Game control method, game control apparatus, computer device, computer-readable storage medium and program product
By displaying a second game screen with the target field of view in MOBA games, the problem of limited field of view of players is solved, and more comprehensive acquisition of virtual environment information and more efficient game interaction are achieved, improving the game experience.
Patent Information
- Application Number
- PCT/CN2024/121033
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2023-12-19
- Filing Date
- 2024-09-25
- Publication Date
- 2025-06-26
AI Technical Summary
In multiplayer online tactical competition (MOBA) games, players have limited vision in the virtual environment, making it difficult to fully understand the surrounding virtual environment information, affecting game decision-making and interaction efficiency.
By displaying the second game screen, the screen includes a picture corresponding to the first field of view and a picture corresponding to the target field of view, which is determined based on the position information of the virtual object and is different from the first field of view.
It expands the player's field of vision, increases the acquisition of information about the virtual environment around the virtual object, improves the accuracy and interaction efficiency of game decisions, and improves the player's gaming experience.
Smart Images

Figure CN2024121033_26062025_PF_FP_ABST
Abstract
Description
Game control method, game control device, computer equipment, computer readable storage medium and program product
[0001] CROSS-REFERENCE TO RELATED APPLICATIONS
[0002] This application is based on the Chinese patent application with application number 202311758047X and application date December 19, 2023, and claims the priority of the Chinese patent application. The entire content of the Chinese patent application is hereby introduced into this application as a reference. Technical Field
[0003] The embodiments of the present application relate to the field of computer technology, and in particular to a game control method, a game control device, a computer device, a computer-readable storage medium, and a program product. Background Art
[0004] With the continuous development of computer technology, the number of players in Multiplayer Online Battle Arena (MOBA) games is increasing. MOBA games can display a virtual environment and virtual objects within it. Players control virtual objects to move around in the virtual environment and interact with the virtual environment and other virtual players using virtual props.
[0005] In MOBA games, the field of view of virtual objects in the virtual environment is a very important attribute for players. Players obtain the field of view of virtual objects by controlling the movement of virtual objects in the virtual environment. The field of view is the picture obtained by the virtual object observing the virtual environment. Players use the field of view to obtain information about the virtual environment and make game decisions based on the virtual environment information.
[0006] Summary of the Invention
[0007] The embodiments of the present application provide a method for controlling a game, a device for controlling a game, a computer device, a computer-readable storage medium, and a program product. The technical solution is as follows:
[0008] In one aspect, an embodiment of the present application provides a method for controlling a game, the method being executed by a computer device, the method comprising:
[0009] Displaying a first game screen, where the first game screen includes a screen corresponding to a first field of view, where the first field of view is a field of view of a virtual object in a virtual environment;
[0010] In response to a trigger operation on the first game screen, displaying a second game screen;
[0011] Among them, the second game screen includes the first game screen and the target field of view screen, the target field of view screen is determined based on the second field of view range and the virtual environment, the second field of view range is determined based on the posture information of the virtual object, and the second field of view range is different from the first field of view range.
[0012] On the other hand, an embodiment of the present application provides a game control device, the device comprising:
[0013] A first display module is configured to display a first game screen, wherein the first game screen includes a screen corresponding to a first field of view, where the first field of view is a field of view of a virtual object in a virtual environment;
[0014] a second display module configured to display a second game screen in response to a triggering operation on the first game screen;
[0015] Among them, the second game screen includes the first game screen and the target field of view screen, the target field of view screen is determined based on the second field of view range and the virtual environment, the second field of view range is determined based on the posture information of the virtual object, and the second field of view range is different from the first field of view range.
[0016] On the other hand, an embodiment of the present application provides a computer device, which includes a processor and a memory, wherein the memory stores the computer-executable instructions or computer program, and the computer-executable instructions or computer program are loaded and executed by the processor to enable the computer device to implement the game control method of the embodiment of the present application.
[0017] On the other hand, a computer-readable storage medium is also provided, in which computer-executable instructions or a computer program are stored. The computer-executable instructions or the computer program are loaded and executed by a processor to enable a computer to implement the game control method of an embodiment of the present application.
[0018] On the other hand, a computer program or computer program product is also provided, including computer executable instructions or a computer program, which, when executed by a processor, can implement the game control method of the embodiment of the present application.
[0019] The technical solutions provided by the embodiments of the present application bring at least the following beneficial effects:
[0020] The technical solution provided by the embodiment of the present application enriches the variety of visual fields for users to observe virtual scenes in the human-computer interaction interface by displaying a second game screen, which includes a target visual field corresponding to the second visual field range and a first game screen corresponding to the first visual field range. The second visual field range is different from the first visual field range. By expanding the displayed visual field range, players can better obtain virtual environment information around virtual objects, increasing the scalability and interactivity of the visual field range. Game players can use the expanded visual field range to make timely game decisions based on the virtual environment information, improve the efficiency of human-computer interaction, and thus enhance the player's gaming experience. BRIEF DESCRIPTION OF THE DRAWINGS
[0021] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the following briefly introduces the drawings required for use in the description of the embodiments. Obviously, the drawings described below are only some embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without any creative work.
[0022] FIG1A is a schematic diagram of a first implementation environment of a game control method provided by an embodiment of the present application;
[0023] FIG1B is a schematic diagram of a second implementation environment of a game control method provided in an embodiment of the present application;
[0024] FIG2 is a flow chart of a game control method provided by an embodiment of the present application;
[0025] FIG3 is a schematic diagram of a first game screen provided in an embodiment of the present application;
[0026] FIG4 is a flow chart of generating a second game screen according to an embodiment of the present application;
[0027] FIG5 is a schematic diagram of a second game screen provided in an embodiment of the present application;
[0028] FIG6 is a schematic diagram of a second game screen after a target field of view screen moves, provided by an embodiment of the present application;
[0029] FIG7 is a schematic diagram of a second game screen after the target field of view screen is enlarged according to an embodiment of the present application;
[0030] FIG8 is a schematic diagram of an interaction process between an application and a server provided in an embodiment of the present application;
[0031] FIG9 is a schematic diagram of the structure of a game control device provided in an embodiment of the present application;
[0032] FIG10 is a schematic structural diagram of a terminal device provided in an embodiment of the present application;
[0033] FIG11 is a schematic structural diagram of a server provided in an embodiment of the present application;
[0034] FIG12 is a schematic diagram of a switching target field of view screen and a first game screen display area provided by an embodiment of the present application;
[0035] FIG13 is a schematic diagram of adjusting the transparency of a target field of view provided in an embodiment of the present application. DETAILED DESCRIPTION
[0036] In order to make the purpose, technical solutions and advantages of this application clearer, the application will be further described in detail below with reference to the accompanying drawings. The described embodiments should not be regarded as limiting this application. All other embodiments obtained by ordinary technicians in this field without making creative work are within the scope of protection of this application.
[0037] It should be noted that the terms "first," "second," and the like in this application are used to distinguish similar objects and are not necessarily used to describe a specific order or precedence. It should be understood that the terms used in this manner are interchangeable where appropriate, so that the embodiments of the present application described herein can be implemented in an order other than that illustrated or described herein. The embodiments described in the following exemplary embodiments do not represent all embodiments consistent with the present application. Instead, they are merely examples of apparatus and methods consistent with certain aspects of the present application, as detailed in the appended claims.
[0038] Before introducing the technical solution of the present application, the abbreviations and key terms involved in the embodiments of the present application are defined first.
[0039] Virtual environment: refers to the environment provided (or displayed) when an application is running on a terminal device. This virtual environment is the environment created for virtual objects to carry out activities. A virtual environment can be a two-dimensional virtual environment, a 2.5-dimensional virtual environment, or a three-dimensional virtual environment. A virtual environment can be a simulation of the real world, a semi-simulation of the real world, or a purely fictional environment. For example, the virtual environment involved in the embodiments of this application is a three-dimensional virtual environment.
[0040] Virtual objects refer to movable objects within a virtual environment. These movable objects can be virtual characters, virtual animals, or animated characters. Players can manipulate virtual objects through external components or by tapping the touchscreen display. Each virtual object has its own unique shape and volume within the virtual environment and occupies a portion of the virtual space. For example, in a three-dimensional virtual environment, virtual objects are three-dimensional models created using animation skeletal technology.
[0041] Third-person perspective: refers to the position of the virtual camera in the game at a certain distance behind the virtual object controlled by the player. The player can see the virtual object controlled by the player and all elements in the surrounding environment in the virtual environment.
[0042] First-person perspective: The game is played from the player's subjective perspective.
