Method and apparatus for controlling angle-of-view in game, and electronic device and storage medium

By customizing the shooting perspective adjustment parameters of the virtual camera during the game editing stage and adjusting the perspective in response to player operations during the game operation stage, the poor game experience caused by the limitations of camera parameters in the existing technology is solved, and a diverse and customizable visual experience is achieved.

WO2025161749A1PCT designated stage Publication Date: 2025-08-07NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
PCT/CN2024/140361
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2024-01-31
Filing Date
2024-12-18
Publication Date
2025-08-07

AI Technical Summary

Technical Problem

In the prior art, players have great limitations in setting camera parameters in game editors, which cannot meet personalized needs, resulting in poor gaming experience.

Method used

In the game editing stage, the player can customize the target event and camera control parameters for adjusting the shooting view angle of the virtual camera in the first graphical user interface; in the game running stage, by triggering the target event, the terminal device responds to the player's operation, adjusts the shooting view angle of the virtual camera, and displays the adjusted game screen in the second graphical user interface.

Benefits of technology

It provides players with customizable shooting perspective switching function to meet players' further observation of game scenes in the way they want, bringing a diverse and customizable visual experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

A method and apparatus for controlling an angle-of-view, and an electronic device and a storage medium, which relate to the technical field of games. In the present solution, in a game editing stage, a player can configure, in a customized manner in a first graphical user interface, camera control parameters of a target event for controlling a photographing angle-of-view of a virtual camera to adjust; when the player is in a game running stage and desires to adjust the current photographing angle-of-view of the virtual camera, the player can perform a trigger operation on a pre-configured target event; and in this case, a terminal device responds to the trigger operation of the player on the target event, controls, on the basis of the camera control parameters of the target event, the virtual camera to adjust the photographing angle-of-view, and displays in a second graphical user interface a second game picture captured at the adjusted photographing angle-of-view. A customizable photographing angle-of-view switching function is provided for players, so as to satisfy the needs of the players to further observe game scenes in their own desired ways, thereby providing a diversified and customizable visual experience for the players. (FIG. 1)
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Description

Viewpoint control method, device, electronic device and storage medium in game

[0001] CROSS-REFERENCE TO RELATED APPLICATIONS

[0002] This disclosure claims priority to Chinese patent application number 202410139963.3, filed on January 31, 2024, entitled “Perspective Control Method, Device, Electronic Device and Storage Medium in Games,” the entire contents of which are incorporated herein by reference. Technical Field

[0003] The present disclosure relates to the field of game technology, and in particular to a method, device, electronic device, and storage medium for controlling perspective in a game. Background Art

[0004] In user-generated content (UGC) games, a rich UGC ecosystem is necessary to enable players to create diverse levels within the game editor. Because the virtual camera has a crucial impact on the gameplay and experience, some game editors support adjusting the virtual camera's parameters.

[0005] Currently, players can set camera parameters in the game editing scene and use the set camera parameters to display a fixed-viewing angle game scene during the game running phase.

[0006] However, the camera parameters that players can currently set have significant limitations, which makes it impossible to meet the personalized needs of players, resulting in a poor gaming experience. Summary of the Invention

[0007] The purpose of the present disclosure is to address the deficiencies in the above-mentioned related technologies and provide a method, device, electronic device and storage medium for controlling the viewing angle in a game, so as to solve the technical problems existing in the related technologies.

[0008] To achieve the above objectives, the technical solutions adopted in the embodiments of the present disclosure are as follows:

[0009] In a first aspect, an embodiment of the present disclosure provides a method for controlling a viewing angle in a game, wherein the game includes a game running phase and a game editing phase; the device includes:

[0010] In the game editing stage, the terminal device runs the game program to provide a first graphical user interface and displays at least part of the game editing scene in the first graphical user interface;

[0011] In response to a perspective configuration instruction, configuring, according to the perspective configuration instruction, a target event for triggering adjustment of the shooting perspective of the virtual camera of the game, and camera control parameters for controlling the adjustment of the shooting perspective of the virtual camera after the target event is triggered;

[0012] During the game running phase, a second graphical user interface is provided by running a game program on the terminal device and at least a portion of a game running scene is displayed on the second graphical user interface, wherein the game running scene is configured with a virtual camera and a first virtual object controlled by the terminal device, wherein the virtual camera is bound to the first virtual object and is used to control the virtual camera to continuously capture the first virtual object through a first shooting angle determined based on the first virtual object and to present a corresponding first game screen on the second graphical user interface;

[0013] In response to the target event triggering of the game running scene, the shooting angle of the virtual camera is adjusted according to the camera control parameter control, and a second game screen captured by the adjusted shooting angle is presented in the second graphical user interface.

[0014] In a second aspect, an embodiment of the present disclosure further provides a perspective control device in a game, wherein the game includes a game running phase and a game editing phase; the device includes:

[0015] A display module is configured to be executed in the game editing stage, provide a first graphical user interface by running the game program on the terminal device and display at least part of the game editing scene on the first graphical user interface;

[0016] a configuration module configured to execute a response perspective configuration instruction, configure a target event that triggers adjustment of the shooting perspective of the virtual camera of the game according to the perspective configuration instruction, and configure camera control parameters for controlling the adjustment of the shooting perspective of the virtual camera after the target event is triggered;

[0017] The display module is further configured to execute, during the game running phase, providing a second graphical user interface by running the game program on the terminal device and displaying at least a portion of a game running scene on the second graphical user interface, wherein the game running scene is configured with a virtual camera and a first virtual object controlled by the terminal device, wherein the virtual camera is bound to the first virtual object and is used to control the virtual camera to continuously capture the first virtual object through a first shooting angle determined based on the first virtual object and present a corresponding first game screen on the second graphical user interface;

[0018] an adjustment module configured to execute, in response to the target event triggering of the game running scene, controlling and adjusting the shooting angle of the virtual camera according to the camera control parameters;

[0019] The display module is further configured to present a second game screen captured through the adjusted shooting angle in the second graphical user interface.

[0020] In a third aspect, an embodiment of the present disclosure further provides an electronic device comprising: a processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor. When the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to perform the steps of the perspective control method in the game as described in any of the first aspects above.

[0021] In a fourth aspect, an embodiment of the present disclosure further provides a storage medium having a computer program stored thereon, and when the computer program is executed by a processor, the steps of the perspective control method in the game as described in any one of the first aspects above are executed.

[0022] The beneficial effects of the present disclosure are:

[0023] The disclosed embodiments provide a perspective control method, device, electronic device and storage medium in a game, which mainly include a game editing stage and a game running stage. In the game editing stage, the player can customize the camera control parameters of the target event that controls the shooting perspective of the virtual camera to adjust in a first graphical user interface; when the player is in the game running stage, when the player expects to adjust the current shooting perspective of the virtual camera, the pre-configured target event can be triggered. At this time, the terminal device responds to the player's triggering operation on the target event, and controls the virtual camera to adjust the shooting perspective according to the camera control parameters of the target event, and displays the second game screen captured by the adjusted shooting perspective in a second graphical user interface, providing the player with a customizable shooting perspective switching function, satisfying the player's desire to further observe the game scene in the way he wants, and bringing a diverse and customizable visual experience to the player. BRIEF DESCRIPTION OF THE DRAWINGS

[0024] In order to more clearly illustrate the technical solutions of the embodiments of the present disclosure, the following briefly introduces the drawings required for use in the embodiments. It should be understood that the following drawings only illustrate certain embodiments of the present disclosure and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other relevant drawings can be obtained based on these drawings without creative work.

[0025] FIG1 is a flowchart of a method for controlling a viewing angle in a game according to one embodiment of the present disclosure;

[0026] FIG2 is a schematic diagram of a first game screen displayed in a second graphical user interface provided by one embodiment of the present disclosure;

[0027] FIG3 is a schematic diagram of a second game screen displayed in a second graphical user interface according to one embodiment of the present disclosure;

[0028] FIG4 is a first schematic diagram of a first graphical user interface provided by one embodiment of the present disclosure;

[0029] FIG5 is a second flow chart of a method for controlling a viewing angle in a game according to one embodiment of the present disclosure;

[0030] FIG6 is a third flow chart of a method for controlling a viewing angle in a game according to one embodiment of the present disclosure;

[0031] FIG7 is a first schematic diagram of an event configuration interface and a parameter configuration interface in a first graphical user interface provided by one embodiment of the present disclosure;

[0032] FIG8 is a second schematic diagram of an event configuration interface and a parameter configuration interface in a first graphical user interface provided by one embodiment of the present disclosure;

[0033] FIG9 is a third flow chart of a method for controlling a viewing angle in a game according to one embodiment of the present disclosure;

[0034] FIG10 is a first schematic diagram of an intermediate shooting perspective displayed in a second graphical user interface provided by one embodiment of the present disclosure;

[0035] FIG11 is a second schematic diagram of an intermediate shooting perspective displayed in a second graphical user interface provided by one embodiment of the present disclosure;

[0036] FIG12 is a schematic diagram of a parameter configuration interface in a first graphical user interface provided in one embodiment of the present disclosure;

[0037] FIG13 is a schematic diagram of an event configuration interface in a first graphical user interface provided by one embodiment of the present disclosure;

[0038] FIG14 is a fourth flow chart of a method for controlling a viewing angle in a game according to one embodiment of the present disclosure;

[0039] FIG15 is a fifth flow chart of a method for controlling a viewing angle in a game according to one embodiment of the present disclosure;

[0040] FIG16 is a schematic structural diagram of a viewing angle control device in a game provided by one embodiment of the present disclosure;

[0041] FIG17 is a schematic structural diagram of an electronic device provided in one embodiment of the present disclosure. DETAILED DESCRIPTION

[0042] In order to make the purpose, technical solutions and advantages of the embodiments of the present disclosure clearer, the technical solutions in the embodiments of the present disclosure will be clearly and completely described below in combination with the drawings in the embodiments of the present disclosure. Obviously, the described embodiments are only part of the embodiments of the present disclosure, not all of the embodiments.

