one editable object, which may be a virtual terrain, virtual engine, virtual decoration, or custom component, and the specific object type and form included in the editable object may be set according to development needs. The player can perform editing operations on the editable object using edit commands, and the edited editable object can become a virtual object in the game scene. The editing operations may include dragging the editable object from an edit menu (which may include multiple different types of editable objects) into the game scene, moving, scaling, or rotating the editable object, or adjusting the color, motion method, etc., of the editable controls.

[0036] The first virtual camera described above may be a projection camera, which simulates the real world visible to the human eye and provides a single conical field of view. The projection camera has imaging characteristics that make objects appear smaller from near to far. In other words, in the first scene screen obtained by the first virtual camera collecting the game scene, the closer an editable object is to the first virtual camera, the larger the display size of the editable object.

[0037] In step S104, in response to a first trigger operation on the rotation control in the graphical user interface, the rotation control is controlled to rotate to a predetermined target angle, and the first scene screen is controlled to switch to a second scene screen obtained by the second virtual camera collecting a game scene based on a second camera state corresponding to the predetermined target angle, where the rotation control corresponds to the first virtual camera and the second virtual camera, and the rotation control is configured to adjust the camera state of the first virtual camera and the second virtual camera, and the camera state includes the camera position and / or camera orientation.

[0038] The rotation control in this disclosure is associated with both a first virtual camera and a second virtual camera simultaneously, meaning that the rotation control can adjust the camera state of the first virtual camera and the second virtual camera, and can also control switching between the first virtual camera and the second virtual camera to capture game scenes. The camera state may include only the camera orientation or only the camera position, or it may include both the camera orientation and the camera position.

[0039] In concrete terms, the imaging principles and functions of the second virtual camera and the orthogonal camera (an orthogonal camera can provide a single rectangular field of view, so objects seen up close do not appear large and objects seen far away do not appear small) are the same or similar. In other words, the second virtual camera can collect the game scene using orthogonal viewing angles to obtain a scene screen, and in this scene screen, the display size of editable objects is proportionally scaled to the actual size of the editable objects. That is, editable objects of the same size will have the same display size in the scene screen.

[0040] In actual applications, the first trigger operation described above may be a click, long press, or drag operation on the rotation control by the player, and can be specifically determined according to development needs. Specifically, based on the final trigger position of the first trigger operation, a predetermined target angle to which the rotation control will ultimately rotate and reach can be determined. This predetermined target angle can determine from which direction (which is usually the direction corresponding when capturing a front view of an editable object) the virtual camera will capture the editable object in the virtual game scene. Based on the determined direction and the camera focal length of the virtual camera, the camera state of the virtual camera is determined. After determining the camera state of the virtual camera, the virtual camera does not jump directly to the determined camera state, but rather smoothly transitions from the current camera state to the determined camera state at a constant speed. Because the positions of the first and second virtual cameras are bound to each other, the camera state of one virtual camera can be obtained from the camera state of the other virtual camera. In some embodiments, the camera states of the first and second virtual cameras coincide.

[0041] When the player performs a first trigger operation on the rotation control, the rotation control is rotated to a predetermined target angle based on the final trigger position of the first trigger operation, the camera states of the first and second virtual cameras are adjusted, the first virtual camera that collects the game scene is switched to the second virtual camera, and the scene screen obtained by collecting the game scene based on the second camera state corresponding to the predetermined target angle is displayed on the graphical user interface. In specific implementation, the virtual camera that collects the game scene is either the first or the second virtual camera, and it is not possible to collect the game scene using both the first and second virtual cameras simultaneously.

[0042] Specifically, each angle rotated by the rotation control is associated with a corresponding camera state. In a selectable embodiment, the camera state corresponding to the predetermined target angle is generally the camera state of a second virtual camera when capturing a front view of an editable object in a game scene, and this front view includes views corresponding to the front, back, top, left, and right of the editable object. This disclosure makes it possible to obtain a scene screen including a front view of an editable object by capturing the game scene with a second virtual camera, allowing the player to better observe the features of the editable object through the front view, enabling alignment of the editable object, and thereby facilitating the player to perform corresponding operations on the editable object.

[0043] The method for controlling a game screen according to an embodiment of the present disclosure first displays a first scene screen obtained by collecting a game scene with a first virtual camera in a graphical user interface, where the game scene includes editable objects, and these editable objects are virtual objects set in the game scene in response to an editing command. Next, in response to a first trigger operation on a rotation control in the graphical user interface, the rotation control is controlled to rotate to a predetermined target angle, and the first scene screen is switched to a second scene screen obtained by collecting a game scene with a second virtual camera based on a second camera state corresponding to a predetermined target angle, where the rotation control corresponds to a first virtual camera and a second virtual camera, and the rotation control is configured to adjust the camera state of the first virtual camera and the second virtual camera, where the camera state includes camera position and / or camera orientation. This method uses rotation controls in the game to enable switching between virtual cameras that capture game scenes, thereby saving space in the game interface and simplifying camera switching operations. At the same time, after switching virtual cameras, the method can display a game screen that captures a strip of the game scene at a predetermined angle, making it easier for the player to perform editing operations on editable objects in the game scene.

[0044] Embodiments of the present disclosure further provide a method for controlling another game screen, which is implemented based on embodiments of the above method, and which focuses on a specific process (implemented by steps S204 to S206 below) of controlling a rotation control in a graphical user interface to rotate a rotation control to a predetermined target angle in response to a first trigger operation on the rotation control, and switching the first scene screen to a second scene screen obtained by a second virtual camera collecting a game scene based on a second camera state corresponding to a predetermined target angle, as shown in Figure 2, the method includes the following specific steps.

[0045] In step S202, the graphical user interface displays a first scene screen obtained by collecting a game scene with a first virtual camera, where the game scene includes editable objects, and these editable objects are virtual objects set in the game scene in response to an editing command.

[0046] In step S204, in response to a first trigger operation on the rotation control, the first virtual camera that collects game scenes is switched to a second virtual camera, the rotation parameters of the rotation control are obtained, the rotation of the rotation control is controlled based on the rotation parameters, and during the process of the rotation control rotating, the second virtual camera collects game scenes based on the camera state corresponding to the rotation parameters and displays the resulting scene screen on the graphical user interface, where the rotation parameters include the rotation angle and rotation speed corresponding to the rotation of the rotation control to a predetermined target angle.

[0047] In concrete terms, the first trigger operation described above includes a click operation on the target position of the rotation control, where each position in the rotation control corresponds to a predetermined angle by which the rotation control intends to rotate, where the predetermined angle is used to indicate the camera state of the first and second virtual cameras when capturing the front view of the editable object in the game scene. In other words, each predetermined angle corresponding to each position in the rotation control corresponds to a single camera state.

[0048] When the player performs a first trigger operation on the rotation control, the system switches the first virtual camera that collects the game scene to the second virtual camera, retrieves the rotation parameter of the rotation control, and controls the rotation of the rotation control based on the rotation parameter. By synchronously adjusting the camera states of the first and second virtual cameras during the rotation of the rotation control, the system displays a scene screen obtained by the second virtual camera collecting the game scene based on the camera state corresponding to the rotation parameter in the graphical user interface, thereby achieving smooth switching of viewing angles.

[0049] In step S206, in response to the rotation control being rotated to a predetermined target angle, the second virtual camera is controlled to collect a game scene based on a second camera state corresponding to the predetermined target angle and to display the resulting second scene screen on the graphical user interface.