[0043] Computer vision (CV) is the science of making machines "see." Specifically, it refers to using cameras and computers to replace the human eye in object recognition and measurement, and further image processing to create images more suitable for human observation or transmission to instruments. As a scientific discipline, computer vision studies related theories and technologies, aiming to build artificial intelligence systems that can extract information from images or multidimensional data. Large model technology has brought significant changes to the development of computer vision technology. Pre-trained models in the field of vision, such as the swin-transformer, the Vision Transformer (ViT), the Vision Mixture Encoder (V-MOE), and masked autoencoders (MAE), can be quickly and widely applied to specific downstream tasks through fine-tuning. Computer vision technology generally includes image processing, image recognition, image semantic understanding, image retrieval, optical character recognition (OCR), video processing, video semantic understanding, video content / behavior recognition, three-dimensional object reconstruction, three-dimensional (3D) technology, virtual reality, augmented reality, simultaneous positioning and mapping, and other technologies. It also includes common biometric recognition technologies such as face recognition and fingerprint recognition.
[0044] Before explaining Figure 1A, we first introduce the game modes involved in the solution implemented in collaboration between the terminal device and the server. The solution implemented in collaboration between the terminal device and the server mainly involves two game modes, namely local game mode and cloud game mode. Among them, the local game mode refers to the terminal device and the server jointly running the game processing logic. The operation instructions entered by the player in the terminal device are partially processed by the terminal device running the game logic, and the other part is processed by the server running the game logic. In addition, the game logic processing run by the server is often more complex and requires more computing power; the cloud game mode refers to the game logic processing being completely run by the server, and the cloud server renders the game scene data into an audio and video stream, and transmits it to the terminal device for display via the network. The terminal device only needs to have basic streaming media playback capabilities and the ability to obtain the player's operation instructions and send them to the server.
[0045] FIG1A is a schematic diagram of a first implementation environment of a game control method provided in an embodiment of the present application. As shown in FIG1A , the implementation environment includes: a terminal device 101 and a server 102 .
[0046] The terminal device 101 has a client installed and running that can provide a virtual environment. The terminal device 101 is used to execute the game control method provided in the embodiments of the present application. The terminal device 101 displays virtual objects and a virtual environment containing the virtual objects. This is suitable for an application mode that relies on the computing power of the server 102 to complete the calculation of the virtual scene and output the virtual scene on the terminal device 101.
[0047] Exemplarily, the client can be a game client, and the game client that provides a virtual environment in the terminal device 101 can be a third-person shooter (TPS) game, a first-person shooter (FPS) game, a multiplayer online tactical competitive (MOBA) game, a multiplayer shooting survival game, a massively multiplayer online role-playing game (MMO), an action role-playing game (ARPG), a virtual reality (VR) client, an augmented reality (AR) client, a three-dimensional map program, a map simulation program, a social client, an interactive entertainment client, etc.
[0048] Server 102 is used to provide background services for the game client installed on terminal device 101, which is capable of providing a virtual environment. In some embodiments, server 102 performs primary computing tasks, while terminal device 101 performs secondary computing tasks. Alternatively, server 102 performs secondary computing tasks, while terminal device 101 performs primary computing tasks. Alternatively, terminal device 101 and server 102 may utilize a distributed computing architecture for collaborative computing.
[0049] In some embodiments, the terminal device 101 may be any electronic device that can interact with a user through one or more methods such as a keyboard, a touchpad, a remote control, voice interaction, or a handwriting device. For example, the terminal device 101 may be a smartphone, a tablet computer, a laptop computer, a desktop computer, a smart speaker, a smart watch, a personal computer (PC), a mobile phone, a personal digital assistant (PDA), a wearable device, a pocket PC (PPC), a smart car computer, a smart TV, etc.
[0050] Terminal device 101 may generally refer to one of multiple terminal devices. This embodiment uses terminal device 101 as an example. Those skilled in the art will appreciate that the number of terminal devices 101 may be greater or lesser. For example, there may be only one terminal device 101, or there may be dozens, hundreds, or even more terminal devices 101. This embodiment of the application does not limit the number or type of terminal devices 101.
[0051] The server 102 is a single server, or a server cluster consisting of multiple servers, or any one of a cloud computing platform and a virtualization center, which is not limited in the embodiments of the present application. The server 102 is directly or indirectly connected to the terminal device 101 via a wired or wireless communication method. The server 102 has a data receiving function, a data processing function, and a data sending function. Of course, the server 102 may also have other functions, which are not limited in the embodiments of the present application.
[0052] Taking the visual perception of a virtual scene as an example, the server 200 calculates virtual scene-related display data (such as scene data) and sends it to the terminal device 400 through the network 300. The terminal device 400 relies on graphics computing hardware to complete the loading, parsing and rendering of the display data, and relies on graphics output hardware to output the virtual scene to form visual perception. For example, a two-dimensional video frame can be presented on the display screen of a smartphone, or a video frame with a three-dimensional display effect can be projected on the lenses of augmented reality / virtual reality glasses. As for the perception of the form of the virtual scene, it can be understood that the corresponding hardware output of the terminal device 400 can be used, such as using a microphone to form auditory perception, using a vibrator to form tactile perception, and so on.
[0053] As an example, a client (such as an online version of a game application) is running on the terminal device 400, and during the operation of the client, a virtual scene including role-playing is output. The virtual scene can be an environment for game characters to interact, such as plains, streets, valleys, etc. for game characters to fight against each other; the first virtual object can be a game character controlled by the user, that is, the first virtual object is controlled by the real user, and will move in the virtual scene in response to the real user's operation of the controller (such as a touch screen, voice-controlled switch, keyboard, mouse and joystick, etc.). For example, when the real user moves the joystick to the right, the first virtual object will move to the right in the virtual scene, and can also remain still, jump, and control the first virtual object to perform shooting operations, etc.
[0054] As an example, when a user plays a game on a terminal device 400, virtual objects and virtual scenes are displayed in the human-computer interaction interface of the terminal device 400. The server 200 generates data for a corresponding second game screen using the game control method provided in an embodiment of the present application. The second game screen includes the first game screen and the target field of view screen. The second field of view corresponding to the target field of view screen is different from the first field of view of the virtual object. The server 200 sends the game screen data to the terminal device 400 via the network, so that the user can observe a wider game screen and enhance the user's gaming experience.
[0055] Those skilled in the art should understand that the above-mentioned terminal device 101 and server 102 are merely examples, and other existing or future terminal devices or servers, if applicable to the present application, should also be included in the scope of protection of the present application and are incorporated herein by reference.
[0056] In some embodiments, referring to FIG1B , FIG1B is a schematic diagram of a second implementation environment of a game control method provided in an embodiment of the present application, which is applicable to some application modes that completely rely on the graphics processing hardware computing power of the terminal device 400 to complete the relevant data calculation of the virtual scene, such as stand-alone / offline mode games, and complete the output of the virtual scene through various types of terminal devices 400 such as smart phones, tablet computers, and virtual reality / augmented reality devices.
[0057] As an example, types of graphics processing hardware include a central processing unit (CPU) and a graphics processing unit (GPU).
[0058] When forming visual perception of a virtual scene, the terminal device 400 calculates the data required for display through graphics computing hardware, and completes the loading, parsing and rendering of the display data, and outputs video frames that can form visual perception of the virtual scene on the graphics output hardware, for example, presenting two-dimensional video frames on the display screen of a smartphone, or projecting video frames to achieve a three-dimensional display effect on the lenses of augmented reality / virtual reality glasses; in addition, in order to enrich the perception effect, the terminal device 400 can also use different hardware to form one or more of auditory perception, tactile perception, motion perception and taste perception.
[0059] As an example, a client (e.g., a stand-alone game application) is running on the terminal device 400. During the operation of the client, a virtual scene including a role-playing game is output. The virtual scene can be an environment for game characters to interact, such as a plain, street, valley, etc. for game characters to fight. The first virtual object can be a game character controlled by a user. That is, the first virtual object is controlled by a real user and will move in the virtual scene in response to the real user's operation on a controller (e.g., a touch screen, voice-activated switch, keyboard, mouse, joystick, etc.). For example, when the real user moves the joystick to the right, the first virtual object will move to the right in the virtual scene. The first virtual object can also remain stationary, jump, and control the first virtual object to perform shooting operations. The human-computer interaction interface of the terminal device 400 displays a second game screen 103B, which includes the first game screen 104B and the target field of view screen 105B.