[0043] The components of the embodiments of the present disclosure generally described and illustrated in the figures herein may be arranged and designed in a variety of different configurations. Therefore, the following detailed description of the embodiments of the present disclosure provided in the figures is not intended to limit the scope of the claimed disclosure, but rather merely represents selected embodiments of the present disclosure. All other embodiments derived by those skilled in the art based on the embodiments of the present disclosure without inventive effort are intended to fall within the scope of protection of the present disclosure.

[0044] In user-generated content (UGC) games, a rich user-generated content ecosystem is necessary to enable players to create diverse levels within the game editor. Because the virtual camera has a crucial impact on the gameplay and experience, some game editors support adjusting the virtual camera's parameters.

[0045] Currently, the game levels created by players in the game editor can support custom modification of the camera parameters of the virtual camera, and use the set camera parameters to display a fixed-viewing angle game scene during the game running phase.

[0046] However, there are significant limitations on the camera parameters that players can set, which makes it impossible to meet the personalized needs of players, resulting in a poor gaming experience.

[0047] The embodiments of the present disclosure are based on the above-mentioned problems. The present disclosure provides a perspective control method in a game, which mainly includes a game editing stage and a game running stage. In the game editing stage, the player can customize the camera control parameters of the target event that controls the shooting perspective of the virtual camera to adjust in the first graphical user interface; when the player is in the game running stage, when the player expects to adjust the current shooting perspective of the virtual camera, the pre-configured target event can be triggered. At this time, the terminal device responds to the player's triggering operation on the target event, and controls the virtual camera to adjust the shooting perspective according to the camera control parameters of the target event, and displays the second game screen captured by the adjusted shooting perspective in the second graphical user interface, providing the player with a customizable shooting perspective switching function, satisfying the player's desire to further observe the game scene in the way he wants, and bringing a diverse and customizable visual experience to the player.

[0048] In one embodiment of the present disclosure, the perspective control method in a game can be run on a local terminal device or a server. When the perspective control method in a game is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0049] In an optional embodiment, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a gaming method based on cloud computing. In the cloud game operation mode, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the action configuration method in the game are completed on the cloud game server. The role of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function close to the player side, such as a mobile terminal, TV, computer, PDA, etc.; but the cloud game server in the cloud is responsible for information processing. When playing the game, the player operates the client device to send operation instructions to the cloud game server. The cloud game server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0050] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading and installing the game program through an electronic device and running it. The local terminal device can provide the graphical user interface to the player in a variety of ways, for example, it can be rendered and displayed on the terminal's display screen, or provided to the player through holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present the graphical user interface, the graphical user interface includes the game screen, and the processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.

[0051] In one possible implementation, an embodiment of the present disclosure provides a method for controlling a viewing angle in a game, providing a graphical user interface through a terminal device, wherein the terminal device can be the local terminal device mentioned above, or the client device in the cloud interaction system mentioned above.

[0052] The following describes in detail the perspective control method in the game provided by the present disclosure through multiple embodiments.

[0053] FIG1 is a flow chart of a perspective control method in a game provided by an embodiment of the present disclosure. It should be noted that the perspective control method in a game provided by the present disclosure is not limited to FIG1 and the specific order described below.

[0054] It should be understood that in other embodiments, the order of some steps in the information processing method for the game provided by the present disclosure can be interchanged according to actual needs, or some steps can be omitted or deleted. In UGC games, there are game editing stages and game running stages. In the game editing stage, players can use the various components provided by the game editor to design and create game levels with various gameplays. In the game running stage, players use the created game levels with different gameplays to experience the game.

[0055] Referring to FIG1 , the method includes:

[0056] S101. In a game editing stage, a terminal device runs a game program to provide a first graphical user interface and displays at least a portion of a game editing scene on the first graphical user interface.

[0057] Among them, the game editing scene is the scene provided by the running game program, which can also be understood as the scene provided by the game editor. The game editing scene includes multiple scene components, and the scene components are used to generate virtual objects in the game scene during the game running phase.

[0058] Exemplarily, referring to Figure 2, for example, in the game editing stage, when the player triggers the game editing instruction, for example, the game editing instruction is [Mechanism]->[Logic], the game editing scene is displayed in the first graphical user interface, and the player can edit an editable component in the game editing scene, and determine the edited editable component as a scene component and set it in the game editing scene.

[0059] S102, responding to the perspective configuration instruction, configuring a target event for triggering adjustment of the shooting perspective of the virtual camera of the game according to the perspective configuration instruction, and camera control parameters for controlling the adjustment of the shooting perspective of the virtual camera after the target event is triggered.

[0060] The target event is used to control the shooting angle of the virtual camera to perform the switching function.

[0061] Exemplarily, for example, the camera control parameters may include at least one of the following: one or more of the distance between the camera and the designated object, the camera pitch angle, the camera height and the camera yaw angle, position parameters, orientation parameters and focal length parameters.

[0062] The aforementioned perspective configuration instructions can be determined based on the game rules. For example, the perspective configuration instructions can be triggered by the player using a preset shortcut, or after the player performs an operation to trigger the virtual camera's shooting perspective adjustment. These instructions can also be flexibly adjusted as needed and are not limited to the above-described embodiments. In specific implementations, players can customize the various events and camera control parameters that control the virtual camera's shooting perspective through the camera switching component in the game editing scene.

[0063] In one conceivable implementation, for example, referring to FIG. 2 , the editable components displayed in the game editing scene include a camera switcher, a skylight switcher, a fog effect switcher, etc. Players can trigger the camera switcher to configure target events and camera control parameters that adjust the shooting angle of the virtual camera.

[0064] S103: During the game running phase, the terminal device runs the game program to provide a second graphical user interface and displays at least part of the game running scene on the second graphical user interface.

[0065] In which, a virtual camera and a first virtual object controlled by a terminal device are configured in the game running scene, wherein the virtual camera is bound to the first virtual object, and is used to control the virtual camera to continuously shoot the first virtual object through a first shooting angle determined based on the first virtual object and present the corresponding first game screen in the second graphical user interface.

[0066] The first virtual object is a game character controlled by the player in the game.

[0067] Optionally, when the player is in the game running stage, the virtual camera configured in the game running scene is bound to the first virtual object controlled by the terminal device. The virtual camera can be controlled to continuously shoot the first virtual object and the game running scene according to the first shooting angle determined by the first virtual object, and the captured first game screen can be displayed on the second graphical user interface.

[0068] Exemplarily, for example, referring to FIG3 , before the target event is triggered, the virtual camera continuously shoots the first virtual object and presents the corresponding first game screen in the second graphical user interface.

[0069] S104. In response to the target event triggering of the game running scene, the shooting angle of the virtual camera is adjusted according to the camera control parameter control, and a second game screen captured by the adjusted shooting angle is presented in the second graphical user interface.

[0070] In one feasible method, for example, when the player is in the game running stage, when the player expects to adjust the current shooting angle of the virtual camera, the player can directly trigger the pre-configured target event. At this time, the terminal device responds to the player's triggering operation on the target event, and controls the virtual camera to adjust the shooting angle according to the camera control parameters of the target event, and displays the second game screen captured by the adjusted shooting angle of the virtual camera on the second graphical user interface.

[0071] That is to say, during the game editing stage, players can customize the target event for adjusting the shooting angle of the virtual camera, and after triggering the target event in the game running scene during the game running stage, control the shooting angle of the virtual camera to adjust according to the camera control parameters of the target event, providing players with a customizable shooting angle switching function, satisfying players' further observation of the game scene in the way they want, bringing players a diverse and customizable visual experience.

[0072] Exemplarily, for example, referring to FIG4 , during the game running phase, 5 minutes after the player enters the game running scene, the target event is triggered, and a second game screen captured by the virtual camera with the adjusted shooting angle is displayed in the second graphical user interface.