[0050] The specific angle corresponding to the predetermined target angle is determined based on the final trigger position of the first trigger operation. When the rotation control rotates to the predetermined target angle in response to the first trigger operation, the graphical user interface displays a second scene screen obtained by collecting a game scene based on the second camera state, which is shown by the second virtual camera at the predetermined target angle. In specific implementation, the first virtual camera is a projection camera, and the second virtual camera is a orthogonal camera.

[0051] The above method of controlling the game screen allows you to switch to a cross-sectional camera and capture the game scene by clicking on the existing rotation control in the game, saving space used in the game interface. At the same time, when the front camera captures the game scene, alignment is only meaningful if the editable object in the captured scene screen is in a front view. By activating the cross-sectional camera and adjusting the camera state simultaneously, the effort required to understand the system is reduced, and a better alignment experience can be provided to the player.

[0052] Embodiments of the present disclosure further provide a method for controlling another game screen, which is implemented based on embodiments of the above method and focuses on a specific process (implemented by step S304 below) of controlling a rotation control to rotate to a predetermined target angle in response to a first trigger operation on a rotation control in a graphical user interface, and switching the first scene screen to a second scene screen obtained by a second virtual camera collecting a game scene based on a second camera state corresponding to a predetermined target angle, as shown in Figure 3, the method includes the following specific steps.

[0053] In step S302, the graphical user interface displays a first scene screen obtained by collecting a game scene with a first virtual camera, where the game scene includes editable objects, and these editable objects are virtual objects set in the game scene in response to an editing command.

[0054] In step S304, in response to a first trigger operation on the rotation control, the rotation control is controlled to rotate based on the first trigger operation, and when the rotation control has rotated to a predetermined target angle, the first scene screen is controlled to switch to a second scene screen obtained by the second virtual camera collecting a game scene based on a second camera state corresponding to the predetermined target angle.

[0055] In concrete terms, the first trigger operation described above includes at least one of the following: a drag operation to rotate the rotation control to a predetermined target angle, and a click operation on the target position of the rotation control. Specifically, the player may drag the rotation control to a predetermined target angle, click on the target position of the rotation control, or drag the rotation control to a predetermined target angle and then click on the rotation control, thereby controlling the rotation control to rotate to a predetermined target angle and controlling the first virtual camera and the second virtual camera to rotate at a predetermined speed to a second camera state corresponding to the predetermined target angle. When the first virtual camera and the second virtual camera have rotated to a second camera state corresponding to the predetermined target angle, the first virtual camera that collects the game scene is switched to the second virtual camera, and the graphical user interface displays a second scene screen obtained by collecting the game scene based on the second camera state corresponding to the predetermined target angle of the second virtual camera.

[0056] In step S306, in response to a specified trigger operation or a second trigger operation for rotation control, the second scene screen is controlled to switch to a third scene screen obtained by the first virtual camera collecting game scenes based on the first camera state corresponding to the specified trigger operation or the second trigger operation for rotation control.

[0057] When implementing this in practice, the specified trigger operation can be determined according to development needs. For example, the specified trigger operation may be a movement operation such as pressing the right mouse button on the computer side, or a two-finger movement operation performed on the screen on the mobile device, and such a two-finger movement operation is generally an operation in which the two fingers move across the screen while keeping the distance between them constant. The second trigger operation can also be determined according to development needs. For example, the second trigger operation may be an operation in which the player rotates the rotation control, or an operation in which the player slides the rotation control.

[0058] After the player performs a specified trigger operation or a second trigger operation for rotation control, the camera states of the first and second virtual cameras are determined based on the display state of editable objects in the current scene screen displayed in the graphical user interface. The first and second virtual cameras are then rotated at a predetermined speed to the determined camera states, and the second virtual camera, which collects the game scene, is switched back to the first virtual camera. The third scene screen obtained by the first virtual camera capturing the game scene is then displayed in the graphical user interface. In this third scene screen, editable objects closer to the first virtual camera are displayed in a larger size.

[0059] In the game screen control method described above, this method makes switching between the two cameras easy and user-friendly, does not occupy much interface space, and allows for smooth and seamless switching between the two cameras. Furthermore, this method reduces the learning curve and provides players with a better alignment experience.

[0060] Embodiments of the present disclosure further provide a method for controlling another game screen, which is implemented based on embodiments of the above method, and which will focus on the following specific steps: controlling a rotation control to rotate to a predetermined target angle in response to a first trigger operation on a rotation control in a graphical user interface, and switching the first scene screen to a second scene screen obtained by a second virtual camera collecting a game scene based on a second camera state corresponding to a predetermined target angle (implemented by steps S404 to S408 below); and controlling a second scene screen to switch the second scene screen to a third scene screen obtained by a first virtual camera collecting a game scene based on a first camera state corresponding to a specified trigger operation or a second trigger operation on a rotation control (implemented by steps S412 to S416 below) in response to a specified trigger operation or a second trigger operation on a rotation control, and as shown in Figure 4, the method includes the following specific steps.

[0061] In step S402, the graphical user interface displays a first scene screen obtained by collecting a game scene with a first virtual camera, where the game scene includes editable objects, and these editable objects are virtual objects set in the game scene in response to an editing command.

[0062] In step S404, in response to a first trigger operation for rotation control, a predetermined target angle corresponding to the rotation control and the target orientations of the first and second virtual cameras are determined based on the face of the polyhedron control triggered by the final trigger position of the first trigger operation, where the rotation control is a polyhedron control.

[0063] In concrete terms, the rotation control is a polyhedron control, which includes multiple faces, each face of which corresponds to a predetermined angle, which is used to indicate the camera orientation of the first and second virtual cameras when capturing a front view of an editable object in a game scene, where different faces of the polyhedron control correspond to different front views of the editable object. Specifically, the polyhedron control may be a cube control or a cuboid control. If the polyhedron control is a cube control, the top face of the cube control is used to indicate that the virtual camera is positioned directly above the editable object when capturing an editable object in a game scene, and to capture a front view corresponding to being directly above the editable object. The front of the cube control is used to indicate that the virtual camera is positioned directly in front of the editable object when capturing an editable object in a game scene, and to capture a front view corresponding to being directly in front of the editable object.

[0064] The face of the polyhedron control triggered by the final trigger position of the first trigger operation described above may be any one face of the polyhedron control, and which specific face of the polyhedron control is that face may be determined according to the player's operation, that is, which face is triggered by the final trigger position when the player clicks on a face of the polyhedron control, or which face is triggered by the final trigger position when the player drags the polyhedron control and only the front view is displayed on the graphical user interface. For example, when the player clicks on a face of the polyhedron control, the orientation of the virtual camera indicated by that face in the game scene is determined as the camera orientation of the first virtual camera and the second virtual camera, where the camera orientation of the first virtual camera and the second virtual camera are the same, that is, the positions of the first virtual camera and the second virtual camera are bound to each other.

[0065] In related technologies, the state data of the first virtual camera and the second virtual camera must be stored separately and in different storage locations. However, in this disclosure, since the locations of the first virtual camera and the second virtual camera are bound to each other, the first virtual camera and the second virtual camera can share one set of data, thereby reducing data storage.

[0066] In step S406, the target positions of the first and second virtual cameras in the game scene are determined based on the target orientation and the camera focal length of the first virtual camera before the first trigger operation.

[0067] In concrete implementation, when the first virtual camera that collects game scenes is switched to the second virtual camera, the camera focal length of the first virtual camera does not change. Therefore, the target positions of the first and second virtual cameras can be determined using the camera focal length (wherein the second virtual camera does not have a focal length parameter, so all camera focal lengths mentioned in the embodiments of this disclosure are the camera focal length of the first virtual camera) and camera orientation before the first trigger operation. Furthermore, a second camera state for the first and second virtual cameras can be obtained, and this second camera state includes the target orientation and target position of the virtual cameras.