[0060] The present application provides a method for controlling a game. This method can be applied to the implementation environment shown in FIG. 1A or FIG. 1B . Taking the flowchart of a method for controlling a game provided in an embodiment of the present application shown in FIG. 2 as an example, this method can be executed solely by the terminal device 101 in FIG. 1B , or can be executed interactively by the terminal device 101 and the server 102 (e.g., FIG. 1A ). Taking the method executed by the terminal device 101 as an example, as shown in FIG. 2 , the method includes the following steps 210 to 220.
[0061] In step 210 , a first game screen is displayed, where the first game screen includes a screen corresponding to a first field of view, where the first field of view is a field of view of a virtual object in a virtual environment.
[0062] In an exemplary embodiment of the present application, a game client capable of providing a virtual environment is installed and running on a terminal device. The game client can be a client for any type of game, and this embodiment of the present application is not limited thereto. For example, the client in the embodiment of the present application is a gaming application. In response to the application receiving a start command, the terminal device displays the application's game preloading interface, wherein the game preloading interface may include a player team formation interface, a game matching interface, and a current game loading interface.
[0063] Exemplarily, a virtual environment is an environment provided by an application on a terminal device. Within the virtual environment, multiple virtual objects can be displayed, where different virtual objects can be controlled by different players. In addition to displaying virtual objects, the virtual environment can also display environmental elements. These environmental elements can include mountains, plains, rivers, lakes, oceans, deserts, swamps, quicksand, skies, plants, buildings, etc.; environmental elements can also include virtual props, vehicles, etc. This application describes the virtual environment as an example and does not limit it.
[0064] In an exemplary embodiment of the present application, after the game starts, the application of the terminal device can display a first game screen, which includes a screen corresponding to a first field of view. The first field of view is the field of view of a virtual object located in a virtual environment, that is, the screen captured by observing the virtual environment based on the perspective of the virtual object. The perspective of the virtual object can refer to the first-person perspective of the virtual object, or it can refer to the third-person perspective of the virtual object, etc., and this embodiment of the present application does not limit this.
[0065] Exemplarily, the perspective of a virtual object can be determined based on the virtual environment captured by a virtual camera. When using a first-person perspective, the virtual camera can be located around or within the virtual object's eyes. When using a third-person perspective, the virtual camera can be located behind the virtual object and bound to the virtual object, or it can be located at any position within a reference distance from the virtual object. The virtual camera can be used to observe the virtual object in the virtual environment from different angles. The reference distance is set based on experience or flexibly adjusted according to the virtual environment. Exemplarily, in addition to the first-person and third-person perspectives, other perspectives are also included, such as a bird's-eye view. When using a bird's-eye view, the virtual camera can be located above the virtual object's head. The bird's-eye view is the perspective of observing the virtual environment from an aerial perspective. It should be noted that the virtual camera is only used to represent the images in the virtual environment that the virtual object can observe from different perspectives; the virtual camera is not actually displayed in the game screen.
[0066] This application is explained using the first-person perspective of a virtual object as an example, that is, the first game screen is a screen displayed from the first-person perspective, and the virtual camera corresponding to the first-person perspective is the second virtual camera.
[0067] Exemplarily, initial posture information of the virtual object and parameter information of the second virtual camera are obtained, the initial posture information including at least one of initial position information, initial orientation information or initial posture information of the virtual object in the virtual environment, and the second virtual camera is used to generate a picture corresponding to the first field of view; based on the initial posture information and the parameter information of the second virtual camera, the first field of view of the virtual object is determined in the virtual environment; and the first game screen is displayed based on the first field of view.
[0068] Among them, the parameter information of the second virtual camera may include the internal parameters of the second virtual camera, and the internal parameters of the second virtual camera may include but are not limited to focal length, principal point coordinates, and distortion coefficients. The first game screen is a screen generated by the second virtual camera that automatically follows the virtual object, and the second virtual camera is used to simulate the first-person perspective of the virtual object. When the position of the virtual object in the virtual environment changes, the position of the second virtual camera changes with the position of the virtual object in the virtual environment, but the relative position of the second virtual camera and the virtual object remains unchanged. Therefore, the external parameter information of the second virtual camera can be determined by the initial posture information of the virtual object, wherein the external parameter information of the second virtual camera may include but is not limited to the position and orientation of the second virtual camera.
[0069] After obtaining the initial pose information of the virtual object and the parameter information of the second virtual camera, a first field of view of the first virtual object can be determined in the virtual environment based on the initial pose information and the parameter information of the second virtual camera. The first field of view is the field of view of the virtual object in the virtual environment, which can be represented by the field of view that can be captured by the second virtual camera.
[0070] After obtaining the first field of view of the virtual object, a screen corresponding to the first field of view can be determined in the virtual environment based on the first field of view of the virtual object. For example, a screen captured by the second virtual camera in the virtual environment can be obtained based on the internal parameters of the second virtual camera. The screen captured by the second virtual camera is rendered to obtain the first game screen.
[0071] Figure 3 is a schematic diagram of a first game screen provided by an embodiment of the present application. As shown in Figure 3, the first game screen may include a field of view control 310, a posture control 320, a virtual joystick control 330, a global map 340, virtual props 350, a virtual health bar 360, and a direction information display unit 370.
[0072] The field of view control 310 can display the current state of the field of view control. The field of view control displays the energy 311 of the virtual object. For example, when the field of view control 310 is in the triggerable state, the energy 311 of the virtual object fills the entire circle. The circle can represent the energy threshold of the field of view control in the triggerable state. When the field of view control 310 is in the non-triggered state (not shown in the figure), the energy 311 of the virtual object does not fill the entire circle. As the virtual object spends more time in the virtual environment, the energy 311 of the virtual object will dynamically change, gradually filling the entire circle.
[0073] For example, virtual object energy refers to a resource in a virtual game. Virtual object energy is adjusted and allocated in real time based on the virtual object's behavior and the progress of the game. For example, the value of a virtual object's energy may gradually increase as the game duration increases, or the virtual object may consume energy when performing certain actions.
[0074] The posture control 320 and the virtual joystick control 330 are used to control the position and posture of the virtual object in the virtual environment. The virtual joystick control 330 can be used to control the movement of the virtual object in the virtual environment, such as running, squatting, and lying down. The position of the virtual object in the virtual environment can be obtained by observing the global map 340, and the direction information display unit 370 can display the current viewing direction of the virtual object. The current viewing direction of the virtual object can be the direction of the center of the first field of view. By rotating the screen of the terminal device, the viewing direction of the virtual object can be changed, so that information about the virtual environment around the virtual object can be obtained.
[0075] Virtual objects interact with the virtual environment or other player-controlled virtual objects through virtual props 350. Virtual objects can obtain virtual props 350 while moving in the virtual environment. Virtual props 350 can include multiple virtual props, each with different functions. Virtual props that expand the field of view can be displayed within virtual props 350 or not, and virtual objects can directly use virtual props that expand the field of view. The first game screen can also display the virtual object's virtual health 360, which can represent the virtual object's life status.
[0076] It should be noted that the content contained in the first game screen in this application is an exemplary description. The first game screen can be set based on actual needs, and this application does not impose any restrictions on this.
[0077] In step 220, in response to a trigger operation on the first game screen, a second game screen is displayed, and the target field of view screen is determined based on a second field of view range and a virtual environment. The second field of view range is determined based on the posture information of the virtual object, and the second field of view range is different from the first field of view range.
[0078] In an exemplary embodiment of the present application, before receiving the trigger information for expanding the field of view, the trigger operation of the field of view control may also be detected. In response to detecting the trigger operation of the field of view control, the trigger information for expanding the field of view is obtained. The field of view control is located in the first game screen. In some embodiments, before detecting the trigger operation of the field of view control, the state of the field of view control may also be detected. The state of the field of view control includes a triggerable state and a non-trigger state. When the field of view control is in a triggerable state, the field of view control may receive a trigger operation and generate corresponding trigger information after receiving the trigger operation; when the field of view control is in a non-trigger state, the field of view control does not receive a trigger operation or even if the field of view control receives a trigger operation, it does not generate corresponding trigger information.
[0079] For example, the state of the field of view control can be determined by the energy of the virtual object. For example, the current energy of the virtual object is detected; the current energy of the virtual object is compared with an energy threshold, where the energy threshold is the energy required for the field of view control to be in a triggerable state. In response to the energy of the virtual object being no less than the energy threshold, the field of view control is in a triggerable state; in response to the energy of the virtual object being less than the energy threshold, the field of view control is in a non-triggered state.