[0073] In summary, the disclosed embodiments provide a method for controlling perspective in a game, which mainly includes a game editing stage and a game running stage. In the game editing stage, the player can customize the camera control parameters of the target event that controls the shooting perspective of the virtual camera to adjust in the first graphical user interface; when the player is in the game running stage, when the player expects to adjust the current shooting perspective of the virtual camera, the pre-configured target event can be triggered. At this time, the terminal device responds to the player's triggering operation on the target event, and controls the virtual camera to adjust the shooting perspective according to the camera control parameters of the target event, and displays the second game screen captured by the adjusted shooting perspective in the second graphical user interface, providing the player with a customizable shooting perspective switching function, satisfying the player's desire to further observe the game scene in the way he wants, and bringing a diverse and customizable visual experience to the player.

[0074] In one possible implementation, after a target event is triggered, the virtual camera's shooting angle is controlled to adjust from the current shooting angle A to the target shooting angle B corresponding to the target event. When the player wants to continue adjusting to the initial shooting angle, that is, the virtual camera's current shooting angle A, the player can configure target event 2 during the game editing phase to trigger the virtual camera's shooting angle to adjust to the current shooting angle A, with the adjustment duration from target shooting angle B to current shooting angle A being 1 second. In this way, during the game runtime, after the pre-configured target event 2 is triggered, the virtual camera's shooting angle can be controlled to restore from the target shooting angle B corresponding to the target event to the current shooting angle A within 1 second, and the game can continue with the previous game behavior, such as running, jumping, and other operations on the map before the adjustment.

[0075] The following embodiment will explain in detail how to obtain the viewing angle configuration instruction in the above step S102.

[0076] Optionally, referring to FIG5 , the method includes:

[0077] S301: Display a target component on a first graphical user interface.

[0078] S302: In response to a triggering operation on a target component, generate a perspective configuration instruction.

[0079] The first graphical user interface displays multiple different types of editable components, including terrain components, mechanism components, decoration components, and combination components. Each type of editable component also contains multiple editable components. For example, the mechanism component includes motion mechanism components, functional mechanism components, logic components, object components, and floor components. The key motion mechanisms include cylinders, gears, cross gears, and clockwise turntables.

[0080] For example, referring to FIG2 , the target component can be a camera switcher displayed in the first graphical user interface, and the target event for adjusting the shooting angle of the virtual camera can be customized through the camera switcher. Generally, a camera switcher can be set to a corresponding target event, which is used to trigger an operation of adjusting the shooting angle of the virtual camera once when the game is running. When multiple adjustments to the shooting angle of the virtual camera are required, multiple camera switches can be set to configure corresponding target events and camera control parameters, such as target event 1 and camera control parameter 1, target event 2 and camera control parameter 2, target event 3 and camera control parameter 3, etc. In this way, multiple operations of adjusting the shooting angle of the virtual camera can be triggered by different target events when the game is running. The camera control parameters corresponding to different target events can be the same or different.

[0081] In one achievable manner, for example, the player single-clicks (or double-clicks) the camera switcher displayed on the first graphical user interface. At this time, the terminal device responds to the triggering operation on the camera switcher and generates a perspective configuration instruction.

[0082] Optionally, referring to FIG6 , step S102 includes:

[0083] S401. Respond to the perspective configuration instruction and display the event configuration interface and the parameter configuration interface.

[0084] The event configuration interface is used to customize or modify the target event for adjusting the shooting angle of the virtual camera. The event configuration interface at least includes: the identifier of the target event and the adjustment duration of the shooting angle of the virtual camera.

[0085] The parameter configuration interface is used to customize or modify the camera control parameters of the target event. The parameter configuration interface includes at least: the distance between the camera and the character (equivalent to the above-mentioned controlled virtual object), the camera field of view, the default camera pitch angle, the minimum camera pitch angle, the maximum camera pitch angle and the camera height, etc.

[0086] For example, referring to Figure 7, taking the game editor on a personal computer (PC) as an example, the event configuration interface and the parameter configuration interface are displayed on the first graphical user interface, that is, the event configuration interface and the parameter configuration interface are displayed on the same page.

[0087] FIG8 shows an event configuration interface and a parameter configuration interface displayed on a first graphical user interface in a game editor on a mobile phone, that is, the event configuration interface and the parameter configuration interface are displayed in pages.

[0088] S402. In response to an event identifier input in an event configuration interface, the event corresponding to the event identifier is configured as a target event that triggers adjustment of the shooting angle of the game's virtual camera; and in response to at least one parameter information input in a parameter configuration interface, the input parameter information is configured as a camera control parameter for controlling the shooting angle of the virtual camera to adjust after the target event is triggered.

[0089] For example, taking the game editor on the PC as an example, continuing to refer to Figure 5, the player can enter the event identifier of the target event in the event configuration interface. For example, the event identifier of the target event is 1. The terminal device responds to the event identifier entered by the player in the event configuration interface, and sets the event corresponding to the event identifier as the target event that triggers the adjustment of the shooting angle of the game's virtual camera.

[0090] At the same time, the player continues to input at least one parameter information in the parameter configuration interface. For example, the player sets the distance between the camera and the character to 13.0 and the camera field of view to 55.0. The terminal device responds to the two parameter information input by the player and uses these two parameter information as camera control parameters to control the shooting angle of the virtual camera after the target event is triggered.

[0091] Therefore, during the game editing stage, players can configure the target event that triggers the adjustment of the shooting angle of the virtual camera through the event configuration interface displayed on the first graphical user interface, and configure the camera control parameters that control the adjustment of the shooting angle of the virtual camera after the target event is triggered through the parameter configuration interface, thereby realizing the visualization of the player's configuration operation and simplifying the player's operation of setting the camera control parameters.

[0092] Optionally, the above step S104 includes:

[0093] Monitor events in the game running scene. If a target event is triggered, adjust the shooting angle of the virtual camera according to the camera control parameters, and present a second game screen captured by the adjusted shooting angle in the second graphical user interface.

[0094] In one achievable method, for example, the terminal device provides an event interface. During the game running phase, the event interface can be used to monitor various events in the game running scene. For example, events triggered by the first virtual object performing operations such as changing lanes, jumping, and getting on a vehicle during the level-breaking process, events triggered by changes in the state of a specified component in the game running scene, events triggered by game elements in the game scene meeting specified conditions, and so on. If the event interface monitors a target event broadcast in the game running scene, it can be determined that the target event is triggered. At this time, the terminal device controls and adjusts the shooting angle of the virtual camera according to the camera control parameters pre-configured for the target event, that is, controls the virtual camera to adjust from the current shooting angle to the target shooting angle determined by the camera control parameters of the target event, and presents the second game screen captured by the adjusted shooting angle in the second graphical user interface.

[0095] Optionally, the method further includes:

[0096] In response to the angle configuration instruction, the adjustment duration of the shooting angle adjustment is configured according to the angle configuration instruction.

[0097] The adjustment duration refers to the time it takes for the virtual camera to adjust from its current shooting angle to the target shooting angle determined by the camera control parameters of the target event. For example, if the adjustment duration is 3 seconds, it means that the virtual camera takes 3 seconds to adjust from the current shooting angle to the target shooting angle, rather than directly adjusting from the current shooting angle to the target shooting angle. This allows the second game screen captured from the adjusted shooting angle to be smoother.

[0098] In one achievable manner, after the player triggers the perspective configuration instruction, the player can also configure the adjustment duration of the shooting perspective adjustment according to the perspective configuration instruction.

[0099] Optionally, referring to FIG9 , step S104 includes:

[0100] S701: Determine multiple sets of camera intermediate control parameters according to camera control parameters, camera control parameters corresponding to the current shooting angle of view of the virtual camera, and adjustment duration.

[0101] Each group of camera intermediate control parameters is used to indicate an intermediate shooting angle.

[0102] For example, let's use the camera field of view (FOV) in the camera control parameters as an example. The target event's FOV is 115°, the virtual camera's current shooting angle corresponds to a FOV of 55°, and the adjustment duration is 3 seconds. Using linear interpolation, we calculate multiple intermediate FOVs ranging from 55° to 115° over a 3-second period.

[0103] For example, the distance between the target event's camera and the character is 18, and the distance between the camera and the character corresponding to the virtual camera's current shooting angle is 13. Using linear interpolation, we can calculate the intermediate distances between the camera and the character when the distance between the camera and the character is adjusted from 13 to 18 within 3 seconds.

[0104] It should be understood that the camera control parameters at the same moment are taken as the same set of control parameters, that is, a linear interpolation method can be used to calculate multiple sets of camera intermediate control parameters within the adjustment time.

[0105] S702. According to the camera control parameters, the camera control parameters corresponding to the current shooting angle, and multiple sets of camera intermediate control parameters, control the virtual camera to adjust the duration, and adjust from the current shooting angle through multiple intermediate shooting angles to the shooting angle indicated by the camera control parameters.

