CN112090073B - Game display method and device - Google Patents

Game display method and device Download PDF

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Publication number
CN112090073B
CN112090073B CN202011035176.2A CN202011035176A CN112090073B CN 112090073 B CN112090073 B CN 112090073B CN 202011035176 A CN202011035176 A CN 202011035176A CN 112090073 B CN112090073 B CN 112090073B
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China
Prior art keywords
view
user interface
graphical user
split screen
game
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CN112090073A (en
Inventor
吴天昊
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Priority to CN202011035176.2A priority Critical patent/CN112090073B/en
Publication of CN112090073A publication Critical patent/CN112090073A/en
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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • A63F13/525Changing parameters of virtual cameras
    • A63F13/5252Changing parameters of virtual cameras using two or more virtual cameras concurrently or sequentially, e.g. automatically switching between fixed virtual cameras when a character changes room or displaying a rear-mirror view in a car-driving game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • A63F13/5372Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for tagging characters, objects or locations in the game scene, e.g. displaying a circle under the character controlled by the player
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • A63F13/5378Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for displaying an additional top view, e.g. radar screens or maps
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/303Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display
    • A63F2300/307Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display for displaying an additional window with a view from the top of the game field, e.g. radar screen
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/308Details of the user interface

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Physics & Mathematics (AREA)
  • Optics & Photonics (AREA)
  • Radar, Positioning & Navigation (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

The embodiment of the invention provides a method and a device for displaying games, wherein a graphical user interface is provided through a display screen of terminal equipment, the graphical user interface at least comprises partial game scenes and target virtual roles, and the method comprises the following steps: responding to a visual field transformation operation, and adjusting the display visual field of the game scene displayed by the graphical user interface according to the visual field transformation operation to obtain a first visual field; dividing the graphical user interface into a first split screen area and a second split screen area when the split screen triggering condition is met; the first split screen area is used for displaying the first view field, and the second split screen area is used for displaying a second view field of a game scene containing the target virtual character. The embodiment of the invention can realize that the graphical user interface can display the second view of the game scene containing the target virtual character while displaying the first view obtained according to the view change operation.

Description

Game display method and device
Technical Field
The invention relates to the technical field of games, in particular to a game display method and a game display device.
Background
In many games, a player may control the play character to act in the game while in play. Generally, the game field corresponds to the current location of the game character, for example: the game field of view is an area within a specified range centered on the position of the game character.
Sometimes players may need to view other areas in the game to decide on subsequent operations on the game character. At present, players often have the requirement of viewing other areas, but when the player adjusts the game field of view, the player cannot view the game characters controlled by the player at the same time, so that the control of the player on the game characters can be directly influenced, and the player needs to continuously adjust the field of view to consider viewing areas and control the game characters, so that the operation efficiency of the player is influenced.
Disclosure of Invention
In view of the foregoing, embodiments of the present invention have been developed to provide a method of game presentation and corresponding apparatus for game presentation that overcome, or at least partially solve, the foregoing problems.
In order to solve the above problems, an embodiment of the present invention discloses a game presentation method, which provides a graphical user interface through a display screen of a terminal device, where the graphical user interface at least includes a part of game scenes and target virtual characters, and the method includes:
Responding to a visual field transformation operation, and adjusting the display visual field of the game scene displayed by the graphical user interface according to the visual field transformation operation to obtain a first visual field;
Dividing the graphical user interface into a first split screen area and a second split screen area when the split screen triggering condition is met;
the first split screen area is used for displaying the first view field, and the second split screen area is used for displaying a second view field of a game scene containing the target virtual character.
Optionally, the split screen triggering condition includes: and the shortest distance between the target virtual character and the boundary of the display screen is smaller than a preset threshold value.
Optionally, the field of view transformation operation is a sliding operation for a first touch operation area in the graphical user interface.
Optionally, the method further comprises:
And responding to a movement control operation for a second touch control operation area in the graphical user interface, controlling the target virtual character to move in the game scene according to the movement control operation, and adjusting the display view of the game scene according to the position of the target virtual character in the game scene.
Optionally, in response to a view transformation operation, the adjusting the presentation view of the game scene displayed by the graphical user interface according to the view transformation operation, to obtain a first view, includes:
Responding to the sliding operation, and adjusting the display view of the game scene displayed by the graphical user interface according to the sliding operation;
Determining a position on the graphical user interface where the sliding operation stops, determining the first field of view.
Optionally, the visual field transformation operation is a long press operation for any position of a small map in the graphical user interface.
Optionally, the adjusting the presentation view of the game scene displayed by the graphical user interface according to the view transformation operation, to obtain a first view, includes:
And adjusting the display view of the game scene displayed by the graphical user interface according to the action position of the long-press operation on the small map to obtain a first view.