[0080] In some embodiments, the energy of a virtual object can be proportional to game time. That is, as the player's game time increases, the energy of the virtual object also increases. When the game time reaches a time threshold, i.e., an energy threshold, the field of view control enters a triggerable state. For example, the energy threshold of the field of view control can be configured to be 3 minutes. As the virtual object's time in the virtual environment increases, the energy of the virtual object also increases. When the virtual object's energy is at least 3 minutes, the field of view control enters a triggerable state. The field of view control in the triggerable state is used to receive trigger operations, which may include but are not limited to click operations.
[0081] Exemplarily, the state of the field of view control can be determined by the first state of the virtual object. For example, the first state of the virtual object is detected, wherein the first state is the state of the virtual object in the virtual environment at the current moment. In response to the first state of the virtual object satisfying the abnormal trigger state, the field of view control is in a non-trigger state. When the field of view control is in a non-trigger state, even if a trigger operation is received, no corresponding trigger information is generated. Among them, the abnormal trigger state includes at least one of a knockdown state, a vehicle use state, a climbing state, or a waiting for rescue state. It should be noted that the content of the abnormal trigger state in this application is an exemplary description, and the abnormal trigger state can be set based on the actual situation, and this application does not impose any restrictions on this.
[0082] For example, the knockdown state is a state in which the virtual object is attacked by a virtual object or hit by an obstacle and falls to the ground. When in the knockdown state, the target field of view screen is not displayed. The vehicle use state refers to at least one of the following states related to the vehicle: the virtual object is riding a vehicle (for example, sitting in the passenger seat of a car), driving a vehicle (for example, driving a motorcycle or riding a bicycle), located inside a vehicle (for example, riding an airplane or a ship), and located above a vehicle (for example, riding a horse). The waiting for rescue state is a state in which the life value of the first virtual object returns to zero and the virtual object waits for rescue by other virtual objects. From the moment the life value returns to zero, the virtual object enters the waiting for rescue state. When the preconfigured time is reached, the waiting for rescue state ends and the virtual object dies. In the climbing state, the terrain on which the virtual object performs the climbing action can be flat ground, a ramp, a cliff or a wall.
[0083] In an exemplary embodiment of the present application, after detecting the state of the field of view control, in response to the field of view control being in a triggerable state, a triggering operation of the field of view control is detected. Exemplarily, the state of the field of view control is detected, and when the field of view control is in a triggerable state, whether the field of view control has received a triggering operation is detected. In response to the field of view control receiving the triggering operation and the use of a virtual prop, trigger information for expanding the field of view is obtained. For example, upon detecting that the field of view control has received a triggering operation, a virtual prop is generated, and upon receiving the use of the virtual prop, trigger information for expanding the field of view is generated.
[0084] In an exemplary embodiment of the present application, in response to receiving a trigger message for expanding the field of view, a second field of view is determined based on the pose information of the virtual object. Exemplarily, the field of view direction and the position information of the first virtual camera are determined based on the pose information of the virtual object, where the field of view direction is the direction corresponding to the second field of view. For example, the field of view direction may be the direction corresponding to the centerline of the second field of view. The pose information of the virtual object may include the orientation of the virtual object, and the angle between the field of view direction and the orientation of the virtual object is the reference angle.
[0085] Exemplarily, the position information of the virtual object may include at least one of the position information, orientation information or posture information of the virtual object. Based on the orientation information of the virtual object, the orientation of the virtual object is determined. In conjunction with Figure 3, the orientation of the virtual object can be obtained by the direction information display unit 370. The field of view direction is determined by the orientation of the virtual object, and the angle between the field of view direction and the orientation of the virtual object is the reference angle. The field of view direction can be one or more, and each field of view direction corresponds to a reference angle. The reference angle can be positive and negative. When the reference angle is positive, the orientation of the virtual object is rotated clockwise by the reference angle to obtain the field of view direction; when the reference angle is negative, the orientation of the virtual object is rotated counterclockwise by the reference angle to obtain the field of view direction, wherein the size of the reference angle can be set based on actual conditions.
[0086] In an exemplary embodiment of the present application, the number of viewing directions and the size of the reference angle are fixed values. This application uses two viewing directions as an example for illustration. For example, the reference angle is set to ±135°, that is, the angle between the viewing direction and the orientation of the virtual object is 135°. In this case, the viewing direction is the left and right rear directions of the virtual object.
[0087] In another exemplary embodiment of the present application, in the game setting interface, the player can set the size and number of reference angles based on their own habits. The corresponding field of view direction can be obtained according to the size and number of reference angles set by the player.
[0088] It should be noted that, due to the difference between the field of view direction and the orientation of the virtual object, in the subsequent process, the second field of view range determined based on the field of view direction is different from the first field of view range. The first field of view range may partially overlap with the second field of view range, or the second field of view range may not overlap with the first field of view range at all.
[0089] In an exemplary embodiment of the present application, the first virtual camera can be fixed at a reference position of the virtual object, for example, fixed at or around the head of the virtual object. The position information of the first virtual camera can be determined based on the position information and posture information of the virtual object, and the orientation of the first virtual camera can be the field of view. The first virtual camera moves as the virtual object moves, i.e., the relative position of the first virtual camera and the virtual object remains unchanged.
[0090] In an exemplary embodiment of the present application, after determining the position information of the first virtual camera, parameter information of the first virtual camera may be obtained, and the second field of view range may be determined based on the parameter information, position information, and field of view direction of the first virtual camera.
[0091] For example, the parameter information of the first virtual camera may include, but is not limited to, focal length, principal point coordinates, and distortion coefficients. The position and orientation of the first virtual camera are determined using the position information and field of view of the first virtual camera. The parameter information of the first virtual camera can be used to determine the second field of view in the virtual environment. The number of first virtual cameras can be determined based on the number of field of view directions, with each field of view direction corresponding to a first virtual camera.
[0092] In an exemplary embodiment of the present application, after the second field of view is determined, the image of the first virtual camera may be rendered based on the second field of view and the virtual environment to obtain a target field of view image.
[0093] For example, based on the second field of view, the image to be rendered by the first virtual camera can be obtained, and rendering parameters can be obtained using relevant information of the virtual environment. The image of the first virtual camera is rendered using the rendering parameters to obtain a target field of view image. After obtaining the target field of view image, the target field of view image can be stored in a rendering canvas (Render Target).
[0094] In an exemplary embodiment of the present application, a second game screen may be generated before the second game screen is displayed. FIG4 is a flowchart of generating a second game screen provided in an embodiment of the present application. As shown in FIG4 , generating the second game screen may include steps 231 to 233.
[0095] In step 231 , initial parameter information of the target field of view is acquired, where the initial parameter information includes at least one of the size of the target field of view or the position of the target field of view.
[0096] Exemplarily, the target field of view screen may be a rectangular screen, and the length and width of the rectangular screen are obtained to determine the size of the target field of view screen, wherein the target field of view screen is smaller than the first game screen.
[0097] In step 232, the target field of view screen is superimposed on the first game screen based on the initial parameter information to obtain a superimposed screen. The target field of view screen is smaller than the first game screen and is located above the first game screen.
[0098] Exemplarily, the target field of view screen in the rendering canvas (Render Target) is adjusted based on the parameter information of the target field of view screen, and the adjusted target field of view screen is superimposed on the first game screen based on the position information of the target field of view screen. Since the target field of view screen is smaller than the first game screen, the target field of view screen is located above the first game screen when the screens are superimposed.
[0099] In step 233, the rendering parameters of the overlay image are adjusted to obtain a second game image.
[0100] Adjusting the rendering parameters may include, but is not limited to, fading the overlay image. For example, by adjusting the transparency of the target field of view image, the second game image is obtained.
[0101] In an exemplary embodiment of the present application, after obtaining the second game screen, the second game screen can be displayed. This application takes the number of target field of view screens as 2 as an example, and Figure 5 is a schematic diagram of a second game screen provided by an embodiment of the present application. As shown in Figure 5, the second game screen may include a first game screen 410, a first target field of view screen 420, and a second target field of view screen 430, wherein the first game screen 410 is the screen corresponding to the first field of view range of the virtual object at the current moment, and the first target field of view screen 420 and the second target field of view screen 430 are the screens corresponding to the second field of view range of the virtual object at the current moment. For example, the first target field of view screen 420 can display the field of view screen of the left rear of the virtual object, and the second target field of view screen 430 can display the field of view screen of the right rear of the virtual object. When the virtual object moves, the first game screen 410, the first target field of view screen 420, and the second target field of view screen 430 also change accordingly.
[0102] During the game, the second game screen not only allows players to view the first game screen in the direction of the virtual object's movement, but also provides a visual representation of the virtual object's target in other directions. This provides better information about the virtual object's surroundings. Through the second game screen, players can quickly switch combat modes, attacking other virtual objects or avoiding their attacks.