[0068] In step S408, the rotation control is rotated to a predetermined target angle, the first virtual camera and the second virtual camera are adjusted to the target position and target orientation, and the first scene screen is controlled to switch to the second scene screen obtained by the second virtual camera collecting game scenes based on the target orientation and target position.

[0069] After obtaining the target orientation and target position to be adjusted for the first and second virtual cameras, the first and second virtual cameras are rotated to the target orientation and target position according to a predetermined speed. During the rotation of the first and second virtual cameras, the first virtual camera capturing the game scene is switched to the second virtual camera, and the second scene screen obtained by the second virtual camera capturing the game scene can be displayed on the graphical user interface. The specific numerical value corresponding to the predetermined speed may be set according to development needs and is not specifically limited herein.

[0070] In concrete implementation, the specific process of controlling the switching of the first scene screen to a second scene screen obtained by the second virtual camera collecting game scenes based on the target orientation and target position may be implemented by steps 10-11 below.

[0071] In step 10, the camera focal length and field of view of the first virtual camera are obtained, and based on the camera focal length and field of view, the target field of view for the second virtual camera to capture the game scene is determined.

[0072] The above field of view is used to specify the size of the field of view that the first virtual camera captures when filming the game scene. Based on the camera focal length and field of view of the first virtual camera, the height of the rectangular field of view that the second virtual camera captures when filming the game scene can be obtained using a simple trigonometric relationship. The width of the rectangular field of view can be calculated using the aspect ratio of the game device screen (this data can be retrieved from the device information). Based on the obtained height and width of the rectangular field of view, the target field of view range that the second virtual camera captures when filming the game scene can be obtained.

[0073] Figure 5 is a schematic diagram of the viewing angles of the first and second virtual cameras according to an embodiment of the present disclosure. The first and second virtual cameras, shown on the far left of Figure 5, have the same position and orientation. The angles in Figure 5 correspond to the viewing angle of the first virtual camera, the rectangular frame corresponds to the viewing angle of the second virtual camera, and FOV represents the field of view of the first virtual camera. Based on this, the height and width of the target field of view range that the second virtual camera captures of the game scene can be determined by the following formula.

[0074] Height = Focal length × tan(FOV / 2) × 2.

[0075] Width = Screen aspect ratio × Height.

[0076] In step 11, the first virtual camera that collects game scenes is switched to a second virtual camera, and the first scene screen is switched to a second scene screen that matches the size of the target field of view, obtained by collecting game scenes when the second virtual camera is facing and positioned towards the target.

[0077] In concrete implementation, since the target field of view is the same as the display range of the screen corresponding to the graphical user interface, the second scene screen is a scene screen obtained by the second virtual camera collecting game scenes within the target field of view.

[0078] Figure 6 is a schematic diagram of switching the first virtual camera to the second virtual camera according to an embodiment of the present disclosure. The image on the left in Figure 6 is the first scene screen obtained when the first virtual camera collects the game scene. Three rows and four columns of rectangular prisms are displayed on the first scene screen. These rectangular prisms are used to represent editable objects in the game scene. The actual size of these twelve rectangular prisms is the same, but the rectangular prisms in the first row are closer to the first virtual camera and have a larger display size, while the rectangular prisms in the third row are further from the first virtual camera and have a smaller display size. The rectangular prism displayed in the upper right corner of the image on the left in Figure 6 is a rotation control. Each face of the rotation control is used to instruct the camera to collect a front view of the corresponding face of the editable object. The image on the right in Figure 6 shows that when the rotation control is rotated to face directly forward, the second virtual camera captures the game scene and switches to a second scene screen. In this second scene screen, three rows of rectangular prisms are displayed side by side, and since the captured view is of the front of the rectangular prisms, the third and second rows of rectangular prisms are obscured, and the view corresponding to the front of the first row of rectangular prisms is displayed, and the display size is the same.

[0079] Figure 7 is a schematic diagram illustrating the switching of another first virtual camera to a second virtual camera according to an embodiment of the present disclosure. The image on the right side of Figure 7 shows that when the rotation control is rotated straight up, the second virtual camera captures the game scene and switches to a second scene screen. In this second scene screen, three rows of rectangular prisms are displayed side by side, and the captured image is the view corresponding to directly above the rectangular prisms. Therefore, all three rows of rectangular prisms display the view corresponding to directly above, and their display sizes are the same.

[0080] In step S410, in response to a zoom operation acting on the second scene screen, the second virtual camera adjusts its field of view for collecting the game scene, and based on the adjusted field of view, the second virtual camera determines the fourth scene screen obtained by collecting the game scene based on the second camera state.

[0081] In concrete terms, the above zoom operation is generally an operation to enlarge or reduce the display size of a virtual object in the second scene screen. This zoom operation may be an operation to slide the mouse wheel, or an operation to enlarge or shorten the distance between two fingers on the screen. The specific operation of this zoom operation can be determined according to development needs.

[0082] In actual applications, after displaying a second scene screen in a graphical user interface, during the process of capturing the game scene with a second virtual camera, it is necessary to maintain the camera state of the first and second virtual cameras in the game scene without changing, that is, to restrict the movement of the first and second virtual cameras. If the second virtual camera (corresponding to a quadrature camera) lacks perspective, and the second virtual camera is turned on, perspective movement cannot adjust the perspective of the viewed scene, and conversely, it may cause cropping problems by being too close. Therefore, when capturing a game scene with the second virtual camera, zoom operation actually adjusts the height and width of the field of view of the second virtual camera. Thus, to avoid the occurrence of cropping problems, this disclosure requires that when the second virtual camera captures a game scene, the position and orientation of the first and second virtual cameras be kept constant.

[0083] In step S412, in response to a specified trigger operation or a second trigger operation for rotation control, the current field of view of the game scene collected by the second virtual camera is determined.

[0084] When implementing this in practice, the specified trigger operation can be determined according to development needs. For example, the specified trigger operation may be a movement operation such as pressing the right mouse button on a computer, or a two-finger movement operation performed on the screen of a mobile device. This two-finger movement operation is generally an operation in which the distance between the two fingers remains constant while moving across the screen. The second trigger operation includes a rotation operation for a rotation control. This rotation operation for a rotation control may be an operation that the player can trigger to control the rotation of the rotation control, such as an operation to rotate the rotation control or an operation to slide two fingers across the screen.

[0085] In practical applications, after the second virtual camera collects the game scene and obtains the second scene screen, the player may perform zoom operations on editable objects in the scene screen. This adjusts the field of view of the second virtual camera. Therefore, when switching from the second virtual camera to the first virtual camera, it is necessary to first determine the current field of view of the second virtual camera, thereby adjusting the camera state of both the first and second virtual cameras.

[0086] In step S414, the first camera state of the first virtual camera and the second virtual camera is determined based on the current field of view.

[0087] In concrete terms, when the player performs a specified trigger operation or a second trigger operation on the rotation control, it is necessary to switch the second virtual camera that captures the game scene back to the first virtual camera and determine the current field of view from which the second virtual camera captures the game scene. This current field of view is used to specify the width and height of the rectangular field of view of the game scene that the second virtual camera is currently capturing.

[0088] Specifically, step S414 described above may be achieved by steps 20 to 21 described below.

[0089] In step 20, the camera focal length of the first virtual camera is adjusted based on the current field of view corresponding to the second virtual camera, and the adjusted focal length is obtained.

[0090] When implementing this specifically, the camera focal length of the first virtual camera can be calculated based on the height of the current field of view and the angle of view of the first virtual camera, using a predetermined triangular function relationship. For example, the adjusted focal length may be determined by the following formula.