Optionally, the dividing the graphical user interface into a first split screen area and a second split screen area includes:
Determining a dividing line for dividing the graphical user interface according to the change direction of the display visual field, wherein the dividing line is perpendicular to the change direction of the display visual field;
and dividing the graphical user interface into a first split screen area and a second split screen area by adopting the dividing line.
Optionally, the method further comprises:
And controlling movement of the target virtual character in the game scene according to the movement control operation in response to the movement control operation in the first split screen area, and adjusting the second view according to the position of the target virtual character in the game scene.
Optionally, the method further comprises:
in response to the end of the view transformation operation, the first split screen region and the second split screen region are canceled, and a second view of a game scene contained in the second split screen region is displayed in the graphical user interface.
The embodiment of the invention also discloses a game display device, which provides a graphic user interface through a display screen of the terminal equipment, wherein the graphic user interface at least comprises partial game scenes and target virtual roles, and the device comprises:
The first visual field obtaining module is used for responding to visual field transformation operation, and adjusting the display visual field of the game scene displayed by the graphical user interface according to the visual field transformation operation to obtain a first visual field;
the interface split screen module is used for dividing the graphical user interface into a first split screen area and a second split screen area when the split screen triggering condition is met;
the first split screen area is used for displaying the first view field, and the second split screen area is used for displaying a second view field of a game scene containing the target virtual character.
The embodiment of the invention also discloses an electronic device which comprises a processor, a memory and a computer program stored on the memory and capable of running on the processor, wherein the computer program realizes the steps of the game display method when being executed by the processor.
The embodiment of the invention also discloses a computer readable storage medium, wherein the computer readable storage medium stores a computer program, and the computer program realizes the steps of the game demonstration method when being executed by a processor.
The embodiment of the invention has the following advantages:
Obtaining a first field of view by adjusting a presentation field of view of a game scene displayed by the graphical user interface in accordance with a field of view transformation operation in response to the field of view transformation operation; dividing the graphical user interface into a first split screen area and a second split screen area when the split screen triggering condition is met; the first view field is displayed in the first split screen area, the second view field of the game scene containing the target virtual character is displayed in the second split screen area, so that when a user performs view field conversion operation on a graphical user interface, a player can simultaneously view the first view field corresponding to the view field conversion operation and the second view field of the game scene containing the target virtual character, the player can view the game view field of the current position of the target virtual character and the game view field of other positions at a distance, the two split screen areas containing the target virtual character respectively run, the split screen areas take the target virtual character as the center, the running position of the target virtual character is controlled through a moving wheel disc, and the other split screen areas still convert the view fields according to the view field conversion operation, thereby realizing a double-view operation mode, improving the game operation efficiency of the player, and avoiding the situation that the player can only view the single view field to cause misoperation of the target virtual character.
Drawings
FIG. 1 is a flow chart of steps of an embodiment of a method for game presentation provided by the present invention;
FIG. 2a is a schematic diagram of a graphical user interface provided by an embodiment of the present invention;
FIG. 2b is a schematic view of a split screen according to an embodiment of the present invention;
FIG. 2c is a schematic view of another split screen according to an embodiment of the present invention;
FIG. 3a is a schematic diagram of another graphical user interface provided by an embodiment of the present invention;
FIG. 3b is a schematic view of another split screen provided by an embodiment of the present invention;
FIG. 3c is a schematic view of another split screen according to an embodiment of the present invention;
Fig. 4 is a block diagram of an embodiment of a game distribution display device according to the present invention.
Detailed Description
In order that the above-recited objects, features and advantages of the present invention will become more readily apparent, a more particular description of the invention will be rendered by reference to the appended drawings and appended detailed description.
The method of game presentation in one embodiment of the present disclosure may be run on a terminal device or a server. The terminal device may be a local terminal device. When the game presentation method runs on the server, the game presentation method can be realized and executed based on a cloud interaction system, wherein the cloud interaction system comprises the server and the client device.
In an alternative embodiment, various cloud applications may be run under the cloud interaction system, for example: and (5) cloud game. Taking cloud game as an example, cloud game refers to a game mode based on cloud computing. In the running mode of the cloud game, a running main body of the game program and a game picture presentation main body are separated, the storage and running of the game display method are completed on a cloud game server, and the function of the client device is used for receiving and sending data and presenting the game picture, for example, the client device can be a display device with a data transmission function close to a user side, such as a mobile terminal, a television, a computer, a palm computer and the like; but the terminal device for game display is a cloud game server in the cloud. When playing the game, the player operates the client device to send an operation instruction to the cloud game server, the cloud game server runs the game according to the operation instruction, codes and compresses data such as game pictures and the like, returns the data to the client device through a network, and finally decodes the data through the client device and outputs the game pictures.
In an alternative embodiment, the terminal device may be a local terminal device. Taking a game as an example, the local terminal device stores a game program and is used to present a game screen. The local terminal device is used for interacting with the player through the graphical user interface, namely, conventionally downloading and installing the game program through the electronic device and running. The manner in which the local terminal device provides the graphical user interface to the player may include a variety of ways, for example, may be rendered for display on a display screen of the terminal, or provided to the player by holographic projection. For example, the local terminal device may include a display screen for presenting a graphical user interface including game visuals, and a processor for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.