[0103] This application obtains a second game screen by superimposing a first game screen corresponding to a first field of view range with a target field of view screen corresponding to a second field of view range. During the game, the player's field of view is expanded, and the player's grasp of the virtual environment around the virtual object is increased. The player can observe the surrounding virtual environment without rotating the screen, thereby improving the player's gaming experience.
[0104] In an exemplary embodiment of the present application, after obtaining the second game screen, control information for the target field of view screen in the second game screen may also be detected, where the control information includes at least one of position movement information, screen zoom information, or screen zoom information; in response to detecting the control information, the target field of view screen is controlled to perform a corresponding operation based on the control information. The control information may be generated based on trigger information of the target field of view screen. When there are multiple target field of view screens in the second game screen, the multiple target field of view screens may be controlled simultaneously based on the control information, or a selected target field of view screen may be controlled based on the control information.
[0105] For example, the triggering operation for position movement information may be long pressing the target field of view screen, the triggering operation for screen zooming information may be double-clicking the target field of view screen or moving the double-press points on the target field of view screen toward the outside of the target field of view screen, and the triggering operation for screen zooming information may be single-clicking the target field of view screen or moving the double-press points on the target field of view screen toward the inside of the target field of view screen. When a triggering operation for the target field of view screen is detected, corresponding triggering information may be generated, and control information for the target field of view screen may be generated based on the triggering information.
[0106] In some embodiments, when the control information is position movement information, the movement information of the pressed position in the target field of view screen can be detected, and corresponding control information can be generated based on the movement information of the pressed position. The control information is used to control the target field of view screen to move along with the movement information of the pressed position. Figure 6 is a schematic diagram of a second game screen after a target field of view screen is moved, provided in an embodiment of the present application. In conjunction with Figures 5 and 6, after receiving different position movement information, the first target field of view screen 420 and the second target field of view screen 430 can control the movement of the first target field of view screen 420 and the second target field of view screen 430 based on the position movement information.
[0107] Exemplarily, when the control information is screen magnification information, the trigger operation of the target field of view screen can be detected. When the trigger operation is double-clicking the target field of view screen, the target field of view screen generates corresponding control information based on the reference magnification ratio, wherein the reference magnification ratio can be set based on the actual situation, or it can be a reference magnification ratio set in advance by the application. When the trigger operation is the double press point moving from the target field of view screen to the outside of the target field of view screen, the magnification ratio can be determined based on the distance moved between the two press points, and the corresponding control information is generated based on the magnification ratio. After obtaining the corresponding control information, the target field of view screen is magnified based on the control information. Figure 7 is a schematic diagram of a second game screen after the target field of view screen is enlarged provided by an embodiment of the present application. As shown in Figure 7, the second target field of view screen 430 receives the control information for screen magnification, and the control information includes the magnification ratio. The second target field of view screen 430 performs the screen magnification operation based on the magnification ratio in the control information.
[0108] It should be noted that the control information for the screen reduction information is similar to the control information for the screen enlargement information, and will not be described in detail here.
[0109] During the game, players can adjust the size and position of the target field of view screen. They can adjust the target field of view screen to a specified position, enlarge or reduce the target field of view screen, and to a certain extent reduce the obstruction of the target field of view screen on the effective virtual environment information in the first game screen, so that players can better observe the target field of view screen and the first game screen, and improve the player's control over the virtual environment around the virtual object.
[0110] In some embodiments, after displaying the second game screen, in response to a switching operation on the target field of view screen in the second game screen, or in response to a switching operation on the first game screen in the second game screen, the display areas of the target field of view screen and the first game screen are exchanged to form a fourth game screen; the fourth game screen includes an overlaid screen of the first game screen and the target field of view screen, the first game screen is larger than the target field of view screen, and the first game screen is located above the target field of view screen.
[0111] For example, the switching operation can be any of the following operations: a drag operation, a double-click operation, and a long press operation. Swapping the display areas of the target field of view screen and the first game screen can be achieved by determining a first display area of the first game screen and a second display area of the target field of view screen, displaying the target field of view screen in the first display area, and displaying the first game screen in the second display area.
[0112] Referring to Figure 12, which is a schematic diagram illustrating a method for switching between a target field of view screen and a first game screen display area, according to an embodiment of the present application, in response to a drag operation on first game screen 410 or first target field of view screen 420 in Figure 5, a fourth game screen is displayed as shown in Figure 12. In Figure 12, first game screen 410 is superimposed on first target field of view screen 420.
[0113] In the embodiment of the present application, by switching the screen display area, the target field of view screen is expanded, which makes it easier for users to view the target field of view screen and make decisions in the game based on the content of the target field of view screen, thereby improving the efficiency of human-computer interaction and the user experience.
[0114] In some embodiments, after displaying the second game screen, in response to a sliding operation on the target field of view screen in the second game screen, the transparency of the target field of view screen changes with the sliding operation; in response to the end position of the sliding operation being in the target field of view screen, the fifth game screen is displayed, wherein the fifth game screen includes: the target field of view screen displayed on the first game screen with a first transparency, and the first transparency is the transparency adjusted according to the sliding operation; in response to the end position of the sliding operation being outside the target field of view screen, the target field of view screen with a second transparency is displayed in the second game screen, wherein the second transparency is the transparency of the target field of view screen before the sliding operation.
[0115] For example, transparency refers to the degree to which each pixel in an image allows light to pass through. Transparency describes how each point of the image is blended with the background color or the underlying image. Areas with high transparency allow more of the background color or the underlying image to pass through, appearing more "transparent", while areas with low transparency allow less of the background to pass through, appearing more "opaque". Adjusting the transparency of the target field of view screen can be achieved by adjusting the Alpha channel value of the target field of view screen. The Alpha channel value ranges from 0 to 1. The closer the Alpha channel value is to 0, the more transparent the target field of view screen is, and the more the first game screen below the target field of view screen can be displayed through the target field of view screen. Assume that the upper and lower boundaries of the target field of view screen are used as a reference. A sliding operation toward the upper boundary increases the transparency of the target field of view screen, and a sliding operation toward the lower boundary decreases the transparency of the target field of view screen.
[0116] The end position of the slide operation refers to the position where the slide operation stops or the position where the slide operation has been held for a pre-configured duration. If the end position of the slide operation is outside the target field of view, the user may have mistakenly triggered the transparency adjustment function, and the transparency of the target field of view will be maintained at the transparency before the slide operation was performed. If the end position of the slide operation is within the target field of view, the first transparency adjusted at the end of the slide operation will be used as the transparency of the target field of view, and the fifth game screen formed by the target field of view with the first transparency will be displayed.
[0117] Referring to Figure 13, which is a schematic diagram of adjusting the transparency of a target field of view screen according to an embodiment of the present application, the first target field of view screen 420 above the first game screen 410 is displayed as semi-transparent, and the content of the first game screen 410 below the first target field of view screen 420 is displayed through the first target field of view screen 420.
[0118] In an embodiment of the present application, the transparency of the target field of view screen is adjusted by sliding operation, so that the first game screen can be displayed through the target field of view screen, and the user can freely adjust the transparency, which is convenient for the user to observe the first game screen and the target field of view screen at the same time, expanding the user's field of view, and can improve the convenience of the user's operation of virtual objects, thereby improving the efficiency of human-computer interaction and the user's gaming experience.
[0119] In an exemplary embodiment of the present application, after displaying the second game screen, the generation time of the target field of view screen can also be determined, and the duration of the target field of view screen can be calculated based on the generation time, where the duration is the difference between the current time and the generation time; in response to the duration being greater than or equal to the reference duration, the third game screen is displayed, which is the screen corresponding to the first field of view range of the virtual object at the current moment.
[0120] Exemplarily, the duration of the target field of view is a reference duration, which is set by the server. When the duration of the target field of view is less than the reference duration, a second game screen is displayed, which includes the screen corresponding to the first field of view of the virtual object at the current moment and the target field of view screen. When the duration of the target field of view is greater than or equal to the reference duration, a third game screen is displayed, which includes the screen corresponding to the first field of view of the virtual object at the current moment, i.e., the target field of view screen is no longer displayed.
[0121] In an exemplary embodiment of the present application, after displaying the second screen, the state of the virtual object in the second game screen can also be detected. In response to detecting that the virtual object is in the second state, the third game screen is displayed, and the second state includes at least one of the virtual object being in a death state or a vehicle using state.
[0122] For example, during the process of displaying the target field of view screen, the status of the virtual object is detected in real time. If it is detected that the virtual object is killed and falls to the ground or the virtual object dies, the target field of view screen is cancelled; or if it is detected that the virtual object starts to use a vehicle, the target field of view screen is cancelled.