[0106] In this embodiment, for example, after calculating multiple sets of intermediate camera control parameters, the virtual camera is controlled to adjust from the current shooting angle to the shooting angle indicated by the camera control parameters within 3 seconds via the multiple intermediate shooting angles calculated above. This ensures the smoothness of the second game screen captured by the adjusted shooting angles displayed in the second graphical user interface during the adjustment process.

[0107] For example, referring to FIG. 10 and FIG. 11 , for ease of understanding, only two intermediate shooting angles adjusted from the current shooting angle to the shooting angle indicated by the camera control parameter are shown.

[0108] Optionally, the camera control parameters include at least one of the following: the distance between the camera and the character, the camera field of view angle, the camera pitch angle, the camera yaw angle, and the camera height.

[0109] For example, referring to FIG12 , in a game editor on a mobile phone, the camera control parameters displayed in the parameter configuration interface displayed on the first graphical user interface include: the distance between the camera and the character, the camera field of view, the camera pitch angle, the camera yaw angle, and the camera height.

[0110] Among them, the camera field of view angle is used to indicate the field of view range of the virtual camera when shooting the game editing scene; that is, the camera field of view angle refers to the size of the field of view, usually measured in angles, which is reflected as the angle formed by the camera position and the connecting line at both ends of the field of view.

[0111] In one feasible manner, for example, during the game editing stage, the player can edit the camera control parameters displayed in the parameter configuration interface, and adjust the camera control parameters of the virtual camera from the default camera parameters to camera control parameters that control the shooting angle of the virtual camera after the target event is triggered.

[0112] For example, if the first editable control is a control for inputting numbers, then the first setting operation is the operation of inputting a distance value in the first editable control; if the first editable control is a slider on a value bar, then the first setting operation is the operation of sliding the slider, and the distance value set by the first editable control can be determined by the position of the slider on the value bar.

[0113] The editing operation can be performed by inputting numerical values, sliding controls, or selecting controls in the parameter setting panel to set the camera control parameters of the virtual camera. The set camera control parameters are then used as the camera control parameters for adjusting the shooting angle of the virtual camera after the target event is triggered. For example, if the editing operation is sliding a slider, the player can set the distance between the camera and the character to 13 by adjusting the position of the slider on the value bar.

[0114] It should be noted that, referring to Figure 10, when the lock camera angle is off, the two camera control parameters, minimum camera pitch angle and maximum camera pitch angle, are not displayed in the parameter configuration interface; referring to Figure 12, when the lock camera angle is on, the two camera control parameters, minimum camera pitch angle and maximum camera pitch angle, also need to be displayed in the parameter configuration interface.

[0115] Optionally, the target event may include a start event for starting the switching of the virtual camera and an interrupt event for ending the switching of the virtual camera. The responding to the perspective configuration instruction and configuring the target event for triggering the adjustment of the shooting perspective of the virtual camera of the game according to the perspective configuration instruction may include:

[0116] In response to the view configuration instruction, a start event for starting the switching of the virtual camera and an interrupt event for ending the switching of the virtual camera are configured according to the view configuration instruction.

[0117] The step of adjusting the shooting angle of the virtual camera according to the camera control parameter in response to the target event triggering of the game running scene includes:

[0118] In response to the triggering of the start event of the game running scene, adjusting the shooting angle of the virtual camera according to the camera control parameter control;

[0119] In the process of adjusting the shooting angle of the virtual camera according to the camera control parameters, in response to the triggering of the interruption event of the game running scene, the adjustment of the shooting angle of the virtual camera is interrupted, and the real-time duration of the adjustment of the shooting angle of the virtual camera is recorded;

[0120] In response to the re-triggering of the start event and the real-time duration being less than the adjustment duration, the shooting angle of the virtual camera is continued to be controlled and adjusted according to the shooting angle at the time of interruption and the recorded real-time duration.

[0121] Specifically, the start event refers to the event that starts adjusting the shooting angle of the virtual camera. For example, during the game running stage, the switch component sends event 1, and the event interface listens to event 1 broadcast in the game running scene. Then, the shooting angle of the virtual camera is controlled according to the camera control parameters configured for event 1 to start the adjustment process.

[0122] An interrupt event is an event that pauses the adjustment of the virtual camera from its current shooting angle to the target shooting angle determined by the camera control parameters of the target event. For example, if the adjustment duration is 3 seconds and the virtual camera's shooting angle is adjusted from the current shooting angle A to the target shooting angle B determined by the camera control parameters of the target event, at the first second, the adjustment is made from the current shooting angle A to the intermediate shooting angle A1. At this time, an interrupt event is triggered, and the terminal device responds to the player's triggering operation of the interrupt event, controlling the virtual camera's shooting angle adjustment to be interrupted. That is, after the interruption, the virtual camera's shooting angle is at the intermediate shooting angle A1.

[0123] For example, during the game editing phase, a switch component is set up and configured to trigger event 1 and event 0. When the player enters area A, the switch component sends event 1 to the event system, and when the player leaves area A, the switch component sends event 0 to the event system.

[0124] For example, during the game editing phase, if the player only configures Event 1 as the start event for adjusting the virtual camera's shooting angle, then during the game runtime, upon monitoring Event 1 broadcast by the switch component, the virtual camera's shooting angle adjustment will begin, and the adjustment process cannot be interrupted. In other words, even if the first virtual object leaves area A, the virtual camera's shooting angle adjustment process will not be interrupted. However, during the game editing phase, if the player also configures Event 1 as the start event for starting the virtual camera switch and Event 0 as the interrupt event for ending the virtual camera switch, the virtual camera's shooting angle adjustment can be interrupted by controlling the first virtual object to leave area A during the adjustment process. This allows the virtual camera's shooting angle adjustment to be interrupted after the interrupt event is triggered, preventing the player from remaining in the adjusted shooting angle after the start event is triggered and being unable to exit the adjusted shooting angle freely. This allows the player to freely adjust the virtual camera's shooting angle, improving the flexibility of the virtual camera's shooting angle adjustment.

[0125] In one conceivable implementation, for example, as shown in FIG13 , after a player triggers a perspective configuration instruction, an event configuration interface may be displayed in the first graphical user interface based on the perspective configuration instruction. The player may configure the start event that initiates the virtual camera switching and the interruption event that interrupts the shooting perspective adjustment on the event configuration interface. This allows the player to customize the interruption event that interrupts the shooting perspective adjustment of the virtual camera according to actual needs.

[0126] Optionally, referring to FIG14 , the method includes:

[0127] S1001. In response to a start event triggering a game running scene, adjusting the shooting angle of a virtual camera according to camera control parameters.

[0128] S1002. In the process of adjusting the shooting angle of the virtual camera according to the camera control parameters, in response to the triggering of an interrupt event of the game running scene, the shooting angle adjustment of the virtual camera is interrupted, and the real-time duration of the adjustment of the shooting angle of the virtual camera is recorded.

[0129] In one feasible method, for example, after the start event is triggered, the shooting angle of the virtual camera begins to be adjusted, and in the process of adjusting the shooting angle of the virtual camera according to the camera control parameters, that is, the shooting angle of the virtual camera is adjusted from the current shooting angle A to the target shooting angle B determined by the camera control parameters of the start event, when adjusted to 1 second, the shooting angle of the virtual camera has been adjusted from the current shooting angle A to the intermediate shooting angle A1. At this time, the player expects to interrupt the adjustment of the shooting angle of the virtual camera. The player can do so by triggering a pre-configured interrupt event. The terminal device responds to the triggering of the interrupt event, interrupts the adjustment of the shooting angle of the virtual camera, and records the real-time duration of adjusting the shooting angle of the virtual camera as 1 second.

[0130] S1003: In response to the re-triggering of the start event and the real-time duration being less than the adjustment duration, continue to control and adjust the shooting angle of the virtual camera according to the shooting angle at the time of interruption and the recorded real-time duration.

[0131] For example, the shooting angle of view during the interruption is the middle shooting angle of view A1, and the recorded real-time duration is 1 second, that is, the real-time duration is less than the adjusted duration of 3 seconds.

[0132] In one feasible method, for example, after interrupting the adjustment of the shooting angle of the virtual camera, when the player wants to continue adjusting the shooting angle of the virtual camera, the start event can be re-triggered to continue adjusting the shooting angle at the time of interruption, that is, the shooting angle of the virtual camera is controlled to be adjusted from the intermediate shooting angle A1 to the target shooting angle B corresponding to the start event.

[0133] In another feasible method, for example, if after the start event is triggered, in the process of controlling the shooting angle of the virtual camera to adjust from the current shooting angle A to the target shooting angle B determined by the camera control parameters of the start event, the event interface does not detect the triggering of the interrupt event within the adjustment time of 3 seconds, then the adjustment of the shooting angle of the virtual camera will not be interrupted, that is, within the adjustment time of 3 seconds, the shooting angle of the virtual camera will be controlled to adjust from the current shooting angle A to the target shooting angle B determined by the camera control parameters of the start event.