Referring to fig. 1, a flow chart of the steps of a method embodiment of a game presentation of the present invention is shown, providing a graphical user interface comprising at least a part of a game scene and a target virtual character via a display screen of a terminal device.
It should be noted that the embodiments of the present invention may be applied to different game types, including but not limited to: MOBA (Multiplayer Online Battle Arena, multiplayer online tactical game), RTS (Real-TIME STRATEGY GAME, instant strategic game), etc. The graphical user interface in the embodiment of the invention can be an interface (such as a game program interface) rendered by an application program, the terminal equipment can comprise a display screen, the graphical user interface is displayed through the display screen, and a user can perform corresponding interactive operation on the graphical user interface.
Taking MOBA games as an example, multiple types of virtual characters can be included in the games, including but not limited to virtual characters controlled by different players and NPCs (Non-PLAYER CHARACTER, non-player controlled characters), the target virtual character being the virtual character controlled by the current game player (the player currently logged into the terminal device). In MOBA games, the target avatar may be a hero-type avatar. Further, the NPC may include an interactable NPC and a non-interactable NPC, and the interactable NPC may include an NPC that camps the same as the target virtual character, an NPC that camps opposite to the target virtual character, an NPC that is in a neutral camping, and the like.
The embodiment of the invention specifically comprises the following steps:
Step 101, responding to a visual field transformation operation, and adjusting the presentation visual field of a game scene displayed by the graphical user interface according to the visual field transformation operation to obtain a first visual field;
the field of view in embodiments of the present invention may be a range of a portion of a game scene that is currently displayed by the graphical user interface.
The graphical user interface may present a portion of the game scene, and the player may change the field of view of the game scene displayed by the graphical user interface through a field of view change operation.
For example, MOBA games, which may also be referred to as game interfaces, may include a scene display layer and an interaction layer over the scene display layer. The scene display layer is used to display a field of view of the game scene, and the interaction layer may include, but is not limited to, interaction controls, interaction information, and the like. The interaction control comprises a mobile control rocker (or a mobile wheel disc), a skill release control, a small map control, a visual field transformation operation area and the like.
In a normal state, a player controls movement of a target virtual character by moving a control stick, and a presentation view of a game scene is adjusted based on the target virtual character, for example: the target virtual character is always positioned in the center of a scene picture or is always positioned below the picture, and the specific implementation method is as follows: the virtual camera is used for breaking the view field of the game scene, and is bound to the target virtual character, so that the virtual camera moves along with the target virtual character, and the view field of the scene moves along with the position movement of the virtual character.
The view conversion operation may be an operation of the player on the interactive control or the interactive information, and may adjust a presentation view of the game scene displayed on the graphical user interface according to the view conversion operation, and the presentation view obtained by the adjustment of the view conversion operation is the first view.
In one example, the player may perform a field of view transformation through a minimap control, and in particular, the minimap may display geographic information of the game (game map) in the form of a thumbnail image, either in part or in whole. The player can change the visual field of the game scene presentation through the small map control, specifically, the virtual camera is switched to the game coordinate by determining the game coordinate corresponding to the operation of the user on the small map control, and the visual field of the game scene presentation is broken through the virtual camera positioned on the game coordinate, so that the visual field of the game scene presentation is changed through the small map control.
In another example, the player may also perform the field of view transformation through the field of view transformation operation area, and specifically, an area other than the movement control rocker, the skill release control, and the small map control in the game interface may be set as the field of view transformation operation area. When a player performs an operation in the field of view conversion area, feature information of the operation may be determined, and the presentation field of view of the game scene may be controlled by the feature information. For example: the feature information can be that the current virtual camera is controlled to move to the upper right when moving downwards left, and then the current visual field is presented after the current visual field is changed to the upper right, so that the visual field of the game scene is adjusted through the visual field changing area.
102, Dividing the graphical user interface into a first split screen area and a second split screen area when a split screen triggering condition is met; the first split screen area is used for displaying the first view field, and the second split screen area is used for displaying a second view field of a game scene containing the target virtual character.
The method comprises the steps that a split screen triggering condition can be set for the position of a target virtual character on a graphical interface, when the current position of the target virtual character meets the split screen triggering condition, the graphical user interface is divided into two areas for respectively displaying the visual fields of virtual scenes, wherein the two areas comprise a first split screen area for displaying a first visual field and a second split screen area for displaying a second visual field containing the target virtual character scene.