[0091] Adjusted focal length = Height corresponding to the current field of view / 2 / tan(FOV / 2).

[0092] In step 21, the first camera state of the first virtual camera and the second virtual camera is determined based on the adjusted focal length and the current orientation of the first virtual camera.

[0093] Since the current camera orientation is maintained, if the visual focus does not change, the first and second virtual cameras can be easily repositioned in the opposite direction to their intended positions.

[0094] In step S416, the first virtual camera and the second virtual camera are rotated to the first camera state, and the fourth scene screen is switched to the third scene screen, in which the first virtual camera has collected and captured a game scene based on the first camera state.

[0095] After obtaining the desired camera orientation and position for the first and second virtual cameras, the first and second virtual cameras are rotated at a predetermined speed to achieve the desired camera orientation and position. During the rotation of the first and second virtual cameras, the second virtual camera capturing the game scene is switched to the first virtual camera, and the third scene screen obtained by the first virtual camera capturing the game scene is displayed on the graphical user interface. The specific numerical value corresponding to the predetermined speed may be set according to development needs and is not specifically limited here.

[0096] To facilitate understanding of the embodiments of this disclosure, Figure 8 provides a schematic diagram illustrating the switching of cameras after the second scene screen has been enlarged. The image on the left of Figure 8 is the game screen obtained after the image on the right of Figure 6 has been enlarged, and the image on the right of Figure 8 is the third scene screen obtained when the first virtual camera has collected the game scene, displayed on the graphical user interface after the player has rotated the rotation control and switched the second virtual camera that collects the game scene to the first virtual camera, when the image on the left of Figure 8 is displayed on the graphical user interface, and this third scene screen can embody the three-dimensional effect of editable objects, and this third scene screen is obtained when the first virtual camera has collected the game scene after the camera position has been recalculated during the switch, and as can be seen from Figure 8, the two cameras can be switched smoothly and gradually.

[0097] The above method of controlling the game screen allows for switching to an orthogonal camera using existing rotation controls in the game to capture the game scene, saving space used in the game interface. At the same time, when the orthogonal camera captures a virtual scene, alignment is only meaningful if the captured editable object is in a front view. Therefore, by activating the orthogonal camera and adjusting the camera state simultaneously, the effort required to understand the system is reduced, and a better alignment experience can be provided to the player. Furthermore, this method allows for a smooth camera transition experience for the player by recalculating the camera focal length of the first virtual camera and the width and height of the field of view corresponding to the second virtual camera each time the virtual camera capturing the game scene is switched.

[0098] In contrast to the embodiments of the above-described method, the embodiments of this disclosure further provide a control device for the game screen and provide a graphical user interface via a terminal device. As shown in Figure 9, the device is The graphical user interface is a scene acquisition module 90 configured to collect a game scene using a first virtual camera and display a first scene screen obtained from that scene, wherein the game scene includes editable objects, and the editable objects are virtual objects placed in the game scene in response to editing commands. A camera switching module 91 is configured to perform the following actions in response to a first trigger operation on a rotation control in a graphical user interface: control the rotation control to rotate to a predetermined target angle, and switch the first scene screen to a second scene screen obtained by a second virtual camera collecting a game scene based on a second camera state corresponding to a predetermined target angle, wherein the rotation control corresponds to a first virtual camera and a second virtual camera, and the rotation control is configured to adjust the camera state of the first virtual camera and the second virtual camera, and the camera state includes camera position and / or camera orientation.

[0099] The above-described game screen switching device first displays a first scene screen obtained by collecting a game scene with a first virtual camera on the graphical user interface, where the game scene includes editable objects, which are editable objects set in the game scene in response to an editing command. Next, in response to a first trigger operation on the rotation control in the graphical user interface, the device controls the rotation control to rotate to a predetermined target angle, and switches the first scene screen to a second scene screen obtained by collecting a game scene with a second virtual camera based on a second camera state corresponding to a predetermined target angle, where the rotation control corresponds to the first virtual camera and the second virtual camera, and the rotation control is configured to adjust the camera state of the first virtual camera and the second virtual camera, where the camera state includes the camera position and / or camera orientation. This method uses rotation controls in the game to enable switching between virtual cameras that capture game scenes, thereby saving space in the game interface and simplifying camera switching operations. At the same time, after switching virtual cameras, the method can display a game screen that captures a strip of the game scene at a predetermined angle, making it easier for the player to perform editing operations on editable objects in the game scene.

[0100] In an optional embodiment, the camera switching module 91 is configured to respond to a first trigger operation on the rotation control by controlling the rotation control to rotate based on the first trigger operation, and when the rotation control has rotated to a predetermined target angle, to switch the first scene screen to a second scene screen obtained by the second virtual camera collecting a game scene based on a second camera state corresponding to the predetermined target angle.

[0101] In concrete terms, the first trigger operation described above includes at least one of a drag operation that rotates the rotation control to a predetermined target angle and a click operation on the target position of the rotation control.

[0102] In a selectable embodiment, the camera switching module 91 is configured to switch the first virtual camera that collects game scenes to a second virtual camera in response to a first trigger operation on the rotation control, acquire the rotation parameters of the rotation control, control the rotation of the rotation control based on the rotation parameters, and, in the process of the rotation control rotating, display a scene screen obtained by the second virtual camera collecting game scenes based on the camera state corresponding to the rotation parameters on the graphical user interface, where the rotation parameters include a rotation angle and rotation speed corresponding to the rotation control rotating to a predetermined target angle, and in response to the rotation control rotating to a predetermined target angle, control the display of a second scene screen obtained by the second virtual camera collecting game scenes based on a second camera state corresponding to a predetermined target angle on the graphical user interface.

[0103] In concrete terms, the first trigger operation described above includes a click operation on the target position of the rotation control, where each position in the rotation control corresponds to a predetermined angle to which the rotation control intends to rotate, where the predetermined angle is used to indicate the camera state of the first and second virtual cameras when capturing a front view of an editable object in the game scene.

[0104] In practical applications, as the rotation control rotates, the camera states of the first and second virtual cameras are adjusted in sync.

[0105] In some embodiments, the positions of the first virtual camera and the second virtual camera are bound to each other.

[0106] In concrete implementation, the first virtual camera is a projection camera, and the second virtual camera is a orthogonal camera.

[0107] In concrete terms, the rotation control described above is a polyhedron control, where each face of the polyhedron control corresponds to a predetermined angle, and this predetermined angle is used to indicate the camera orientation of the first and second virtual cameras when capturing the front view of the editable object in the game scene, where the front view of the editable object corresponding to different faces of the polyhedron control is different. The camera switching module 91 is configured to respond to a first trigger operation for rotation control by determining a predetermined target angle corresponding to the rotation control and the target orientation of the first and second virtual cameras based on the face of the polyhedron control triggered by the final trigger position of the first trigger operation; determine the target positions of the first and second virtual cameras in the game scene based on the target orientation and the camera focal length of the first virtual camera before the first trigger operation; rotate the rotation control to the predetermined target angle; adjust the first and second virtual cameras to the target position and target orientation; and control the first scene screen to switch to a second scene screen obtained by the second virtual camera collecting the game scene based on the target orientation and target position.

[0108] Furthermore, the camera switching module 91 is configured to acquire the camera focal length and field of view of the first virtual camera, determine the target field of view for the second virtual camera to collect game scenes based on the camera focal length and field of view, switch the first virtual camera that collects game scenes to the second virtual camera, and switch the first scene screen to the second scene screen which matches the size of the target field of view obtained by collecting game scenes when the second virtual camera is positioned facing and at the target.