[0134] Optionally, in response to the interruption event triggering, interrupting the adjustment of the shooting angle of the virtual camera, controlling the first virtual object to perform the game behavior corresponding to the interruption event, and recording the real-time duration of the adjustment of the shooting angle of the virtual camera, the method further includes:

[0135] In response to the start event not being re-triggered, the shooting angle of the virtual camera is maintained as the shooting angle of the virtual camera when the interrupt event is triggered, and a third game screen captured through the shooting angle is presented in the second graphical user interface.

[0136] The shooting angle of the virtual camera when the interruption event is triggered is the shooting angle at the time of the interruption. Taking the above embodiment as an example, the shooting angle of the virtual camera when the interruption event is triggered is the intermediate shooting angle A1.

[0137] In one feasible method, for example, after the adjustment of the shooting angle of the virtual camera is interrupted, if the start event is not triggered, that is, the event interface does not listen to the start event, the shooting angle of the virtual camera is maintained as the shooting angle of the virtual camera when the interrupt event is triggered, and the third game screen captured by the middle shooting angle A1 of the virtual camera is displayed in the second graphical user interface.

[0138] Optionally, the method further includes:

[0139] In the process of adjusting the shooting angle of the virtual camera according to the camera control parameters, in response to the triggering of a new target event and the real-time duration being less than the adjustment duration, the shooting angle of the virtual camera is adjusted according to the new camera control parameters corresponding to the new target event, and a fourth game screen captured by the adjusted shooting angle is presented in the second graphical user interface.

[0140] In another possible implementation, for example, while the virtual camera's shooting angle is being adjusted according to the camera control parameters, a new target event may be triggered if the real-time duration is less than the adjustment duration. For example, after the new target event is triggered, the virtual camera's shooting angle is adjusted from the shooting angle A1 at the time of the interruption to the shooting angle C determined by the camera control parameters corresponding to the new target event.

[0141] At this time, the terminal device responds to the trigger operation for the new target event, and adjusts the shooting angle of the virtual camera according to the new camera control parameters corresponding to the new target event, that is, controls the shooting angle of the virtual camera from the shooting angle at the time of interruption to the shooting angle determined by the camera control parameters corresponding to the new target event, and displays the fourth game screen captured by the adjusted shooting angle in the second graphical user interface.

[0142] Optionally, presenting the second game screen captured by the adjusted shooting angle in the second graphical user interface in step S104 includes:

[0143] The second game screen captured by the adjusted shooting angle is presented in the second graphical user interface corresponding to the current player who logs into the game, and the second game screen is not presented in the second graphical user interfaces of players other than the current player.

[0144] In one possible implementation, for example, if Player 1 and Player 2 are teamed up, and Player 1 triggers a target event, only the second game screen captured using the adjusted camera angle is displayed in Player 1's corresponding second graphical user interface, while the second game screen captured using the adjusted camera angle is not displayed in Player 2's corresponding second graphical user interface. In other words, adjusting the virtual camera's camera angle only affects the player who triggered the target event or interruption event.

[0145] Optionally, the method further includes:

[0146] In response to adjusting the shooting angle of the virtual camera according to the camera control parameter control, the camera adjustment component is locked, wherein the camera adjustment component is used for the player to adjust the camera control parameters of the virtual camera.

[0147] In one feasible method, for example, in the process of adjusting the shooting angle of the virtual camera according to the camera control parameters, the camera adjustment component is locked, that is, in the process of adjusting the shooting angle of the virtual camera, regardless of whether the locked camera angle in the camera control parameters is on, the camera angle is locked and the player is not allowed to rotate, thereby shielding the player from operating the camera angle of the virtual camera.

[0148] It should be noted that after the adjustment of the shooting angle of the virtual camera is completed, referring to Figure 6 or Figure 8, if the locked camera angle in the camera control parameters is off, the player is allowed to rotate the camera angle of the virtual camera; if the locked camera angle in the camera control parameters is on, the player is not allowed to rotate the camera angle of the virtual camera.

[0149] Optionally, referring to FIG15 , the method includes:

[0150] S1101. Provide a preview component on a first graphical user interface.

[0151] S1102: In response to a triggering operation on the preview component, a preview screen is displayed in the first graphical user interface, in which a shooting angle of view of the virtual camera is adjusted according to the camera control parameters.

[0152] It should be noted that in camera debugging mode, players cannot operate the game editing preview screen, and can only adjust the camera control parameters in the parameter setting interface displayed in camera debugging mode.

[0153] For example, for example, the second game screen captured by adjusting the adjusted shooting angle can be previewed in full screen in the first graphical user interface provided on the personal computer side; the second game screen captured by adjusting the adjusted shooting angle can be previewed in the left part of the interface in the first graphical user interface provided on the mobile phone side.

[0154] In one achievable embodiment, for example, during the game editing phase, the first graphical user interface further provides a preview component. After the player configures a target event for adjusting the shooting angle of the virtual camera in the event configuration interface and the parameter configuration interface, the player can also trigger the preview component. In response to the triggering operation on the preview component, the terminal device displays a preview screen in the first graphical user interface showing the adjustment of the shooting angle of the virtual camera according to the camera control parameters. This allows the player to promptly understand the display effect of the second game screen captured by adjusting the shooting angle, so as to determine whether the camera control parameters need to be adjusted. This simplifies the editing of the camera control parameters in the game editor, thereby helping players create more diverse game levels and enhancing the player's gaming experience. This improves operational efficiency.

[0155] Based on the same inventive concept, the embodiment of the present disclosure also provides a perspective control device in the game corresponding to the perspective control method in the game. Since the principle of solving the problem by the device in the embodiment of the present disclosure is similar to the perspective control method in the above-mentioned game in the embodiment of the present disclosure, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be repeated.

[0156] FIG16 is a block diagram of a perspective control device in a game according to an embodiment of the present disclosure. Referring to FIG16 , the device includes:

[0157] The display module 1301 is configured to execute, during the game editing phase, providing a first graphical user interface by running the game program on a terminal device and displaying at least part of the game editing scene on the first graphical user interface;

[0158] The configuration module 1302 is configured to execute a response perspective configuration instruction, configure a target event that triggers adjustment of the shooting perspective of the virtual camera of the game according to the perspective configuration instruction, and configure camera control parameters for controlling the adjustment of the shooting perspective of the virtual camera after the target event is triggered;

[0159] a display module 1301 configured to execute, during the game running phase, providing a second graphical user interface by running the game program on the terminal device and displaying at least a portion of a game running scene on the second graphical user interface, wherein the game running scene is configured with a virtual camera and a first virtual object controlled by the terminal device, wherein the virtual camera is bound to the first virtual object and is used to control the virtual camera to continuously capture the first virtual object through a first shooting angle determined based on the first virtual object and present a corresponding first game screen on the second graphical user interface;

[0160] An adjustment module 1303 is configured to execute, in response to the target event triggering of the game running scene, control and adjust the shooting angle of the virtual camera according to the camera control parameters;

[0161] The display module 1301 is further configured to execute the display of the second game screen captured by the adjusted shooting angle in the second graphical user interface.

[0162] As an optional implementation, the display module 1301 is further configured to display a target component on the first graphical user interface;

[0163] The device also includes:

[0164] The generation module is configured to execute a trigger operation in response to the target component and generate the perspective configuration instruction.

[0165] As an optional implementation, the configuration module 1302 is further configured to execute:

[0166] Respond to perspective configuration instructions and display the event configuration interface and parameter configuration interface;

[0167] In response to an event identifier input in the event configuration interface, the event corresponding to the event identifier is configured as a target event that triggers adjustment of the shooting angle of the virtual camera of the game; and in response to at least one parameter information input in the parameter configuration interface, the input parameter information is configured as a camera control parameter that controls the shooting angle of the virtual camera to adjust after the target event is triggered.

[0168] As an optional implementation, the adjustment module 1303 is further configured to execute:

[0169] Monitor events in the game running scene. If the target event is monitored, adjust the shooting angle of the virtual camera according to the camera control parameter control, and present a second game screen captured by the adjusted shooting angle in the second graphical user interface.

[0170] As an optional implementation, the configuration module 1302 is further configured to execute:

[0171] In response to the viewing angle configuration instruction, an adjustment duration of the shooting viewing angle adjustment is configured according to the viewing angle configuration instruction.

[0172] As an optional implementation, the adjustment module 1303 is further configured to execute:

[0173] Determining, according to the camera control parameter, the camera control parameter corresponding to the current shooting angle of view of the virtual camera, and the adjustment duration, a plurality of sets of camera intermediate control parameters, each set of camera intermediate control parameters being used to indicate an intermediate shooting angle of view;

[0174] According to the camera control parameters, the camera control parameters corresponding to the current shooting angle and the multiple sets of camera intermediate control parameters, the virtual camera is controlled to adjust from the current shooting angle through the multiple intermediate shooting angles to the shooting angle indicated by the camera control parameters with the adjustment duration.

[0175] As an optional implementation, the camera control parameter includes at least one of the following: the distance between the camera and the character, the camera field of view angle, the camera pitch angle, the camera yaw angle, and the camera height.