The position of the target avatar in the graphical user interface may be changed as the field of view of the graphical user interface is transformed. The first view obtained by the view transformation operation is a content that a player wants to view during a game, and at the same time, the player needs to continuously pay attention to the target virtual character during the game, the graphical user interface can be divided into a first split screen area and a second split screen area when the first view is obtained and the split screen condition is satisfied, the second split screen area displays the first view, and the second view of the game scene containing the target virtual character is displayed in the second split screen area, so that the first view obtained by the view transformation operation is displayed in the graphical user interface, and both the second view of the part of the game scene containing the target virtual character and the second view of the game scene containing the target virtual character are displayed in the graphical user interface.
In the embodiment of the invention, the display view of the game scene displayed by the graphical user interface is adjusted according to the view transformation operation, so as to obtain a first view; dividing the graphical user interface into a first split screen area and a second split screen area when the split screen triggering condition is met; the first view field is displayed in the first split screen area, the second view field of the game scene containing the target virtual character is displayed in the second split screen area, so that when a user performs view field conversion operation on a graphical user interface, a player can simultaneously view the first view field corresponding to the view field conversion operation and the second view field of the game scene containing the target virtual character, the player can view the game view field of the current position of the target virtual character and the game view field of other positions at a distance, the two split screen areas containing the target virtual character respectively run, the split screen areas take the target virtual character as the center, the running position of the target virtual character is controlled through a moving wheel disc, and the other split screen areas still convert the view fields according to the view field conversion operation, thereby realizing a double-view operation mode, improving the game operation efficiency of the player, and avoiding the situation that the player can only view the single view field to cause misoperation of the target virtual character.
In an optional embodiment of the present invention, the split-screen triggering condition includes: and the shortest distance between the target virtual character and the boundary of the display screen is smaller than a preset threshold value.
The distance between the target virtual character and the boundary of the display screen can be detected in real time while the visual field transformation operation is responded, and when the distance between the target virtual character and any boundary of the display screen is smaller than a preset threshold value, the condition that the split screen triggering condition is met is determined.
It should be noted that, in the embodiment of the present invention, the shortest distance between the target virtual character and the boundary of the display screen is the shortest distance among the distances between the target virtual character and all the boundaries of the display screen, which is called the shortest distance, so long as the shortest distance is smaller than a preset threshold value, it can be determined that the split-screen triggering condition is satisfied. The display screen boundary is a boundary of an area of the display screen for displaying the graphical user interface.
When the distance (namely the shortest distance) is smaller than a certain value, determining that the virtual character is about to leave the current visual field of the graphical user interface, namely the graphical user interface is about to fail to display the target virtual character, determining that a split screen triggering condition is met, dividing the graphical user interface into a first split screen area and a second split screen area, enabling the second split screen area to display the target virtual character, and simultaneously enabling the visual field displayed by the first split screen area to be changed into a first visual field obtained by visual field changing operation, so that the graphical user interface simultaneously displays a first visual field matched with the visual field changing operation and a second visual field corresponding to the target virtual character, and providing a double visual field display game scene.
For example: the preset threshold may be 1 cm. In the operation process of responding to the visual field change, the target virtual character gradually approaches to the boundary of the display screen along with the current visual field change, and when the shortest distance between the virtual character and the boundary of the display screen is smaller than 1 cm, the split screen triggering condition is determined to be met, so that the graphical user interface is divided into a first split screen area and a second split screen area.
It should be noted that, the preset threshold may be set for different games, different terminal devices, or different game scenes, or may be set by user-definition, and the present invention does not limit specific setting rules and specific values of the preset threshold.
In an alternative embodiment of the present invention, the field of view transformation operation is a sliding operation for a first touch operation area in the graphical user interface.
The view field changing operation may be an operation of sliding in a certain direction with any point acting on the first touch area as a sliding start point. The first touch area may be a field of view transformation operation area as described above or a minimap control as described above (the minimap control may have a certain interactable area). The present view of the game scene displayed by the graphical user interface can be adjusted according to the sliding operation of the view transformation operation area, and the first view is obtained.
Step 101 may include: responding to the sliding operation, and adjusting the display view of the game scene displayed by the graphical user interface according to the sliding operation; determining a position on the graphical user interface where the sliding operation stops, determining the first field of view.
The sliding characteristics of the sliding operation may be detected, and the presentation view of the game scene displayed by the graphical user interface may be adjusted in accordance with the sliding characteristics of the sliding operation. And determining the first field of view according to a position where the sliding operation is stopped when the sliding operation is stopped.
The sliding feature may be a sliding direction. For example: the sliding operation is a left-to-right sliding operation applied to the visual field conversion region, that is, the sliding direction is from left to right, and the display visual field of the game scene displayed on the graphical user interface is gradually adjusted to left. And when the sliding operation is stopped, determining the presented view at the time of stopping the sliding operation as a first view.
Also for example: the sliding operation is a sliding operation from left to right, that is, the sliding direction is from left to right, the display view of the game scene displayed by the graphical user interface is adjusted to the right to a view corresponding to the position of the sliding operation on the small map control, and when the sliding operation is stopped, the first view is determined centering on the stop position of the sliding operation.