[0123] In an exemplary embodiment of the present application, the client application implements the use process of virtual props by interacting with the server. Figure 8 is a schematic diagram of the interaction process between an application and a server provided in an embodiment of the present application. As shown in Figure 8, in response to the use operation of the virtual props in the client application, a trigger information for expanding the field of view is generated, and the client sends a request to use the virtual props to the server, wherein the request to use the virtual props may also include the player's identity document (IDentity document, ID) and the ID of the virtual props; the server may verify the request to use the virtual props, for example, determine the first state of the virtual object, and when the request to use the virtual props passes the verification, the server issues an instruction to release the virtual props, wherein the instruction to release the virtual props by the server may also include relevant information for generating the target field of view screen.
[0124] After the client receives the instruction to release the virtual prop, the virtual object can determine that the virtual prop can be used based on the ID of the virtual prop. After the player uses the virtual prop, the client displays the target field of view screen and generates the special effects of using the virtual prop; the server calculates the duration of the target field of view screen. When the duration of the target field of view screen is greater than or equal to the reference duration, the server sends an instruction to the client to end the use of the virtual prop. After receiving the instruction to end the use of the virtual prop, the client cancels the display of the target field of view screen.
[0125] The virtual props provided in the embodiments of the present application can be used as a tactical gameplay prop. When a virtual object is attacked by other virtual objects, the player can use the virtual props to view the target field of view. The second field of view corresponding to the target field of view is different from the first field of view of the virtual object in the current game screen. Therefore, the player can better grasp the virtual environment around the virtual object, quickly adjust the position of the virtual object, and avoid attacks from other virtual objects. And through the target field of view, the positions of the remaining virtual objects around the virtual object can be quickly found and attacked. The use of virtual props can enrich the skills of the game, enhance the interactivity of the game, and help bring a fresher feeling to the players and improve the players' gaming experience.
[0126] The present application also provides a game control device. FIG9 is a schematic diagram of the structure of a game control device provided in an embodiment of the present application. As shown in FIG9 , the device includes:
[0127] A first display module 810 is configured to display a first game screen, the first game screen including a screen corresponding to a first field of view, which is a field of view of a virtual object in a virtual environment;
[0128] A second display module 830 is configured to display a second game screen in response to a trigger operation on the first game screen;
[0129] Among them, the second game screen includes the first game screen and the target field of view screen, the target field of view screen is determined based on the second field of view range and the virtual environment, the second field of view range is determined based on the posture information of the virtual object, and the second field of view range is different from the first field of view range.
[0130] In some embodiments, the acquisition module 820 is further configured to determine the field of view direction and the position information of the first virtual camera based on the posture information of the virtual object before displaying the second game screen, the posture information includes the orientation of the virtual object, and the angle between the field of view direction and the orientation of the virtual object is a reference angle; obtain the parameter information of the first virtual camera, and determine the second field of view range based on the parameter information, position information and field of view direction of the first virtual camera.
[0131] In some embodiments, the second display module 830 is further configured to obtain initial parameter information of the target field of view screen, the initial parameter information including at least one of the size of the target field of view screen or the position of the target field of view screen; based on the initial parameter information of the target field of view screen, the first game screen and the target field of view screen are superimposed to obtain a superimposed screen, the target field of view screen is smaller than the first game screen, and the target field of view screen is located above the first game screen; the rendering parameters of the superimposed screen are adjusted to obtain a second game screen.
[0132] In some embodiments, the first game screen also includes a field of view control, and the first display module 810 is further configured to display the second game interface in response to a triggering operation on the field of view control in the first game screen.
[0133] In some embodiments, the first display module 810 is further configured to detect the state of the field of view control before displaying the second game interface, the state of the field of view control including a triggerable state; in response to the field of view control being in the triggerable state, detect a trigger operation on the field of view control; in response to the trigger operation received by the field of view control and the use operation of the virtual props, execute the step of displaying the second game interface, and the virtual props are generated based on the trigger operation of the field of view control.
[0134] In some embodiments, the first display module 810 is further configured to obtain the energy and energy threshold of the virtual object; in response to the energy of the virtual object being not less than the energy threshold, the field of view control is controlled to be in a triggerable state, and the field of view control in the triggerable state is used to receive a trigger operation, and the trigger operation includes any of the following operations: a click operation, a long press operation, and a sliding operation.
[0135] In some embodiments, the first display module 810 is further configured to obtain a first state of the virtual object, where the first state is the state of the virtual object in the virtual environment at the current moment; in response to the first state of the virtual object satisfying an abnormal trigger state, the field of view control is controlled to be in a non-trigger state, and the abnormal trigger state includes at least one of the following: a knockdown state, a vehicle use state, a climbing state, or a waiting for rescue state.
[0136] In some embodiments, the second display module 830 is further configured to detect control information of the target field of view image, where the control information includes at least one of the following: position movement information, image magnification information, or image reduction information; in response to detecting the control information, the target field of view image is controlled to perform corresponding operations based on the control information.
[0137] In some embodiments, the second display module 830 is further configured to determine the generation time of the target field of view screen, calculate the duration of the target field of view screen based on the generation time, and the duration is the difference between the current time and the generation time; in response to the duration being greater than or equal to the reference duration, display a third game screen, which is the screen corresponding to the first field of view range of the virtual object at the current moment.
[0138] In some embodiments, the second display module 830 is further configured to detect the state of the virtual object in the second game screen, and display the third game screen in response to detecting that the virtual object is in the second state, where the second state includes the virtual object being in a dead state or using a vehicle state.
[0139] In some embodiments, the first display module 810 is further configured to obtain initial posture information of the virtual object and parameter information of the second virtual camera, the initial posture information including at least one of initial position information, initial orientation information or initial posture information of the virtual object in the virtual environment, and the second virtual camera is used to generate a picture corresponding to the first field of view; based on the initial posture information and the parameter information of the second virtual camera, the first field of view of the virtual object is determined in the virtual environment; and the first game screen is displayed based on the first field of view.
[0140] In some embodiments, the second display module 830 is further configured to, after displaying the second game screen, exchange the display areas of the target field of view screen and the first game screen in response to a switching operation on the target field of view screen in the second game screen, or in response to a switching operation on the first game screen in the second game screen, to form a fourth game screen; the fourth game screen includes an overlaid screen of the first game screen and the target field of view screen, the first game screen is larger than the target field of view screen, and the first game screen is located above the target field of view screen.
[0141] In some embodiments, the second display module 830, after displaying the second game screen, responds to a sliding operation on the target field of view screen in the second game screen, and displays a process in which the transparency of the target field of view screen changes with the sliding operation; in response to the end position of the sliding operation being in the target field of view screen, displays the fifth game screen, wherein the fifth game screen includes: the target field of view screen displayed on the first game screen with a first transparency, and the first transparency is the transparency adjusted according to the sliding operation; in response to the end position of the sliding operation being outside the target field of view screen, displays the target field of view screen with a second transparency in the second game screen, wherein the second transparency is the transparency of the target field of view screen before the sliding operation.
[0142] This application obtains a second game screen by superimposing a target field of view corresponding to a second field of view and a first game screen corresponding to a first field of view, wherein the second field of view is different from the first field of view. By expanding the display field of view, players can better obtain virtual environment information around virtual objects based on the second game screen, make game decisions based on the virtual environment information in a timely manner, and improve the player's gaming experience.
[0143] It should be understood that the above-mentioned device is merely an example of the division of the above-mentioned functional modules when implementing its functions. In actual applications, the above-mentioned functions can be assigned to different functional modules as needed, that is, the internal structure of the device can be divided into different functional modules to complete all or part of the functions described above. In addition, the device and method embodiments provided in the above embodiments are based on the same concept. The specific implementation process is detailed in the method embodiment and will not be repeated here.
[0144] FIG10 shows a block diagram of a terminal device 1100 provided in accordance with an exemplary embodiment of the present application. The terminal device 1100 may be any electronic device capable of human-computer interaction with a user through one or more methods, such as a keyboard, touchpad, remote control, voice interaction, or handwriting device. Examples include a personal computer (PC), mobile phone, smartphone, personal digital assistant (PDA), wearable device, Pocket PC (PPC), tablet computer, smart car computer, smart TV, smart speaker, smart watch, etc.
[0145] Typically, the terminal device 1100 includes a processor 1101 and a memory 1102 .