[0176] As an optional implementation manner, the target event includes a start event for starting the switching of the virtual camera and an interrupt event for ending the switching of the virtual camera;

[0177] The configuration module 1302 is further configured to execute:

[0178] In response to the view configuration instruction, a start event for starting the switching of the virtual camera and an interrupt event for ending the switching of the virtual camera are configured according to the view configuration instruction.

[0179] As an optional implementation, the adjustment module 1303 is further configured to execute, in response to the triggering of the start event of the game running scene, control and adjust the shooting angle of the virtual camera according to the camera control parameters;

[0180] The device also includes:

[0181] The interrupt module is configured to execute:

[0182] In the process of adjusting the shooting angle of the virtual camera according to the camera control parameters, in response to the triggering of the interruption event of the game running scene, the adjustment of the shooting angle of the virtual camera is interrupted, and the real-time duration of the adjustment of the shooting angle of the virtual camera is recorded;

[0183] The Tuning module is also configured to perform:

[0184] In response to the re-triggering of the start event and the real-time duration being less than the adjustment duration, the shooting angle of the virtual camera is continued to be controlled and adjusted according to the shooting angle at the time of interruption and the recorded real-time duration.

[0185] As an optional implementation, the display module 1301 is further configured to execute:

[0186] In response to the start event not being re-triggered, the shooting angle of the virtual camera is maintained as the shooting angle of the virtual camera when the interrupt event is triggered, and a third game screen captured through the shooting angle is presented in the second graphical user interface.

[0187] As an optional implementation, the adjustment module 1303 is further configured to execute:

[0188] In the process of adjusting the shooting angle of the virtual camera according to the camera control parameters, in response to a new target event trigger, the shooting angle of the virtual camera is adjusted according to the new camera control parameters corresponding to the new target event, and a fourth game screen captured by the adjusted shooting angle is presented in the second graphical user interface.

[0189] As an optional implementation, the display module 1301 is further configured to execute:

[0190] The second game screen captured by the adjusted shooting angle is presented in the second graphical user interface corresponding to the current player who logs into the game, and the second game screen is not presented in the second graphical user interfaces of players other than the current player.

[0191] As an optional embodiment, the device further includes:

[0192] The locking module is configured to execute a response to adjusting the shooting angle of the virtual camera according to the camera control parameter control, and lock the camera adjustment component, wherein the camera adjustment component is used for allowing the player to adjust the camera control parameters of the virtual camera.

[0193] As an optional implementation, the display module 1301 is further configured to execute:

[0194] providing a preview component in the first graphical user interface;

[0195] In response to a triggering operation on the preview component, a preview screen is displayed in the first graphical user interface, in which the shooting angle of view of the virtual camera is adjusted according to the camera control parameters.

[0196] The above-mentioned device is used to execute the method provided in the above-mentioned embodiment. Its implementation principle and technical effect are similar and will not be repeated here.

[0197] The above modules can be one or more integrated circuits configured to implement the above methods, such as one or more application specific integrated circuits (ASICs), one or more digital singular processors (DSPs), or one or more field programmable gate arrays (FPGAs). For another example, when a module is implemented by scheduling program code through a processing element, the processing element can be a general-purpose processor, such as a central processing unit (CPU) or other processor that can call program code. For another example, these modules can be integrated together and implemented in the form of a system-on-a-chip (SOC).

[0198] FIG17 is a schematic diagram of the structure of an electronic device provided by an embodiment of the present disclosure. The electronic device includes: a processor 1401, a storage medium 1402, and a bus 1403. The storage medium 1402 stores machine-readable instructions executable by the processor 1401. When the electronic device is running, the processor 1401 communicates with the storage medium 1402 via the bus 1403. The processor 1401 executes the machine-readable instructions to perform the following steps:

[0199] In the game editing stage, the terminal device runs the game program to provide a first graphical user interface and displays at least part of the game editing scene in the first graphical user interface;

[0200] In response to a perspective configuration instruction, configuring, according to the perspective configuration instruction, a target event for triggering adjustment of the shooting perspective of the virtual camera of the game, and camera control parameters for controlling the adjustment of the shooting perspective of the virtual camera after the target event is triggered;

[0201] During the game running phase, a second graphical user interface is provided by running a game program on the terminal device and at least a portion of a game running scene is displayed on the second graphical user interface, wherein the game running scene is configured with a virtual camera and a first virtual object controlled by the terminal device, wherein the virtual camera is bound to the first virtual object and is used to control the virtual camera to continuously capture the first virtual object through a first shooting angle determined based on the first virtual object and to present a corresponding first game screen on the second graphical user interface;

[0202] In response to the target event triggering of the game running scene, the shooting angle of the virtual camera is adjusted according to the camera control parameter control, and a second game screen captured by the adjusted shooting angle is presented in the second graphical user interface.

[0203] As an optional implementation manner, the processor 1401 is further configured to execute:

[0204] Displaying a target component on the first graphical user interface;

[0205] In response to a triggering operation on the target component, the perspective configuration instruction is generated.

[0206] As an optional implementation manner, the processor 1401, when executing the response perspective configuration instruction, configures a target event that triggers adjustment of the shooting perspective of the virtual camera of the game according to the perspective configuration instruction, and a camera control parameter for controlling the shooting perspective of the virtual camera to adjust after the target event is triggered, specifically for:

[0207] Respond to perspective configuration instructions and display the event configuration interface and parameter configuration interface;

[0208] In response to an event identifier input in the event configuration interface, the event corresponding to the event identifier is configured as a target event that triggers adjustment of the shooting angle of the virtual camera of the game; and in response to at least one parameter information input in the parameter configuration interface, the input parameter information is configured as a camera control parameter that controls the shooting angle of the virtual camera to adjust after the target event is triggered.

[0209] As an optional implementation manner, the processor 1401, when executing the target event triggering in response to the game running scene, controls and adjusts the shooting angle of the virtual camera according to the camera control parameters, and presents the second game screen captured by the adjusted shooting angle in the second graphical user interface, specifically for:

[0210] Monitor events in the game running scene. If the target event is monitored, adjust the shooting angle of the virtual camera according to the camera control parameter control, and present a second game screen captured by the adjusted shooting angle in the second graphical user interface.

[0211] As an optional implementation manner, the processor 1401 is further configured to execute:

[0212] In response to the viewing angle configuration instruction, an adjustment duration of the shooting viewing angle adjustment is configured according to the viewing angle configuration instruction.

[0213] As an optional implementation manner, the processor 1401, when executing the control of adjusting the shooting angle of the virtual camera according to the camera control parameter and presenting the second game screen captured by the adjusted shooting angle in the second graphical user interface, is specifically configured to:

[0214] Determining, according to the camera control parameter, the camera control parameter corresponding to the current shooting angle of view of the virtual camera, and the adjustment duration, a plurality of sets of camera intermediate control parameters, each set of camera intermediate control parameters being used to indicate an intermediate shooting angle of view;

[0215] According to the camera control parameters, the camera control parameters corresponding to the current shooting angle and the multiple sets of camera intermediate control parameters, the virtual camera is controlled to adjust from the current shooting angle through the multiple intermediate shooting angles to the shooting angle indicated by the camera control parameters with the adjustment duration.

[0216] As an optional implementation, the camera control parameter includes at least one of the following: the distance between the camera and the character, the camera field of view angle, the camera pitch angle, the camera yaw angle, and the camera height.

[0217] As an optional implementation manner, the target event includes a start event for starting the switching of the virtual camera and an interrupt event for ending the switching of the virtual camera. When executing the response perspective configuration instruction, the processor 1401 configures the target event for triggering the adjustment of the shooting perspective of the virtual camera of the game according to the perspective configuration instruction, and is further configured to:

[0218] In response to the view configuration instruction, a start event for starting the switching of the virtual camera and an interrupt event for ending the switching of the virtual camera are configured according to the view configuration instruction.

[0219] As an optional implementation manner, the processor 1401, when executing the control of adjusting the shooting angle of the virtual camera according to the camera control parameter in response to the target event triggering of the game running scene, is further configured to:

[0220] In response to the triggering of the start event of the game running scene, adjusting the shooting angle of the virtual camera according to the camera control parameter control;

[0221] In the process of adjusting the shooting angle of the virtual camera according to the camera control parameters, in response to the triggering of the interruption event of the game running scene, the adjustment of the shooting angle of the virtual camera is interrupted, and the real-time duration of the adjustment of the shooting angle of the virtual camera is recorded;

[0222] In response to the re-triggering of the start event and the real-time duration being less than the adjustment duration, the shooting angle of the virtual camera is continued to be controlled and adjusted according to the shooting angle at the time of interruption and the recorded real-time duration.

[0223] As an optional implementation manner, after executing the interruption event triggering, interrupting the adjustment of the shooting angle of the virtual camera, and recording the real-time duration of adjusting the shooting angle of the virtual camera, the processor 1401 is further configured to:

[0224] In response to the start event not being re-triggered, the shooting angle of the virtual camera is maintained as the shooting angle of the virtual camera when the interrupt event is triggered, and a third game screen captured through the shooting angle is presented in the second graphical user interface.