The sliding feature may further include a sliding speed, and the adjustment speed of the presentation view field may be determined according to the sliding speed, that is, the adjustment speed of the presentation view field may be increased along with the increase of the sliding speed, and in addition, the scene adjustment speed may also be adjusted according to a preset speed.
In another alternative embodiment of the present invention, the field of view transformation operation is a long press operation for any position of a small map in the graphical user interface.
A small map matching the game scene may be displayed in the graphical user interface, which may show the entire or partial game map in thumbnail form. The field of view transformation operation may be a long press operation by the user for any location on the minimap.
The operation time of the user aiming at the small map can be detected, and when the operation time is larger than the preset time, the operation corresponding to the operation time is determined to be a long-press operation. The preset time can be set by default for the game or set by a player, and through setting the preset time, the situation that the player misoperation causes the visual field of the game scene to be changed is avoided.
Step 101 may include: and adjusting the display view of the game scene displayed by the graphical user interface according to the action position of the long-press operation on the small map to obtain a first view.
The small map may be a small map control as described above, and the long press operation may be determined to be located at a position of the small map control, and the view corresponding to the position is determined to be the first view. Specifically, the first field of view may be determined centering on the position corresponding to the long press operation.
In an optional embodiment of the invention, the dividing the graphical user interface into a first split screen area and a second split screen area includes:
Determining a dividing line for dividing the graphical user interface according to the change direction of the display visual field, wherein the dividing line is perpendicular to the change direction of the display visual field; and dividing the graphical user interface into a first split screen area and a second split screen area by adopting the dividing line.
And when the display visual field changes, determining the change direction of the display visual field, and determining a dividing line for dividing the graphical user interface according to the change direction of the display visual field, wherein the dividing line is perpendicular to the change direction of the display visual field. And dividing the graphical user interface according to the dividing line, wherein the first split screen area and the second split screen area obtained by dividing are respectively positioned at two sides of the dividing line.
Based on the changing directions of different presentation views, the display modes of the first split-screen area and the second split-screen area can be different. For example: presenting that the changing direction of the visual field is right, the first split screen area can be positioned at the right side of the graphical user interface, and the second split screen area can be positioned at the left side of the graphical user interface; the changing direction of the visual field is presented to be the upper right, the first split screen area can be positioned at the upper right of the graphical user interface, and the second split screen area can be positioned at the lower left of the graphical user interface; the direction of change of the presentation view is up, the first split screen region may be located above the graphical user interface, and the second split screen region may be located below the graphical user interface. The ratio of the first split screen area to the second split screen area relative to the graphical user interface can be set by default, or preset by a user, or adjusted in real time by the user. It is understood that the partitioning of the graphical user interface may include, but is not limited to, the above.
Referring to FIG. 2a, a graphical user interface schematic of an embodiment of the present invention is shown.
The graphical user interface contains a target avatar 201 that, in response to a view change operation, adjusts the direction of the rendered view of the game scene to the upward-right direction (as indicated by arrow 202). At this time, the target avatar 201 gradually approaches the edge of the display screen 200, and when the distance between the target avatar and the edge of the display screen 200 is less than a preset threshold (e.g., 1 cm) (as shown in fig. 2 b), a region dividing line 203 (i.e., a dividing line) perpendicular to the direction of the arrow 202 is generated in the graphical user interface, and the graphical user interface is divided into a first split screen region 204 and a second split screen region 205 by using the region dividing line 203. In this case, a first field of view obtained by the field of view conversion operation is displayed in the first split screen area 204, and a second field of view of the game scene including the target virtual character is displayed in the second split screen area 205. At this time, when the presentation view of the game scene continues to change in the upper right direction, the first view continues to change, and the second view remains unchanged (as shown in fig. 2 c).
When the visual field transformation operation is a long-press operation on any position of the small map in the graphical user interface, the visual field transformation direction can be the direction from the position of the target character in the small map to the long-press operation position. When the visual field transformation operation is a long-press operation on any position of the small map in the graphical user interface, the dividing line can be determined according to a preset mode. The preset mode can be to divide the graphical user interface horizontally or vertically.
For example: when the preset mode is horizontal division, if the position of the long press operation is located at the left side (including the left side, the left upper side and the left lower side) of the target virtual character position in the small map, the division line can be vertical to the lower edge of the screen from top to bottom.
An embodiment of the present invention is further described below with reference to fig. 3a, which shows another graphical user interface schematic diagram of an embodiment of the present invention, with respect to a split-screen manner in which a split line is determined according to a preset manner.
The graphical user interface contains a target avatar 201, with an interactable minimap control 210 disposed at the top left of the graphical user interface, point a being the location of the target avatar 201 within the minimap control. The first field of view may be obtained in response to a long press operation applied to the minimap control 210, and when the field of view of the game scene displayed by the gui is adjusted according to the long press operation, the area dividing line 203 (i.e., the dividing line) is generated in a preset manner when the split screen triggering condition is satisfied.