[0146] The processor 1101 may include one or more processing cores, such as a 4-core processor, an 8-core processor, and the like. The processor 1101 may be implemented in at least one hardware form of digital signal processing (DSP), field-programmable gate array (FPGA), and programmable logic array (PLA). The processor 1101 may also include a main processor and a coprocessor. The main processor is a processor for processing data in an awake state, also known as a central processing unit (CPU); the coprocessor is a low-power processor for processing data in a standby state. In some embodiments, the processor 1101 may be integrated with a graphics processing unit (GPU), which is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 1101 may also include an artificial intelligence (AI) processor, which is used to process computing operations related to machine learning.
[0147] The memory 1102 may include one or more computer-readable storage media, which may be non-transitory. The memory 1102 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices and flash memory storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 1102 is used to store at least one instruction, which is executed by the processor 1101 to implement the game control method provided in the method embodiment of the present application.
[0148] In some embodiments, terminal device 1100 may optionally include a peripheral device interface 1103 and at least one peripheral device. Processor 1101, memory 1102, and peripheral device interface 1103 may be connected via a bus or signal lines. Each peripheral device may be connected to peripheral device interface 1103 via a bus, signal lines, or circuit boards. Specifically, the peripheral device may include at least one of a radio frequency circuit 1104, a display screen 1105, a camera assembly 1106, an audio circuit 1107, and a power supply 1108.
[0149] The peripheral device interface 1103 can be used to connect at least one I / O (Input / Output)-related peripheral device to the processor 1101 and the memory 1102. In some embodiments, the processor 1101, the memory 1102, and the peripheral device interface 1103 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 1101, the memory 1102, and the peripheral device interface 1103 can be implemented on separate chips or circuit boards, which is not limited in this embodiment.
[0150] The radio frequency circuit 1104 is used to receive and transmit radio frequency (RF) signals, also known as electromagnetic signals. The radio frequency circuit 1104 communicates with communication networks and other communication devices via electromagnetic signals. The radio frequency circuit 1104 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals into electrical signals. In some embodiments, the radio frequency circuit 1104 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, and the like. The radio frequency circuit 1104 can communicate with other terminal devices via at least one wireless communication protocol. Such wireless communication protocols include, but are not limited to, the World Wide Web, a metropolitan area network, an intranet, various generations of mobile communication networks (2G, 3G, 4G, and 5G), a wireless local area network, and / or wireless fidelity (Wi-Fi). In some embodiments, the radio frequency circuit 1104 may also include circuits related to near field communication (NFC), which is not limited in this application.
[0151] The display screen 1105 is used to display a user interface (UI), hereinafter referred to as UI. The UI may include graphics, text, icons, videos, and any combination thereof. When the display screen 1105 is a touch screen display, the display screen 1105 also has the ability to collect touch signals on the surface or above the surface of the display screen 1105. The touch signal can be input as a control signal to the processor 1101 for processing. At this time, the display screen 1105 can also be used to provide virtual buttons and / or virtual keyboards, also known as soft buttons and / or soft keyboards. In some embodiments, the display screen 1105 can be one, set on the front panel of the terminal device 1100; in other embodiments, the display screen 1105 can be at least two, respectively set on different surfaces of the terminal device 1100 or in a folding design; in other embodiments, the display screen 1105 can be a flexible display screen, set on the curved surface or folding surface of the terminal device 1100. Even the display screen 1105 can be set to a non-rectangular irregular shape, that is, a special-shaped screen. The display screen 1105 can be made of materials such as a liquid crystal display (LCD) and an organic light-emitting diode (OLED).
[0152] The camera assembly 1106 is used to capture images or videos. In some embodiments, the camera assembly 1106 includes a front camera and a rear camera. Typically, the front camera is arranged on the front panel of the terminal device 1100, and the rear camera is arranged on the back of the terminal device 1100. In some embodiments, there are at least two rear cameras, which are any one of a main camera, a depth of field camera, a wide-angle camera, and a telephoto camera, so as to realize the fusion of the main camera and the depth of field camera to realize the background blur function, the fusion of the main camera and the wide-angle camera to realize panoramic shooting and virtual reality (VR) shooting function or other fusion shooting functions. In some embodiments, the camera assembly 1106 may also include a flash. The flash can be a single-color temperature flash or a dual-color temperature flash. A dual-color temperature flash refers to a combination of a warm light flash and a cold light flash, which can be used for light compensation at different color temperatures.
[0153] The audio circuit 1107 may include a microphone and a speaker. The microphone is used to collect sound waves from the user and the environment, and convert the sound waves into electrical signals that are input into the processor 1101 for processing, or input into the radio frequency circuit 1104 to achieve voice communication. For the purpose of stereo sound collection or noise reduction, there may be multiple microphones, each disposed at different locations of the terminal device 1100. The microphone may also be an array microphone or an omnidirectional collection microphone. The speaker is used to convert electrical signals from the processor 1101 or the radio frequency circuit 1104 into sound waves. The speaker may be a traditional thin film speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can not only convert electrical signals into sound waves audible to humans, but also convert electrical signals into sound waves inaudible to humans for purposes such as distance measurement. In some embodiments, the audio circuit 1107 may also include a headphone jack.
[0154] Power supply 1108 is used to power various components in terminal device 1100. Power supply 1108 can be AC power, DC power, a disposable battery, or a rechargeable battery. When power supply 1108 includes a rechargeable battery, the rechargeable battery can be a wired rechargeable battery or a wireless rechargeable battery. A wired rechargeable battery is charged via a wired line, while a wireless rechargeable battery is charged via a wireless coil. The rechargeable battery can also support fast charging technology.
[0155] In some embodiments, the terminal device 1100 further includes one or more sensors 1110 , including but not limited to: an acceleration sensor 1111 , a gyroscope sensor 1112 , a pressure sensor 1113 , an optical sensor 1114 , and a proximity sensor 1115 .
[0156] The accelerometer 1111 can detect the magnitude of acceleration along the three coordinate axes of the coordinate system established by the terminal device 1100. For example, the accelerometer 1111 can be used to detect the components of gravity acceleration along the three coordinate axes. The processor 1101 can control the display screen 1105 to display the user interface in a landscape or portrait view based on the gravity acceleration signal collected by the accelerometer 1111. The accelerometer 1111 can also be used to collect game or user motion data.
[0157] The gyroscope sensor 1112 can detect the body orientation and rotation angle of the terminal device 1100. The gyroscope sensor 1112 can work with the acceleration sensor 1111 to collect the user's 3D movements of the terminal device 1100. Based on the data collected by the gyroscope sensor 1112, the processor 1101 can implement the following functions: motion sensing (such as changing the UI based on the user's tilt operation), image stabilization during shooting, game control, and inertial navigation.
[0158] The pressure sensor 1113 can be set on the side frame of the terminal device 1100 and / or the lower layer of the display screen 1105. When the pressure sensor 1113 is set on the side frame of the terminal device 1100, it can detect the user's grip signal of the terminal device 1100, and the processor 1101 performs left and right hand recognition or shortcut operations based on the grip signal collected by the pressure sensor 1113. When the pressure sensor 1113 is set on the lower layer of the display screen 1105, the processor 1101 controls the operable controls on the UI interface based on the user's pressure operation on the display screen 1105. The operable controls include at least one of a button control, a scroll bar control, an icon control, and a menu control.
[0159] Optical sensor 1114 is used to collect ambient light intensity. In one embodiment, processor 1101 can control the display brightness of display screen 1105 based on the ambient light intensity collected by optical sensor 1114. Specifically, when the ambient light intensity is high, the display brightness of display screen 1105 is increased; when the ambient light intensity is low, the display brightness of display screen 1105 is decreased. In another embodiment, processor 1101 can also dynamically adjust the shooting parameters of camera assembly 1106 based on the ambient light intensity collected by optical sensor 1114.
[0160] Proximity sensor 1115, also known as a distance sensor, is typically located on the front panel of terminal device 1100. Proximity sensor 1115 is used to detect the distance between the user and the front of terminal device 1100. In one embodiment, when proximity sensor 1115 detects that the distance between the user and the front of terminal device 1100 is gradually decreasing, processor 1101 controls display screen 1105 to switch from the screen-on state to the screen-off state. When proximity sensor 1115 detects that the distance between the user and the front of terminal device 1100 is gradually increasing, processor 1101 controls display screen 1105 to switch from the screen-off state to the screen-on state.
[0161] Those skilled in the art will understand that the structure shown in FIG10 does not constitute a limitation on the terminal device 1100 , and may include more or fewer components than shown in the figure, or combine certain components, or adopt a different component arrangement.