[0109] In the specific implementation, after displaying the second scene screen on the graphical user interface, the camera state of both the first and second virtual cameras is maintained unchanged during the process of collecting the game scene with the second virtual camera.

[0110] Furthermore, the device further includes a zoom module configured to, in response to a first trigger operation on a rotation control in a graphical user interface, control the rotation control to rotate to a predetermined target angle, and switch the first scene screen to a second scene screen obtained by a second virtual camera collecting a game scene based on a second camera state corresponding to the predetermined target angle, and then, in response to a zoom operation acting on the second scene screen, adjust the field of view for the second virtual camera to collect the game scene, and determine a fourth scene screen obtained by the second virtual camera collecting a game scene based on a second camera state based on the adjusted field of view.

[0111] In concrete implementation, the device further includes a first camera switching module configured to, in response to a first trigger operation on the rotation control in the graphical user interface, control the rotation control to rotate to a predetermined target angle, and switch the first scene screen to a second scene screen obtained by the second virtual camera collecting a game scene based on a second camera state corresponding to a predetermined target angle, and then, in response to a specified trigger operation or a second trigger operation on the rotation control, control the second scene screen to a third scene screen obtained by the first virtual camera collecting a game scene based on a first camera state corresponding to the specified trigger operation or a second trigger operation on the rotation control.

[0112] Furthermore, the first camera switching module is configured to, in response to a specified trigger operation or a second trigger operation for rotation control, determine the current field of view in which the second virtual camera captures the game scene, determine a first camera state for the first and second virtual cameras based on the current field of view, rotate the first and second virtual cameras to the first camera state, and switch the second scene screen to a third scene screen in which the first virtual camera captures and photographs the game scene based on the first camera state.

[0113] In actual applications, the first camera switching module is further configured to adjust the camera focal length of the first virtual camera based on the current field of view corresponding to the second virtual camera, obtain the adjusted focal length, and determine the first camera state of the first and second virtual cameras based on the adjusted focal length and the current orientation of the first virtual camera.

[0114] Specifically, the second trigger operation described above includes a rotational operation for rotational control.

[0115] The control device for game screens provided in the embodiments of this disclosure has the same implementation principle and technical effects as the embodiments of the method described above. For the sake of brevity, for parts not mentioned in the embodiments of the device, the corresponding content in the embodiments of the method described above can be referenced.

[0116] Embodiments of the present disclosure further provide an electronic device, as shown in Figure 10, which includes a processor and a memory, the memory storing device-executable instructions that can be executed by the processor, and the processor executes the device-executable instructions to realize the method of controlling the game screen described above.

[0117] Specifically, a graphical user interface is provided via a terminal device, and the method for controlling the game screen includes the steps of: the graphical user interface displays a first scene screen obtained by a first virtual camera collecting a game scene, wherein the game scene includes editable objects, and the editable objects are virtual objects set in the game scene in response to an editing command; and in response to a first trigger operation on the rotation control in the graphical user interface, the rotation control is controlled to rotate to a predetermined target angle, and the first scene screen is switched to a second scene screen obtained by a second virtual camera collecting a game scene based on a second camera state corresponding to a predetermined target angle, wherein the rotation control corresponds to a first virtual camera and a second virtual camera, and the rotation control is configured to adjust the camera state of the first virtual camera and the second virtual camera, and the camera state includes the camera position and / or camera orientation.

[0118] The above method of controlling the game screen can use rotation controls within the game to enable switching of virtual cameras that capture game scenes, thereby saving space in the game interface and simplifying camera switching operations. At the same time, after switching virtual cameras, this method can display a game screen that captures a strip of the game scene at a predetermined angle, making it easier for the player to perform editing operations on editable objects in the game scene.

[0119] In an optional embodiment, the step of controlling the rotation control to rotate to a predetermined target angle in response to a first trigger operation on the rotation control in the graphical user interface, and switching the first scene screen to a second scene screen obtained by a second virtual camera collecting a game scene based on a second camera state corresponding to the predetermined target angle, includes the step of controlling the rotation control to rotate based on the first trigger operation in response to a first trigger operation on the rotation control, and when the rotation control has rotated to a predetermined target angle, switching the first scene screen to a second scene screen obtained by a second virtual camera collecting a game scene based on a second camera state corresponding to the predetermined target angle.

[0120] In an optional embodiment, the first trigger operation includes at least one of a drag operation that rotates the rotation control to a predetermined target angle, and a click operation that places the rotation control at a target position.

[0121] In an optional embodiment, the steps of controlling the rotation control to rotate to a predetermined target angle in response to a first trigger operation on the rotation control in a graphical user interface, and switching the first scene screen to a second scene screen obtained by a second virtual camera collecting a game scene based on a second camera state corresponding to the predetermined target angle, include: switching the first virtual camera that collects game scenes to a second virtual camera in response to a first trigger operation on the rotation control, obtaining rotation parameters for the rotation control, controlling the rotation of the rotation control based on the rotation parameters, and displaying a scene screen obtained by a second virtual camera collecting a game scene based on a camera state corresponding to the rotation parameters in the process of the rotation control rotating, wherein the rotation parameters include a rotation angle and rotation speed corresponding to the rotation control rotating to a predetermined target angle; and controlling the rotation control to display a second scene screen obtained by a second virtual camera collecting a game scene based on a second camera state corresponding to the predetermined target angle in the graphical user interface in response to the rotation control rotating to a predetermined target angle.

[0122] In an optional embodiment, the first trigger operation includes a click operation on a target position of the rotation control, each position in the rotation control corresponding to a predetermined angle to which the rotation control intends to rotate, and the predetermined angle is for indicating the camera state of the first and second virtual cameras when capturing a front view of an editable object in the game scene.

[0123] In selectable embodiments, as the rotation control rotates, the camera states of the first and second virtual cameras are adjusted synchronously.

[0124] In selectable embodiments, the positions of the first and second virtual cameras are bound to each other.

[0125] In selectable embodiments, the first virtual camera is a projection camera, and the second virtual camera is a orthogonal camera.

[0126] In an optional embodiment, the rotation control is a polyhedron control, each face of the polyhedron control corresponds to a predetermined angle, which is used to indicate the camera orientation of a first virtual camera and a second virtual camera when capturing a front view of an editable object in a game scene, and the front views of the editable object corresponding to different faces of the polyhedron control are different, and in response to a first trigger operation on the rotation control in the graphical user interface, the rotation control is controlled to rotate to a predetermined target angle, and the first scene screen is controlled to switch to a second scene screen obtained by capturing the game scene based on a second camera state in which the second virtual camera corresponds to the predetermined target angle. The method includes: a step of determining a predetermined target angle corresponding to the rotation control and the target orientation of the first and second virtual cameras based on the face of the polyhedron control triggered by the final trigger position of the first trigger operation, in response to a first trigger operation on the rotation control; a step of determining the target positions of the first and second virtual cameras in the game scene based on the target orientation and the camera focal length of the first virtual camera before the first trigger operation; and a step of rotating the rotation control to the predetermined target angle, adjusting the first and second virtual cameras to the target positions and target orientations, and controlling the first scene screen to switch to a second scene screen obtained by the second virtual camera collecting the game scene based on the target orientation and target position.

[0127] In an optional embodiment, the step of controlling the first scene screen to switch to a second scene screen obtained by the second virtual camera collecting game scenes based on the target orientation and target position includes the steps of: obtaining the camera focal length and field of view of the first virtual camera; determining the target field of view range from which the second virtual camera will collect game scenes based on the camera focal length and field of view; and switching the first virtual camera that collects game scenes to the second virtual camera; and switching the first scene screen to a second scene screen obtained by the second virtual camera collecting game scenes when the second virtual camera is positioned facing and at the target position, which matches the size of the target field of view range.