[0225] As an optional implementation manner, the processor 1401 is configured to execute:

[0226] In the process of adjusting the shooting angle of the virtual camera according to the camera control parameters, in response to a new target event trigger, the shooting angle of the virtual camera is adjusted according to the new camera control parameters corresponding to the new target event, and a fourth game screen captured by the adjusted shooting angle is presented in the second graphical user interface.

[0227] As an optional implementation manner, the processor 1401, when executing the step of presenting the second game screen captured by the adjusted shooting angle in the second graphical user interface, is configured to:

[0228] The second game screen captured by the adjusted shooting angle is presented in the second graphical user interface corresponding to the current player who logs into the game, and the second game screen is not presented in the second graphical user interfaces of players other than the current player.

[0229] As an optional implementation manner, the processor 1401 is configured to execute:

[0230] In response to adjusting the shooting angle of view of the virtual camera according to the camera control parameter control, a camera adjustment component is locked, wherein the camera adjustment component is used for allowing the player to adjust the camera control parameters of the virtual camera.

[0231] As an optional implementation manner, the processor 1401 is configured to execute:

[0232] providing a preview component in the first graphical user interface;

[0233] In response to a triggering operation on the preview component, a preview screen is displayed in the first graphical user interface, in which the shooting angle of view of the virtual camera is adjusted according to the camera control parameters.

[0234] Optionally, the present disclosure further provides a program product, such as a computer-readable storage medium, comprising a program, wherein when the program is executed by a processor, the processor performs the following steps:

[0235] In the game editing stage, the terminal device runs the game program to provide a first graphical user interface and displays at least part of the game editing scene in the first graphical user interface;

[0236] In response to a perspective configuration instruction, configuring, according to the perspective configuration instruction, a target event for triggering adjustment of the shooting perspective of the virtual camera of the game, and camera control parameters for controlling the adjustment of the shooting perspective of the virtual camera after the target event is triggered;

[0237] During the game running phase, a second graphical user interface is provided by running a game program on the terminal device and at least a portion of a game running scene is displayed on the second graphical user interface, wherein the game running scene is configured with a virtual camera and a first virtual object controlled by the terminal device, wherein the virtual camera is bound to the first virtual object and is used to control the virtual camera to continuously capture the first virtual object through a first shooting angle determined based on the first virtual object and to present a corresponding first game screen on the second graphical user interface;

[0238] In response to the target event triggering of the game running scene, the shooting angle of the virtual camera is adjusted according to the camera control parameter control, and a second game screen captured by the adjusted shooting angle is presented in the second graphical user interface.

[0239] As an optional implementation, the processor is further configured to execute:

[0240] Displaying a target component on the first graphical user interface;

[0241] In response to a triggering operation on the target component, the perspective configuration instruction is generated.

[0242] As an optional implementation manner, when executing the response perspective configuration instruction, the processor configures a target event that triggers adjustment of the shooting perspective of the virtual camera of the game according to the perspective configuration instruction, and a camera control parameter that controls the adjustment of the shooting perspective of the virtual camera after the target event is triggered, specifically for:

[0243] Respond to perspective configuration instructions and display the event configuration interface and parameter configuration interface;

[0244] In response to an event identifier input in the event configuration interface, the event corresponding to the event identifier is configured as a target event that triggers adjustment of the shooting angle of the virtual camera of the game; and in response to at least one parameter information input in the parameter configuration interface, the input parameter information is configured as a camera control parameter that controls the shooting angle of the virtual camera to adjust after the target event is triggered.

[0245] As an optional implementation manner, the processor, when executing the step of responding to the target event triggering of the game running scene, adjusting the shooting angle of the virtual camera according to the camera control parameter, and presenting a second game screen captured by the adjusted shooting angle in the second graphical user interface, is specifically configured to:

[0246] Monitor events in the game running scene. If the target event is monitored, adjust the shooting angle of the virtual camera according to the camera control parameter control, and present a second game screen captured by the adjusted shooting angle in the second graphical user interface.

[0247] As an optional implementation, the processor is further configured to execute:

[0248] In response to the viewing angle configuration instruction, an adjustment duration of the shooting viewing angle adjustment is configured according to the viewing angle configuration instruction.

[0249] As an optional implementation manner, the processor, when executing the control of adjusting the shooting angle of the virtual camera according to the camera control parameter and presenting the second game screen captured by the adjusted shooting angle in the second graphical user interface, is specifically configured to:

[0250] Determining, according to the camera control parameter, the camera control parameter corresponding to the current shooting angle of view of the virtual camera, and the adjustment duration, a plurality of sets of camera intermediate control parameters, each set of camera intermediate control parameters being used to indicate an intermediate shooting angle of view;

[0251] According to the camera control parameters, the camera control parameters corresponding to the current shooting angle and the multiple sets of camera intermediate control parameters, the virtual camera is controlled to adjust from the current shooting angle through the multiple intermediate shooting angles to the shooting angle indicated by the camera control parameters with the adjustment duration.

[0252] As an optional implementation, the camera control parameter includes at least one of the following: the distance between the camera and the character, the camera field of view angle, the camera pitch angle, the camera yaw angle, and the camera height.

[0253] As an optional implementation, the target event includes a start event for starting the switching of the virtual camera and an interrupt event for ending the switching of the virtual camera. When executing the response perspective configuration instruction, the processor configures the target event for triggering the adjustment of the shooting perspective of the virtual camera of the game according to the perspective configuration instruction, and is further configured to:

[0254] In response to the view configuration instruction, a start event for starting the switching of the virtual camera and an interrupt event for ending the switching of the virtual camera are configured according to the view configuration instruction.

[0255] As an optional implementation manner, the processor, when executing the step of controlling and adjusting the shooting angle of the virtual camera according to the camera control parameters in response to the target event triggering of the game running scene, is further configured to:

[0256] In response to the triggering of the start event of the game running scene, adjusting the shooting angle of the virtual camera according to the camera control parameter control;

[0257] In the process of adjusting the shooting angle of the virtual camera according to the camera control parameters, in response to the triggering of the interruption event of the game running scene, the adjustment of the shooting angle of the virtual camera is interrupted, and the real-time duration of the adjustment of the shooting angle of the virtual camera is recorded;

[0258] In response to the re-triggering of the start event and the real-time duration being less than the adjustment duration, the shooting angle of the virtual camera is continued to be controlled and adjusted according to the shooting angle at the time of interruption and the recorded real-time duration.

[0259] As an optional implementation manner, after executing the interruption event triggering, interrupting the adjustment of the shooting angle of the virtual camera and recording the real-time duration of the adjustment of the shooting angle of the virtual camera, the processor is further configured to:

[0260] In response to the start event not being re-triggered, the shooting angle of the virtual camera is maintained as the shooting angle of the virtual camera when the interrupt event is triggered, and a third game screen captured through the shooting angle is presented in the second graphical user interface.

[0261] As an optional implementation, the processor is configured to execute:

[0262] In the process of adjusting the shooting angle of the virtual camera according to the camera control parameters, in response to a new target event trigger, the shooting angle of the virtual camera is adjusted according to the new camera control parameters corresponding to the new target event, and a fourth game screen captured by the adjusted shooting angle is presented in the second graphical user interface.

[0263] As an optional implementation manner, the processor 1401, when executing the step of presenting the second game screen captured by the adjusted shooting angle in the second graphical user interface, is configured to:

[0264] The second game screen captured by the adjusted shooting angle is presented in the second graphical user interface corresponding to the current player who logs into the game, and the second game screen is not presented in the second graphical user interfaces of players other than the current player.

[0265] As an optional implementation, the processor is configured to execute:

[0266] In response to adjusting the shooting angle of view of the virtual camera according to the camera control parameter control, a camera adjustment component is locked, wherein the camera adjustment component is used for allowing the player to adjust the camera control parameters of the virtual camera.

[0267] As an optional implementation, the processor is configured to execute:

[0268] providing a preview component in the first graphical user interface;

[0269] In response to a triggering operation on the preview component, a preview screen is displayed in the first graphical user interface, in which the shooting angle of view of the virtual camera is adjusted according to the camera control parameters.

[0270] In the several embodiments provided in the present disclosure, it should be understood that the disclosed devices and methods can be implemented in other ways. For example, the device embodiments described above are merely schematic. For example, the division of the units is merely a logical function division. In actual implementation, there may be other division methods, such as multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some interfaces, indirect coupling or communication connection of devices or units, which can be electrical, mechanical or other forms.

[0271] The units described as separate components may or may not be physically separate, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed across multiple network units. Some or all of these units may be selected to achieve the purpose of this embodiment according to actual needs.

[0272] In addition, the functional units in the various embodiments of the present disclosure may be integrated into a single processing unit, each unit may exist physically separately, or two or more units may be integrated into a single unit. The aforementioned integrated units may be implemented in the form of hardware or in the form of hardware plus software functional units.