As shown in fig. 3B, when the long press operation position is a point B in the map control 210, and the preset manner is horizontal division, since the point B is located on the right side of the point a (i.e. the direction of adjusting the display field is to the right), an area dividing line 203 perpendicular to the lower edge (and perpendicular to the upper edge) of the screen 200 is generated according to the preset ratio, so that the graphical user interface is horizontally divided, and the graphical user interface is divided into a first split screen area 204 and a second split screen area 205 by using the area dividing line 203. Wherein the first view is displayed in a first split screen area 204 and a second view of the game scene including the target virtual character is displayed in a second split screen area 205.
As shown in fig. 3c, when the long press operation position is a point B in the small map control 210 and the preset manner is vertical division, since the point B is located above the point a (i.e. the adjustment direction of the display field is upward), an area dividing line 203 perpendicular to the left edge (and perpendicular to the right edge) of the screen 200 is generated according to the preset ratio, so that the graphical user interface is vertically divided, and the graphical user interface is divided into a first split screen area 204 and a second split screen area 205 by using the area dividing line 203. Wherein the first view is displayed in a first split screen area 204 and a second view of the game scene including the target virtual character is displayed in a second split screen area 205.
In a specific implementation, the preset manner may include, but is not limited to, vertical division and horizontal division.
In an alternative embodiment of the invention, the method further comprises:
And controlling movement of the target virtual character in the game scene according to the movement control operation in response to the movement control operation in the first split screen area, and adjusting the second view according to the position of the target virtual character in the game scene.
The movement control operation for the first split screen region may be an operation for a control (e.g., the movement control joystick described above) for controlling movement of the character when the graphical user interface is divided into the first split screen region and the second split screen region.
When the graphical user interface is divided into the first split screen area and the second split screen area, the user can move the control operation to control the target virtual character to move in the game scene, and adjust the second view according to the position of the target virtual character in the game scene during the movement of the target virtual character, for example: the position of the target virtual character in the game scene is taken as the second visual field center.
When the graphical user interface is divided into a first split screen area and a second split screen area, the visual field corresponding to the first split screen area is adjusted through a visual field change operation, and the visual field of the second split screen area is adjusted through a movement control operation, and the two split screen areas are independent of each other.
When the graphical user interface is divided into a first split screen area and a second split screen area, the interaction control in the graphical user interface can keep the functions of the interaction control, namely when the graphical user interface is divided into the first split screen area and the second split screen area, the interaction control can respond to the operation of the virtual control and execute the corresponding game event. Wherein the operations of the view change related controls (e.g., the minimap control, the view change area) are performed according to the embodiments described above.
In an alternative embodiment of the invention, the first split screen region and the second split screen region are cancelled in response to the end of the view transformation operation, and a second view of a game scene contained in the second split screen region is displayed in the graphical user interface.
When it is determined that the view changing operation is terminated (for example, the view changing operation is a sliding touch of a player's finger, when the finger stops the touch, it is determined that the operation is terminated), the graphical user interface may be restored to a state before being divided into the first split screen area and the second split screen area, and when the division of the graphical user interface into the first split screen area and the second split screen area is stopped, the view of the game scene displayed by the graphical user interface is determined based on the position of the target virtual character, that is, the second view of the game scene including the target virtual character is displayed, so that the user can continue focusing on the target virtual character.
For example: when the division of the graphical user interface into the first split screen region and the second split screen region is stopped, the graphical user interface resumes displaying the field of view of the game scene centered on the target virtual character.
In an alternative embodiment of the present invention, it may further include: and responding to a movement control operation for a second touch control operation area in the graphical user interface, controlling the target virtual character to move in the game scene according to the movement control operation, and adjusting the display view of the game scene according to the position of the target virtual character in the game scene.
The movement control operation for the second touch operation area in the graphical user interface may be an operation for a control (for example, the movement control joystick described above) for controlling movement of the character when the graphical user interface is not currently divided (including a case of canceling the division after the division) into the first split screen area and the second split screen area.
When the graphical user interface is not divided into a first split screen area and a second split screen area currently, a user can move control operation to control a target virtual character to move in a game scene, and in the moving process of the target virtual character, the display view of the game scene, namely the view of the game scene displayed by the graphical user interface, is adjusted according to the position of the target virtual character in the game scene.
Referring to fig. 4, there is shown a block diagram of an embodiment of an apparatus for game presentation of the present invention, providing a graphical user interface through a display screen of a terminal device, the graphical user interface including at least a part of a game scene and a target virtual character, the apparatus comprising:
A first view obtaining module 401, configured to respond to a view transformation operation, and adjust a presentation view of a game scene displayed by the graphical user interface according to the view transformation operation, so as to obtain a first view;
the interface split screen module 402 is configured to divide the graphical user interface into a first split screen area and a second split screen area when a split screen triggering condition is satisfied;
the first split screen area is used for displaying the first view field, and the second split screen area is used for displaying a second view field of a game scene containing the target virtual character.