[0128] In one of the selectable embodiments, after displaying a second scene screen in the graphical user interface, the camera states of the first and second virtual cameras are maintained unchanged during the process of collecting game scenes with the second virtual camera.

[0129] In an optional embodiment, after the step of controlling the rotation control to rotate to a predetermined target angle in response to a first trigger operation on the rotation control in the graphical user interface, and switching the first scene screen to a second scene screen obtained by the second virtual camera collecting a game scene based on a second camera state corresponding to the predetermined target angle, the method further includes the step of adjusting the field of view from which the second virtual camera collects the game scene in response to a zoom operation acting on the second scene screen, and determining a fourth scene screen obtained by the second virtual camera collecting a game scene based on a second camera state based on the adjusted field of view.

[0130] In an optional embodiment, after the step of controlling the rotation control to rotate to a predetermined target angle in response to a first trigger operation on the rotation control in a graphical user interface, and switching the first scene screen to a second scene screen obtained by a second virtual camera collecting a game scene based on a second camera state corresponding to the predetermined target angle, the method further includes the step of controlling the second scene screen to switch to a third scene screen obtained by a first virtual camera collecting a game scene based on a first camera state corresponding to the specified trigger operation or the second trigger operation on the rotation control in response to a specified trigger operation or a second trigger operation on the rotation control.

[0131] In an optional embodiment, the step of controlling the second scene screen to switch to a third scene screen obtained by the first virtual camera collecting a game scene based on a first camera state corresponding to a specified trigger operation or rotation control, in response to a second trigger operation for a specified trigger operation or rotation control, includes the steps of: determining the current field of view for the second virtual camera to collect a game scene in response to a second trigger operation for a specified trigger operation or rotation control; determining a first camera state for the first and second virtual cameras based on the current field of view; and rotating the first and second virtual cameras to the first camera state and switching the second scene screen to a third scene screen captured by the first virtual camera collecting a game scene based on the first camera state.

[0132] In an optional embodiment, the step of determining the first camera state of a first virtual camera and a second virtual camera based on the current field of view includes the steps of adjusting the camera focal length of the first virtual camera based on the current field of view corresponding to the second virtual camera to obtain the adjusted focal length, and determining the first camera state of the first virtual camera and the second virtual camera based on the adjusted focal length and the current orientation of the first virtual camera.

[0133] In an optional embodiment, the second trigger operation includes a rotational operation for rotational control.

[0134] Furthermore, the electronic device shown in Figure 10 further includes a bus 102 and a communication interface 103, and the processor 101, communication interface 103, and memory 100 are connected via the bus 102.

[0135] Here, memory 100 may include high-speed random access memory (RAM), and may further include non-volatile memory, such as at least one disk memory. Communication connectivity between the system's network elements and at least one other network element is provided via at least one communication interface 103 (which may be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc., can be used. Bus 102 may be an ISA bus, PCI bus, EISA bus, etc. The bus may be classified as an address bus, data bus, control bus, etc. For ease of representation, only one bidirectional arrow is shown in Figure 10, but this does not mean that only one bus or one type of bus exists.

[0136] The processor 101 may be an integrated circuit chip and has signal processing capabilities. In the implementation process, each step of the above method can be completed by hardware integrated logic circuits or software-form instructions in the processor 101. The processor 101 may be a general-purpose processor including a Central Processing Unit (CPU), a Network Processor (NP), a Digital Signal Processing (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gates or transistor logic devices, or discrete hardware components. Each method, step, and logic block diagram disclosed in the embodiments of this disclosure can be implemented or executed. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the method disclosed in relation to the embodiments of this disclosure may be performed directly by a hardware decoding processor or by a combination of hardware and software modules within the decoding processor. The software module may be located in a mature storage medium in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. The storage medium is located in memory 100, and the processor 101 reads the information in memory 100 and, in combination with the hardware, completes the steps of the method in the above embodiment.

[0137] Embodiments of this disclosure further provide a computer-readable storage medium in which computer-executable instructions are stored, and when such computer-executable instructions are invoked and executed by a processor, the computer-executable instructions cause the processor to implement the method for controlling the game screen described above, and a specific implementation can be found in the embodiments of the method, which are omitted here from the description.

[0138] Specifically, a graphical user interface is provided via a terminal device, and the method for controlling the game screen includes the steps of: the graphical user interface displays a first scene screen obtained by a first virtual camera collecting a game scene, wherein the game scene includes editable objects, and the editable objects are virtual objects set in the game scene in response to an editing command; and in response to a first trigger operation on the rotation control in the graphical user interface, the rotation control is controlled to rotate to a predetermined target angle, and the first scene screen is switched to a second scene screen obtained by a second virtual camera collecting a game scene based on a second camera state corresponding to a predetermined target angle, wherein the rotation control corresponds to a first virtual camera and a second virtual camera, and the rotation control is configured to adjust the camera state of the first virtual camera and the second virtual camera, and the camera state includes the camera position and / or camera orientation.

[0139] The above method of controlling the game screen can use rotation controls within the game to enable switching of virtual cameras that capture game scenes, thereby saving space in the game interface and simplifying camera switching operations. At the same time, after switching virtual cameras, this method can display a game screen that captures a strip of the game scene at a predetermined angle, making it easier for the player to perform editing operations on editable objects in the game scene.

[0140] In an optional embodiment, the step of controlling the rotation control to rotate to a predetermined target angle in response to a first trigger operation on the rotation control in the graphical user interface, and switching the first scene screen to a second scene screen obtained by a second virtual camera collecting a game scene based on a second camera state corresponding to the predetermined target angle, includes the step of controlling the rotation control to rotate based on the first trigger operation in response to a first trigger operation on the rotation control, and if the rotation control has rotated to a predetermined target angle, switching the first scene screen to a second scene screen obtained by a second virtual camera collecting a game scene based on a second camera state corresponding to the predetermined target angle.

[0141] In an optional embodiment, the first trigger operation includes at least one of a drag operation that rotates the rotation control to a predetermined target angle, and a click operation that places the rotation control at a target position.

[0142] In an optional embodiment, the steps of controlling the rotation control to rotate to a predetermined target angle in response to a first trigger operation on the rotation control in a graphical user interface, and switching the first scene screen to a second scene screen obtained by a second virtual camera collecting a game scene based on a second camera state corresponding to the predetermined target angle, include: switching the first virtual camera that collects game scenes to a second virtual camera in response to a first trigger operation on the rotation control, obtaining rotation parameters for the rotation control, controlling the rotation of the rotation control based on the rotation parameters, and displaying a scene screen obtained by a second virtual camera collecting a game scene based on a camera state corresponding to the rotation parameters in the process of the rotation control rotating, wherein the rotation parameters include a rotation angle and rotation speed corresponding to the rotation control rotating to a predetermined target angle; and controlling the second scene screen obtained by a second virtual camera collecting a game scene based on a second camera state corresponding to the predetermined target angle in response to the rotation control rotating to a predetermined target angle, to display the second scene screen on the graphical user interface.

[0143] In an optional embodiment, the first trigger operation includes a click operation on a target position of the rotation control, where each position in the rotation control corresponds to a predetermined angle by which the rotation control intends to rotate, and the predetermined angle is used to indicate the camera state of the first and second virtual cameras when capturing a front view of an editable object in the game scene.

[0144] In selectable embodiments, as the rotation control rotates, the camera states of the first and second virtual cameras are adjusted in sync.