[0273] The above-mentioned integrated unit implemented in the form of a software functional unit can be stored in a computer-readable storage medium. The above-mentioned software functional unit is stored in a storage medium, including a number of instructions for causing a computer device (which can be a personal computer, server, or network device, etc.) or a processor (English: processor) to execute some steps of the method described in each embodiment of the present disclosure. The aforementioned storage medium includes: a USB flash drive, a mobile hard disk, a read-only memory (English: Read-Only Memory, abbreviated: ROM), a random access memory (English: Random Access Memory, abbreviated: RAM), a magnetic disk or an optical disk, and other media that can store program code.

Claims

1. A method for controlling a viewing angle in a game, wherein the game includes a game running phase and a game editing phase; the method comprises: In the game editing stage, the terminal device runs the game program to provide a first graphical user interface and displays at least part of the game editing scene in the first graphical user interface; In response to a perspective configuration instruction, configuring, according to the perspective configuration instruction, a target event for triggering adjustment of the shooting perspective of the virtual camera of the game, and camera control parameters for controlling the adjustment of the shooting perspective of the virtual camera after the target event is triggered; During the game running phase, a second graphical user interface is provided by running a game program on the terminal device and at least a portion of a game running scene is displayed on the second graphical user interface, wherein the game running scene is configured with a virtual camera and a first virtual object controlled by the terminal device, wherein the virtual camera is bound to the first virtual object and is used to control the virtual camera to continuously capture the first virtual object through a first shooting angle determined based on the first virtual object and to present a corresponding first game screen on the second graphical user interface; In response to the target event triggering of the game running scene, the shooting angle of the virtual camera is adjusted according to the camera control parameter control, and a second game screen captured by the adjusted shooting angle is presented in the second graphical user interface.

2. The method for controlling the viewing angle in a game according to claim 1, wherein: The method comprises: Displaying a target component on the first graphical user interface; In response to a triggering operation on the target component, the perspective configuration instruction is generated.

3. The method for controlling the viewing angle in a game according to claim 2, wherein: The responding perspective configuration instruction configures a target event for triggering adjustment of the shooting perspective of the virtual camera of the game according to the perspective configuration instruction, and a camera control parameter for controlling the shooting perspective of the virtual camera to adjust after the target event is triggered, including: Respond to perspective configuration instructions and display the event configuration interface and parameter configuration interface; In response to an event identifier input in the event configuration interface, the event corresponding to the event identifier is configured as a target event that triggers adjustment of the shooting angle of the virtual camera of the game; and in response to at least one parameter information input in the parameter configuration interface, the input parameter information is configured as a camera control parameter that controls the shooting angle of the virtual camera to adjust after the target event is triggered.

4. The method for controlling the viewing angle in a game according to claim 1, wherein: In response to the target event triggering of the game running scene, adjusting the shooting angle of the virtual camera according to the camera control parameter, and presenting a second game screen captured by the adjusted shooting angle in the second graphical user interface, including: Monitor events in the game running scene. If the target event is monitored, adjust the shooting angle of the virtual camera according to the camera control parameter control, and present a second game screen captured by the adjusted shooting angle in the second graphical user interface.

5. The method for controlling the viewing angle in a game according to claim 1, wherein: The method further comprises: In response to the viewing angle configuration instruction, an adjustment duration of the shooting viewing angle adjustment is configured according to the viewing angle configuration instruction.

6. The method for controlling the viewing angle in a game according to claim 5, wherein: The step of adjusting the shooting angle of the virtual camera according to the camera control parameter and presenting a second game screen captured by the adjusted shooting angle in the second graphical user interface includes: Determining, according to the camera control parameter, the camera control parameter corresponding to the current shooting angle of view of the virtual camera, and the adjustment duration, a plurality of sets of camera intermediate control parameters, each set of camera intermediate control parameters being used to indicate an intermediate shooting angle of view; According to the camera control parameters, the camera control parameters corresponding to the current shooting angle and the multiple sets of camera intermediate control parameters, the virtual camera is controlled to adjust from the current shooting angle through the multiple intermediate shooting angles to the shooting angle indicated by the camera control parameters with the adjustment duration.

7. The method for controlling the viewing angle in a game according to claim 6, wherein: The camera control parameters include at least one of the following: the distance between the camera and the character, the camera field of view angle, the camera pitch angle, the camera yaw angle, and the camera height.

8. The method for controlling the viewing angle in a game according to claim 5, wherein: The target event includes a start event for starting the switching of the virtual camera and an interrupt event for ending the switching of the virtual camera. The response to the perspective configuration instruction configures the target event for triggering the adjustment of the shooting perspective of the virtual camera of the game according to the perspective configuration instruction, including: In response to the view configuration instruction, a start event for starting the switching of the virtual camera and an interrupt event for ending the switching of the virtual camera are configured according to the view configuration instruction.

9. The method for controlling the viewing angle in a game according to claim 8, wherein: The step of adjusting the shooting angle of the virtual camera according to the camera control parameter in response to the target event triggering of the game running scene includes: In response to the triggering of the start event of the game running scene, adjusting the shooting angle of the virtual camera according to the camera control parameter control; In the process of adjusting the shooting angle of the virtual camera according to the camera control parameters, in response to the triggering of the interruption event of the game running scene, the adjustment of the shooting angle of the virtual camera is interrupted, and the real-time duration of the adjustment of the shooting angle of the virtual camera is recorded; In response to the re-triggering of the start event and the real-time duration being less than the adjustment duration, the shooting angle of the virtual camera is continued to be controlled and adjusted according to the shooting angle at the time of interruption and the recorded real-time duration.

10. The method for controlling the viewing angle in a game according to claim 9, wherein: After responding to the interrupt event triggering, interrupting the adjustment of the shooting angle of the virtual camera, and recording the real-time duration of adjusting the shooting angle of the virtual camera, the method further includes: In response to the start event not being re-triggered, the shooting angle of the virtual camera is maintained as the shooting angle of the virtual camera when the interrupt event is triggered, and a third game screen captured through the shooting angle is presented in the second graphical user interface.

11. The method for controlling the viewing angle in a game according to claim 1, wherein: The method further comprises: In the process of adjusting the shooting angle of the virtual camera according to the camera control parameters, in response to a new target event trigger, the shooting angle of the virtual camera is adjusted according to the new camera control parameters corresponding to the new target event, and a fourth game screen captured by the adjusted shooting angle is presented in the second graphical user interface.

12. The method for controlling the viewing angle in a game according to claim 1, wherein: Presenting the second game screen captured by the adjusted shooting angle in the second graphical user interface includes: The second game screen captured by the adjusted shooting angle is presented in the second graphical user interface corresponding to the current player who logs into the game, and the second game screen is not presented in the second graphical user interfaces of players other than the current player.

13. The method for controlling the viewing angle in a game according to claim 1, wherein: The method further comprises: In response to adjusting the shooting angle of view of the virtual camera according to the camera control parameter control, a camera adjustment component is locked, wherein the camera adjustment component is used for allowing the player to adjust the camera control parameters of the virtual camera.

14. The method for controlling the viewing angle in a game according to claim 4, wherein: The method comprises: providing a preview component in the first graphical user interface; In response to a triggering operation on the preview component, a preview screen is displayed in the first graphical user interface, in which the shooting angle of view of the virtual camera is adjusted according to the camera control parameters.

15. A perspective control device for a game, wherein the game includes a game running phase and a game editing phase; the device comprises: A display module is configured to be executed in the game editing stage, provide a first graphical user interface by running the game program on the terminal device and display at least part of the game editing scene on the first graphical user interface; a configuration module configured to execute a response perspective configuration instruction, configure a target event that triggers adjustment of the shooting perspective of the virtual camera of the game according to the perspective configuration instruction, and configure camera control parameters for controlling the adjustment of the shooting perspective of the virtual camera after the target event is triggered; The display module is further configured to execute, during the game running phase, providing a second graphical user interface by running the game program on the terminal device and displaying at least a portion of a game running scene on the second graphical user interface, wherein the game running scene is configured with a virtual camera and a first virtual object controlled by the terminal device, wherein the virtual camera is bound to the first virtual object and is used to control the virtual camera to continuously capture the first virtual object through a first shooting angle determined based on the first virtual object and present a corresponding first game screen on the second graphical user interface; an adjustment module configured to execute, in response to the target event triggering of the game running scene, controlling and adjusting the shooting angle of the virtual camera according to the camera control parameters; The display module is further configured to present a second game screen captured through the adjusted shooting angle in the second graphical user interface.

16. An electronic device comprising: A processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor. When the electronic device is running, the processor and the storage medium communicate via the bus, and the processor executes the machine-readable instructions to perform the steps of the perspective control method in the game as described in any one of claims 1-14.

17. A computer-readable storage medium having a computer program stored thereon, wherein the computer program, when executed by a processor, executes the perspective control method in a game according to any one of claims 1 to 14.

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