[0162] FIG11 is a schematic diagram of the structure of the server provided in an embodiment of the present application. The server 1200 may have relatively large differences due to different configurations or performances, and may include one or more processors (Central Processing Units, CPU) 1201 and one or more memories 1202, wherein the one or more memories 1202 store at least one program code, and the at least one program code is loaded and executed by the one or more processors 1201 to implement the game control methods provided in the above-mentioned various method embodiments. Of course, the server 1200 may also have components such as a wired or wireless network interface, a keyboard, and an input and output interface for input and output. The server 1200 may also include other components for implementing device functions, which will not be described in detail here.
[0163] In an exemplary embodiment, a computer-readable storage medium is further provided. The storage medium stores at least one program code. The at least one program code is loaded and executed by a processor to enable a computer to implement any of the above-mentioned game control methods.
[0164] In some embodiments, the computer-readable storage medium may be a read-only memory (ROM), a random access memory (RAM), a compact disc (CD-ROM), a magnetic tape, a floppy disk, an optical data storage device, and the like.
[0165] In an exemplary embodiment, a computer program or a computer program product is further provided. The computer program or the computer program product stores at least one computer instruction, which is loaded and executed by a processor to enable a computer to implement any of the above-mentioned game control methods.
[0166] It should be noted that the information (including but not limited to user device information, user personal information, etc.), data (including but not limited to data used for analysis, stored data, displayed data, etc.) and signals involved in this application are all authorized by the user or fully authorized by all parties, and the collection, use and processing of relevant data must comply with the relevant laws, regulations and standards of the relevant countries and regions. For example, the first game screen, second game screen, and posture information involved in this application were all obtained with full authorization.
[0167] It should be understood that the term "plurality" used herein refers to two or more. "And / or" describes a relationship between associated objects, indicating that three possible relationships exist. For example, "A and / or B" can mean: A exists alone, A and B exist simultaneously, or B exists alone. The character " / " generally indicates an "or" relationship between the associated objects.
[0168] The above description is merely an exemplary embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent replacements, improvements, etc. made within the principles of the present application shall be included in the scope of protection of the present application.
Claims
1. A method for controlling a game, the method being executed by a computer device, the method comprising: Displaying a first game screen, wherein the first game screen includes a screen corresponding to a first field of view, where the first field of view is a field of view of a virtual object in a virtual environment; In response to a trigger operation on the first game screen, displaying a second game screen; Among them, the second game screen includes the first game screen and the target field of view screen, the target field of view screen is determined based on a second field of view range and the virtual environment, the second field of view range is determined based on the posture information of the virtual object, and the second field of view range is different from the first field of view range.
2. The method according to claim 1, wherein: Before displaying the second game screen, the method further includes: Determine the field of view direction and position information of the first virtual camera based on the posture information of the virtual object, the posture information includes the orientation of the virtual object, and the angle between the field of view direction and the orientation of the virtual object is a reference angle; Obtaining parameter information of the first virtual camera; The second field of view range is determined based on the parameter information of the first virtual camera, the position information and the field of view direction.
3. The method according to claim 1 or 2, wherein: Before displaying the second game screen, the method further includes: Acquire initial parameter information of the target visual field picture, wherein the initial parameter information includes: at least one of the size of the target visual field picture or the position of the target visual field picture; Based on the initial parameter information of the target field of view picture, the first game picture and the target field of view picture are superimposed to obtain a superimposed picture, wherein the target field of view picture is smaller than the first game picture and the target field of view picture is located above the first game picture; The rendering parameters of the overlay screen are adjusted to obtain the second game screen.
4. The method according to any one of claims 1 to 3, wherein: The first game screen further includes a field of view control, and the displaying of the second game screen in response to a trigger operation on the first game screen includes: In response to a triggering operation on the field of view control in the first game screen, a second game interface is displayed.
5. The method according to claim 4, wherein: Before displaying the second game interface, the method further includes: Detecting a state of the field of view control, where the state of the field of view control includes a triggerable state; In response to the field of view control being in the triggerable state, detecting a trigger operation for the field of view control; In response to the trigger operation received by the field of view control and the use operation of the virtual prop, the step of displaying the second game interface is performed, and the virtual prop is generated based on the trigger operation of the field of view control.
6. The method according to claim 5, wherein: The detecting the state of the field of view control comprises: detecting energy of the virtual object; In response to the energy of the virtual object being not less than an energy threshold, it is determined that the field of view control is in the triggerable state, and the field of view control in the triggerable state is used to receive a trigger operation, and the trigger operation includes any of the following operations: a click operation, a long press operation, and a sliding operation.
7. The method according to claim 5 or 6, wherein: The state of the field of view control also includes a non-trigger state, and the detecting the state of the field of view control includes: Detecting a first state of the virtual object, where the first state is a state of the virtual object in the virtual environment at a current moment; In response to the first state of the virtual object satisfying an abnormal trigger state, the field of view control is in the non-trigger state, and the abnormal trigger state includes at least one of the following: a knockdown state, a vehicle use state, a climbing state, or a waiting for rescue state.
8. The method according to any one of claims 1 to 7, wherein: After displaying the second game screen, the method further includes: Detecting control information of the target visual field picture, wherein the control information includes at least one of the following: position movement information, picture zoom-in information, or picture zoom-out information; In response to detecting the control information, the target field of view screen is controlled to perform a corresponding operation based on the control information.
9. The method according to any one of claims 1 to 8, wherein: After displaying the second game screen, the method further includes: Determine the generation time of the target visual field picture, and calculate the duration of the target visual field picture based on the generation time, where the duration is the difference between the current time and the generation time; In response to the duration being greater than or equal to the reference duration, a third game screen is displayed, where the third game screen is a screen corresponding to the first field of view of the virtual object at the current moment.
10. The method according to any one of claims 1 to 9, wherein: After displaying the second game screen, the method further includes: The state of the virtual object in the second game screen is detected, and in response to detecting that the virtual object is in a second state, a third game screen is displayed, wherein the second state includes that the virtual object is in a dead state or a vehicle using state.
11. The method according to any one of claims 1 to 10, wherein: The displaying of the first game screen includes: Acquire initial position information of the virtual object and parameter information of a second virtual camera, wherein the initial position information includes at least one of initial position information, initial orientation information or initial posture information of the virtual object in the virtual environment, and the second virtual camera is used to generate a picture corresponding to the first field of view; Determining a first field of view of the virtual object in the virtual environment based on the initial pose information and parameter information of the second virtual camera; The first game screen is displayed based on the first field of view.
12. The method according to any one of claims 1 to 11, wherein: After displaying the second game screen, the method further includes: In response to a switching operation on the target field of view screen in the second game screen, or in response to a switching operation on the first game screen in the second game screen, exchanging display areas of the target field of view screen and the first game screen to form a fourth game screen; The fourth game screen includes an overlay screen of the first game screen and the target field of view screen, the first game screen is larger than the target field of view screen, and the first game screen is located above the target field of view screen.
13. The method according to any one of claims 1 to 12, wherein: After displaying the second game screen, the method further includes: In response to a sliding operation on the target field of view picture in the second game picture, displaying a process in which the transparency of the target field of view picture changes following the sliding operation; In response to the end position of the sliding operation being in the target visual field screen, displaying a fifth game screen, wherein the fifth game screen includes: the target visual field screen displayed on the first game screen with a first transparency, and the first transparency is a transparency adjusted according to the sliding operation; In response to the end position of the sliding operation being outside the target field of view screen, the target field of view screen of a second transparency is displayed in the second game screen, wherein the second transparency is the transparency of the target field of view screen before the sliding operation.
14. A device for controlling a game, the device comprising: A first display module is configured to display a first game screen, wherein the first game screen includes a screen corresponding to a first field of view, and the first field of view is a field of view of a virtual object in a virtual environment; an acquisition module, configured to acquire a target field of view picture in response to receiving trigger information for expanding the field of view, wherein the target field of view picture is determined based on a second field of view and the virtual environment, wherein the second field of view is determined based on the position information of the virtual object, and the second field of view is different from the first field of view; The second display module is configured to display a second game screen, wherein the second game screen includes the first game screen and the target field of view screen.
15. A computer device, comprising a processor and a memory, wherein the memory stores the computer executable instructions or computer programs, and the computer executable instructions or computer programs are loaded and executed by the processor, so that the computer device implements the game control method as described in any one of claims 1 to 13.
16. A computer-readable storage medium, wherein computer-executable instructions or a computer program are stored in the computer-readable storage medium, wherein the computer-executable instructions or the computer program are loaded and executed by a processor so that a computer implements the game control method according to any one of claims 1 to 13.
17. A computer program product, comprising computer executable instructions or a computer program, wherein the computer executable instructions or the computer program, when executed by a processor, implements the game control method according to any one of claims 1 to 13.
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