[0145] In selectable embodiments, the positions of the first and second virtual cameras are bound to each other.

[0146] In selectable embodiments, the first virtual camera is a projection camera, and the second virtual camera is a quadrature camera.

[0147] In an optional embodiment, the rotation control is a polyhedron control, each face of the polyhedron control corresponds to a predetermined angle, which is used to indicate the camera orientation of a first virtual camera and a second virtual camera when capturing a front view of an editable object in a game scene, and the front views of the editable object corresponding to different faces of the polyhedron control are different, and in response to a first trigger operation on the rotation control in the graphical user interface, the rotation control is controlled to rotate to a predetermined target angle, and the first scene screen is controlled to switch to a second scene screen obtained by capturing the game scene based on a second camera state in which the second virtual camera corresponds to the predetermined target angle, The method includes: determining a predetermined target angle corresponding to the rotation control and the target orientation of the first and second virtual cameras based on the face of the polyhedron control triggered by the final trigger position of the first trigger operation in response to a first trigger operation on the rotation control; determining the target positions of the first and second virtual cameras in the game scene based on the target orientation and the camera focal length of the first virtual camera before the first trigger operation; and controlling the rotation control to rotate to the predetermined target angle, adjusting the first and second virtual cameras to the target positions and target orientations, and switching the first scene screen to a second scene screen obtained by the second virtual camera collecting the game scene based on the target orientation and target position.

[0148] In an optional embodiment, the step of controlling the first scene screen to switch to a second scene screen obtained by the second virtual camera collecting game scenes based on the target orientation and target position includes the steps of: obtaining the camera focal length and field of view of the first virtual camera; determining the target field of view range from which the second virtual camera will collect game scenes based on the camera focal length and field of view; and switching the first virtual camera that collects game scenes to the second virtual camera; and switching the first scene screen to a second scene screen obtained by the second virtual camera collecting game scenes when the second virtual camera is positioned facing and at the target position, which matches the size of the target field of view range.

[0149] In one of the selectable embodiments, after displaying a second scene screen in the graphical user interface, the camera states of the first and second virtual cameras are maintained unchanged during the process of collecting game scenes with the second virtual camera.

[0150] In an optional embodiment, after the step of controlling the rotation control to rotate to a predetermined target angle in response to a first trigger operation on the rotation control in the graphical user interface, and switching the first scene screen to a second scene screen obtained by the second virtual camera collecting a game scene based on a second camera state corresponding to the predetermined target angle, the method further includes the step of adjusting the field of view from which the second virtual camera collects the game scene in response to a zoom operation acting on the second scene screen, and determining a fourth scene screen obtained by the second virtual camera collecting a game scene based on a second camera state based on the adjusted field of view.

[0151] In an optional embodiment, after the step of controlling the rotation control to rotate to a predetermined target angle in response to the first trigger operation on the rotation control in the graphical user interface, and switching the first scene screen to a second scene screen obtained by the second virtual camera collecting a game scene based on a second camera state corresponding to the predetermined target angle, the method further includes the step of controlling the second scene screen to switch to a third scene screen obtained by the first virtual camera collecting a game scene based on a first camera state corresponding to the specified trigger operation or the second trigger operation on the rotation control in response to a designated trigger operation or a second trigger operation on the rotation control.

[0152] In an optional embodiment, the step of controlling the second scene screen to switch to a third scene screen obtained by the first virtual camera collecting a game scene based on a first camera state corresponding to a specified trigger operation or rotation control, in response to a second trigger operation for a specified trigger operation or rotation control, includes the steps of: determining the current field of view for the second virtual camera to collect a game scene in response to a second trigger operation for a specified trigger operation or rotation control; determining a first camera state for the first and second virtual cameras based on the current field of view; rotating the first and second virtual cameras to the first camera state and switching the second scene screen to a third scene screen captured by the first virtual camera collecting a game scene based on the first camera state.

[0153] In an optional embodiment, the step of determining the first camera state of a first virtual camera and a second virtual camera based on the current field of view includes the steps of adjusting the camera focal length of the first virtual camera based on the current field of view corresponding to the second virtual camera to obtain the adjusted focal length, and determining the first camera state of the first virtual camera and the second virtual camera based on the adjusted focal length and the current orientation of the first virtual camera.

[0154] In an optional embodiment, the second trigger operation includes a rotational operation for rotational control.

[0155] The aforementioned functions are implemented in the form of software function units and can be stored on a computer-readable storage medium when sold or used as independent products. Based on this understanding, the technical solutions of the present disclosure, in essence or in part in relation to the relevant technology, or parts thereof, can be embodied in the form of a computer software product, which is stored on a storage medium and contains a number of commands for causing a computer device (which may be a personal computer, terminal device, or network device, etc.) to perform all or part of the steps of the methods described in each embodiment of the present disclosure. The storage medium includes various media capable of storing program code, such as U disks, mobile hard disks, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0156] Furthermore, in the description of this disclosure, the directional or positional relationships indicated by terms such as “center,” “up,” “down,” “left,” “right,” “vertical,” “horizontal,” “inside,” and “outside” are directional or positional relationships shown based on the drawings and are merely for the purpose of facilitating and simplifying the description of this disclosure. They do not indicate or imply that the referred devices or elements have a specific orientation or must be configured and operated in a specific orientation, and should not be understood as limiting this disclosure. In addition, the terms “first,” “second,” and “third” are used for illustrative purposes only and should not be understood as indicating or implying relative importance.

[0157] Finally, the following points should be made: The above-mentioned embodiments are merely specific embodiments of the Disclosure and are used to illustrate the technical solutions of the Disclosure, not to limit them, and the scope of protection of the Disclosure is not limited thereto. Although the Disclosure has been described in detail with reference to the above embodiments, those skilled in the art should understand that within the technical scope disclosed, modifications, changes, or substitutions can be made to the technical solutions described in the above embodiments, or equivalent substitutions can be made to some of the technical features thereof. Such modifications, changes, or substitutions should all be included within the scope of protection of the Disclosure without causing the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of the Disclosure. Accordingly, the scope of protection of the Disclosure should be based on the scope of protection of the claims.

Claims

1. A method for controlling a game screen that provides a graphical user interface via a terminal device, The graphical user interface includes the step of displaying a first scene screen obtained by collecting a game scene with a first virtual camera, wherein the game scene includes editable objects, and the editable objects are virtual objects set in the game scene in response to an editing command. A method for controlling a game screen, comprising the steps of: controlling the rotation control to rotate to a predetermined target angle in response to a first trigger operation on the rotation control in the graphical user interface; and controlling the first scene screen to switch to a second scene screen obtained by a second virtual camera collecting the game scene based on a second camera state corresponding to the predetermined target angle, wherein the rotation control corresponds to the first virtual camera and the second virtual camera, the rotation control is configured to adjust the camera state of the first virtual camera and the second virtual camera, and the camera state includes camera position and / or camera orientation.

2. The steps of controlling the rotation control to rotate to a predetermined target angle in response to a first trigger operation on the rotation control in the graphical user interface, and switching the first scene screen to a second scene screen obtained by the game scene collected by the second virtual camera based on a second camera state corresponding to the predetermined target angle, are as follows: A method for controlling a game screen according to claim 1, comprising the steps of controlling the rotation control to rotate based on the first trigger operation in response to a first trigger operation on the rotation control, and when the rotation control has rotated to a predetermined target angle, switching the first scene screen to a second scene screen obtained by the second virtual camera collecting the game scene based on a second camera state corresponding to the predetermined target angle.