In an optional embodiment of the present invention, the split-screen triggering condition includes: and the shortest distance between the target virtual character and the boundary of the display screen is smaller than a preset threshold value.
In an alternative embodiment of the present invention, the field of view transformation operation is a sliding operation for a first touch operation area in the graphical user interface.
In an alternative embodiment of the invention, the apparatus further comprises:
The first movement operation module is used for responding to the movement control operation of the second touch operation area in the graphical user interface, controlling the target virtual character to move in the game scene according to the movement control operation, and adjusting the display view of the game scene according to the position of the target virtual character in the game scene.
In an alternative embodiment of the present invention, the first view obtaining module 401 includes:
a sliding response sub-module, configured to respond to the sliding operation, and adjust a presentation view of a game scene displayed by the graphical user interface according to the sliding operation;
a sliding stop sub-module for determining a position on the graphical user interface at which the sliding operation is stopped, determining the first field of view.
In an alternative embodiment of the invention, the field of view transformation operation is a long press operation for any position of a small map in the graphical user interface.
In an alternative embodiment of the present invention, the first view obtaining module 401 includes:
And the long-press sub-module is used for adjusting the display view of the game scene displayed by the graphical user interface according to the action position of the long-press operation on the small map so as to obtain a first view.
In an alternative embodiment of the present invention, the interface split screen module 402 includes:
the dividing line sub-determining module is used for determining a dividing line for dividing the graphical user interface according to the change direction of the display visual field, and the dividing line is perpendicular to the change direction of the display visual field;
and the segmentation submodule is used for dividing the graphical user interface into a first split screen area and a second split screen area by adopting the segmentation line.
In an alternative embodiment of the invention, the apparatus further comprises:
And the second movement module is used for responding to the movement control operation aiming at the first split screen area, controlling the movement of the target virtual character in the game scene according to the movement control operation, and adjusting the second view according to the position of the target virtual character in the game scene.
In an alternative embodiment of the invention, the apparatus further comprises:
and the ending module is used for canceling the first split screen area and the second split screen area and displaying a second view of the game scene contained in the second split screen area in the graphical user interface in response to the ending of the view transformation operation.
For the device embodiments, since they are substantially similar to the method embodiments, the description is relatively simple, and reference is made to the description of the method embodiments for relevant points.
The embodiment of the invention also discloses an electronic device which comprises a processor, a memory and a computer program stored on the memory and capable of running on the processor, wherein the computer program realizes the steps of the game display method when being executed by the processor.
The embodiment of the invention also discloses a computer readable storage medium, wherein the computer readable storage medium stores a computer program, and the computer program realizes the steps of the game demonstration method when being executed by a processor.
In this specification, each embodiment is described in a progressive manner, and each embodiment is mainly described by differences from other embodiments, and identical and similar parts between the embodiments are all enough to be referred to each other.
It will be apparent to those skilled in the art that embodiments of the present invention may be provided as a method, apparatus, or computer program product. Accordingly, embodiments of the present invention may take the form of an entirely hardware embodiment, an entirely software embodiment or an embodiment combining software and hardware aspects. Furthermore, embodiments of the invention may take the form of a computer program product on one or more computer-usable storage media (including, but not limited to, disk storage, CD-ROM, optical storage, etc.) having computer-usable program code embodied therein.
Embodiments of the present invention are described with reference to flowchart illustrations and/or block diagrams of methods, terminal devices (systems), and computer program products according to embodiments of the invention. It will be understood that each flow and/or block of the flowchart illustrations and/or block diagrams, and combinations of flows and/or blocks in the flowchart illustrations and/or block diagrams, can be implemented by computer program instructions. These computer program instructions may be provided to a processor of a general purpose computer, special purpose computer, embedded processor, or other programmable data processing terminal device to produce a machine, such that the instructions, which execute via the processor of the computer or other programmable data processing terminal device, create means for implementing the functions specified in the flowchart flow or flows and/or block diagram block or blocks.
These computer program instructions may also be stored in a computer-readable memory that can direct a computer or other programmable data processing apparatus to function in a particular manner, such that the instructions stored in the computer-readable memory produce an article of manufacture including instruction means which implement the function specified in the flowchart flow or flows and/or block diagram block or blocks.
These computer program instructions may also be loaded onto a computer or other programmable data processing apparatus to cause a series of operational steps to be performed on the computer or other programmable apparatus to produce a computer implemented process such that the instructions which execute on the computer or other programmable apparatus provide steps for implementing the functions specified in the flowchart flow or flows and/or block diagram block or blocks.
While preferred embodiments of the present invention have been described, additional variations and modifications in those embodiments may occur to those skilled in the art once they learn of the basic inventive concepts. It is therefore intended that the following claims be interpreted as including the preferred embodiment and all such alterations and modifications as fall within the scope of the embodiments of the invention.
Finally, it is further noted that relational terms such as first and second, and the like are used solely to distinguish one entity or action from another entity or action without necessarily requiring or implying any actual such relationship or order between such entities or actions. Moreover, the terms "comprises," "comprising," or any other variation thereof, are intended to cover a non-exclusive inclusion, such that a process, method, article, or terminal that comprises a list of elements does not include only those elements but may include other elements not expressly listed or inherent to such process, method, article, or terminal. Without further limitation, an element defined by the phrase "comprising one … …" does not exclude the presence of other like elements in a process, method, article, or terminal device that comprises the element.
The above description of the method, the device, the electronic equipment and the storage medium for displaying the game provided by the invention has specific examples, which are used for explaining the principle and the implementation mode of the invention, and the above examples are only used for helping to understand the method and the core idea of the invention; meanwhile, as those skilled in the art will have variations in the specific embodiments and application scope in accordance with the ideas of the present invention, the present description should not be construed as limiting the present invention in view of the above.

Claims (12)

1. A method of game presentation, wherein a graphical user interface is provided via a display screen of a terminal device, the graphical user interface comprising at least a portion of a game scene and a target virtual character, the method comprising:
Responding to a visual field transformation operation, and adjusting the display visual field of the game scene displayed by the graphical user interface according to the visual field transformation operation to obtain a first visual field; detecting the shortest distance between the target virtual character and the boundary of the display screen in the process of adjusting the visual field;
Dividing the graphical user interface into a first split screen area and a second split screen area when the shortest distance is detected to be smaller than a preset threshold value;
the first split screen area is used for displaying the first view field, and the second split screen area is used for displaying a second view field of a game scene containing the target virtual character.
2. The method of claim 1, wherein the field of view transformation operation is a sliding operation for a first touch-operated region in the graphical user interface.
3. The method according to claim 1, wherein the method further comprises:
And responding to a movement control operation for a second touch control operation area in the graphical user interface, controlling the target virtual character to move in the game scene according to the movement control operation, and adjusting the display view of the game scene according to the position of the target virtual character in the game scene.
4. The method of claim 2, wherein in response to a field of view transformation operation, the adjusting the rendered field of view of the game scene displayed by the graphical user interface according to the field of view transformation operation to obtain a first field of view comprises:
Responding to the sliding operation, and adjusting the display view of the game scene displayed by the graphical user interface according to the sliding operation;
Determining a position on the graphical user interface where the sliding operation stops, determining the first field of view.
5. The method of claim 1, wherein the field of view transformation operation is a long press operation for any location of a small map in the graphical user interface.
6. The method of claim 5, wherein adjusting the rendered view of the game scene displayed by the graphical user interface according to the view transformation operation to obtain a first view comprises:
And adjusting the display view of the game scene displayed by the graphical user interface according to the action position of the long-press operation on the small map to obtain a first view.
7. The method of claim 1, wherein the dividing the graphical user interface into a first split screen region and a second split screen region comprises:
Determining a dividing line for dividing the graphical user interface according to the change direction of the display visual field, wherein the dividing line is perpendicular to the change direction of the display visual field;
and dividing the graphical user interface into a first split screen area and a second split screen area by adopting the dividing line.
8. The method according to claim 1, wherein the method further comprises:
And controlling movement of the target virtual character in the game scene according to the movement control operation in response to the movement control operation in the first split screen area, and adjusting the second view according to the position of the target virtual character in the game scene.
9. The method according to claim 1, wherein the method further comprises:
in response to the end of the view transformation operation, the first split screen region and the second split screen region are canceled, and a second view of a game scene contained in the second split screen region is displayed in the graphical user interface.
10. An apparatus for game presentation, wherein a graphical user interface is provided via a display screen of a terminal device, the graphical user interface comprising at least a portion of a game scene and a target virtual character, the apparatus comprising:
The first visual field obtaining module is used for responding to visual field transformation operation, and adjusting the display visual field of the game scene displayed by the graphical user interface according to the visual field transformation operation to obtain a first visual field; detecting the shortest distance between the target virtual character and the boundary of the display screen in the process of adjusting the visual field;
the interface split screen module is used for dividing the graphical user interface into a first split screen area and a second split screen area when the shortest distance is detected to be smaller than a preset threshold value;
the first split screen area is used for displaying the first view field, and the second split screen area is used for displaying a second view field of a game scene containing the target virtual character.
11. An electronic device comprising a processor, a memory and a computer program stored on the memory and executable on the processor, the computer program implementing the steps of the method of game presentation of any one of claims 1 to 9 when executed by the processor.
12. A computer readable storage medium, on which a computer program is stored which, when executed by a processor, implements the steps of the method of game presentation of any one of claims 1 to 9.
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