3. The method for controlling a game screen according to claim 2, wherein the first trigger operation includes at least one of a drag operation that rotates the rotation control to the predetermined target angle and a click operation on the target position of the rotation control.

4. The steps of controlling the rotation control to rotate to a predetermined target angle in response to a first trigger operation on the rotation control in the graphical user interface, and switching the first scene screen to a second scene screen obtained by the second virtual camera collecting the game scene based on a second camera state corresponding to the predetermined target angle, are: Steps include: switching the first virtual camera for collecting the game scene to the second virtual camera in response to a first trigger operation on the rotation control, obtaining the rotation parameters of the rotation control, controlling the rotation of the rotation control based on the rotation parameters, and displaying the scene screen obtained by the second virtual camera collecting the game scene based on the camera state corresponding to the rotation parameters in the graphical user interface during the rotation of the rotation control, wherein the rotation parameters include a rotation angle and rotation speed corresponding to the rotation of the rotation control to a predetermined target angle; A method for controlling a game screen according to claim 1, comprising the step of controlling the second virtual camera to collect the game scene based on a second camera state corresponding to the predetermined target angle in response to the rotation control rotating to a predetermined target angle, and displaying the second scene screen obtained on the graphical user interface.

5. The method for controlling a game screen according to claim 4, wherein the first trigger operation includes a click operation on a target position of the rotation control, each position in the rotation control corresponds to a predetermined angle to which the rotation control intends to rotate, and the predetermined angle is for indicating the camera state of the first virtual camera and the second virtual camera when capturing a front view of an editable object in the game scene.

6. The method for controlling a game screen according to claim 1, wherein the camera states of the first virtual camera and the second virtual camera are adjusted in sync with the rotation of the rotation control.

7. The game screen control method according to claim 1, wherein the positions of the first virtual camera and the second virtual camera are bound to each other.

8. The method for controlling a game screen according to claim 1, wherein the first virtual camera is a projection camera and the second virtual camera is a orthogonal camera.

9. The rotation control is a polyhedron control, each face of the polyhedron control corresponds to a predetermined angle, the predetermined angle is configured to indicate the camera orientation of the first virtual camera and the second virtual camera when capturing the front view of the editable object in the game scene, and the front view of the editable object corresponding to different faces of the polyhedron control is different. The steps of controlling the rotation control to rotate to a predetermined target angle in response to a first trigger operation on the rotation control in the graphical user interface, and switching the first scene screen to a second scene screen obtained by a second virtual camera collecting the game scene based on a second camera state corresponding to the predetermined target angle, are as follows: Steps include: determining a predetermined target angle corresponding to the rotation control, and the target orientation of the first virtual camera and the second virtual camera, based on the face of the polyhedron control triggered by the final trigger position of the first trigger operation, in response to a first trigger operation for the rotation control; A step of determining the target position of the first virtual camera and the second virtual camera in the game scene based on the target orientation and the camera focal length of the first virtual camera before the first trigger operation, A method for controlling a game screen according to claim 7, comprising the steps of rotating the rotation control to the predetermined target angle, adjusting the first virtual camera and the second virtual camera to the target position and target orientation, and controlling the first scene screen to switch to a second scene screen obtained by the second virtual camera collecting the game scene based on the target orientation and target position.

10. The step of controlling the first scene screen to switch to a second scene screen obtained by the second virtual camera collecting the game scene based on the target orientation and target position is: The steps include obtaining the camera focal length and field of view of the first virtual camera, and determining the target field of view range for the second virtual camera to collect the game scene based on the camera focal length and field of view, A method for controlling a game screen according to claim 9, comprising the steps of switching the first virtual camera that collects the game scene to the second virtual camera, and switching the first scene screen to a second scene screen that matches the size of the target field of view, obtained by collecting the game scene when the second virtual camera is positioned facing the target and at the target position.

11. A method for controlling a game screen according to claim 1, wherein, after displaying the second scene screen on the graphical user interface, the camera states of the first virtual camera and the second virtual camera are kept unchanged during the process of collecting the game scene with the second virtual camera.

12. After the steps of controlling the rotation control to rotate to a predetermined target angle in response to a first trigger operation on the rotation control in the graphical user interface, and controlling the first scene screen to switch to a second scene screen obtained by a second virtual camera collecting the game scene based on a second camera state corresponding to the predetermined target angle, the method A method for controlling a game screen according to claim 11, further comprising the steps of: adjusting the field of view of the second virtual camera to collect the game scene in response to a zoom operation acting on the second scene screen; and determining a fourth scene screen obtained by the second virtual camera collecting the game scene based on the second camera state, based on the adjusted field of view.

13. After the steps of controlling the rotation control to rotate to a predetermined target angle in response to a first trigger operation on the rotation control in the graphical user interface, and controlling the first scene screen to switch to a second scene screen obtained by a second virtual camera collecting the game scene based on a second camera state corresponding to the predetermined target angle, the method A method for controlling a game screen according to claim 1, further comprising the step of controlling the second scene screen to switch to a third scene screen obtained by the first virtual camera collecting the game scene based on a first camera state corresponding to the specified trigger operation or the second trigger operation for the rotation control, in response to a specified trigger operation or a second trigger operation for the rotation control.

14. The step of controlling the second scene screen to switch to a third scene screen obtained by the first virtual camera collecting the game scene based on a first camera state corresponding to the specified trigger operation or the second trigger operation for the rotation control, in response to a specified trigger operation or a second trigger operation for the rotation control, is: The steps include determining the current field of view of the game scene collected by the second virtual camera in response to a specified trigger operation or a second trigger operation for the rotation control, The steps include determining the first camera state of the first virtual camera and the second virtual camera based on the current field of view, A method for controlling a game screen according to claim 13, comprising the steps of rotating the first virtual camera and the second virtual camera to the first camera state, and switching the second scene screen to a third scene screen in which the first virtual camera has collected and captured the game scene based on the first camera state.

15. The step of determining the first camera state of the first virtual camera and the second virtual camera based on the current field of view is: The steps include adjusting the camera focal length of the first virtual camera based on the current field of view corresponding to the second virtual camera and obtaining the adjusted focal length, A method for controlling a game screen according to claim 14, comprising the step of determining a first camera state of the first virtual camera and the second virtual camera based on the adjusted focal length and the current orientation of the first virtual camera.

16. The method for controlling a game screen according to claim 13, wherein the second trigger operation includes a rotation operation for the rotation control.

17. A control device for a game screen that provides a graphical user interface via a terminal device, wherein the control device for the game screen is The graphical user interface is a scene collection module configured to collect a game scene using a first virtual camera and display a first scene screen obtained therefrom, wherein the game scene includes editable objects, and the editable objects are virtual objects set in the game scene in response to an edit command. A control device for a game screen, comprising: a camera switching module configured to perform the following actions in response to a first trigger operation on a rotation control in the graphical user interface: control the rotation control to rotate to a predetermined target angle, and control the first scene screen to switch to a second scene screen obtained by a second virtual camera collecting the game scene based on a second camera state corresponding to the predetermined target angle, wherein the rotation control corresponds to the first virtual camera and the second virtual camera, and the rotation control is configured to adjust the camera state of the first virtual camera and the second virtual camera, and the camera state includes camera position and / or camera orientation; and

18. Electronic device comprising a processor and memory, wherein the memory stores device-executable instructions that can be executed by the processor, and the processor executes the device-executable instructions to realize the game screen control method described in any one of claims 1 to 16.

19. A computer-readable storage medium that stores computer-executable instructions, wherein when the computer-executable instructions are called and executed by a processor, the computer-executable instructions cause the processor to implement the game screen control method described in any one of claims 1 to 16.