CN114100124A - Game scene presenting method, device, equipment and medium in shooting game - Google Patents
Game scene presenting method, device, equipment and medium in shooting game Download PDFInfo
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- CN114100124A CN114100124A CN202010898603.3A CN202010898603A CN114100124A CN 114100124 A CN114100124 A CN 114100124A CN 202010898603 A CN202010898603 A CN 202010898603A CN 114100124 A CN114100124 A CN 114100124A
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/52—Controlling the output signals based on the game progress involving aspects of the displayed game scene
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/52—Controlling the output signals based on the game progress involving aspects of the displayed game scene
- A63F13/525—Changing parameters of virtual cameras
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/837—Shooting of targets
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features 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 details of game servers
- A63F2300/55—Details of game data or player data management
- A63F2300/5546—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
- A63F2300/5573—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history player location
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/66—Methods for processing data by generating or executing the game program for rendering three dimensional images
- A63F2300/6661—Methods for processing data by generating or executing the game program for rendering three dimensional images for changing the position of the virtual camera
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8076—Shooting
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- Engineering & Computer Science (AREA)
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- Processing Or Creating Images (AREA)
Abstract
The application discloses a method, a device, equipment and a medium for presenting game scenes in a shooting game. The method comprises the following steps: determining the current position information to be calibrated of the virtual camera according to the received current direction information and the last position information of the set target point; calibrating the current direction to be calibrated in the current position information to be calibrated to obtain the current camera position information of the corresponding virtual camera after calibration; and presenting the current game scene where the game role is positioned according to the current camera position information. By utilizing the method, the operation of calibrating the position information of the virtual camera determined based on the position information of the target point is added before the game scene is smoothly presented, and by adopting the position information of the virtual camera after calibration, the smooth presentation of the picture when the game scene changes along with the movement of the game role is realized, the shielding of the game role on the sight bead at the center of the screen is effectively avoided, the sight bead can be always presented in the visual field of the user, and the game experience is improved.
Description
Technical Field
The present application relates to the field of game technologies, and in particular, to a method, an apparatus, a device, and a medium for presenting a game scene in a shooting game.
Background
With the rapid development of the information era, the configuration of terminal equipment such as computers, tablets, mobile phones and the like is improved, and the game industry is greatly improved. Currently, various large game manufacturers develop different types of game applications, such as third-person shooter games.
For the third person named shooting game, a player can select a game character to shoot, and the player can operate the game character to shoot. Specifically, the game scene is rendered through the virtual camera, the rendered game scene is presented in a view angle following the game character (namely standing behind the game character), the presented game scene is mainly related to the position of the virtual camera, and the position of the virtual camera changes along with the movement of the game character. In addition, in the third person named shooting game, the sight-star on which the player is required to shoot is shown in the center of the screen, and in order to make the player better blend into the game scene, the game character is often shown on the left side of the sight-star.
However, when the position of the virtual camera moves following the game character, there is a case where the game character obstructs the sight bead displayed at the center of the screen in the game scene presented based on the position of the virtual camera. When the sight is blocked, the player cannot accurately shoot the target object by means of the sight, thereby influencing the game experience of the player.
Disclosure of Invention
In view of this, embodiments of the present application provide a method, an apparatus, a device, and a medium for presenting a game scene in a virtual shooting game, which effectively avoid the problem that a sight is blocked when a game character moves.
In a first aspect, an embodiment of the present application provides a method for presenting a game scene in a shooting game, including:
determining the current position information to be calibrated of the virtual camera according to the received current direction information and the last position information of the set target point, wherein the current direction information is information input by a user for controlling a game role;
calibrating the current direction to be calibrated in the current position information to be calibrated to obtain the current camera position information corresponding to the virtual camera after calibration;
and presenting the current game scene where the game role is positioned according to the current camera position information.
Further, the determining the current position information to be calibrated of the virtual camera according to the received current direction information and the previous position information of the set target point includes:
determining the current position information of the target point according to the received current direction information and the last position information of the set target point;
and determining the current position information to be calibrated of the virtual camera according to the current position information.
Further, the determining the current position information of the target point according to the received current direction information and the previous position information of the set target point includes:
acquiring the position information of the last role of the game role;
determining the current role position information of the game role according to the current direction information and the previous role position information;
and determining the current position information of the target point according to the current role position information and the previous position information.
Further, determining the current character position information of the game character according to the current direction information and the previous character position information, including:
regularizing the current direction information, and determining the regularized current direction information as the current role moving direction of the game role;
determining a change distance value of the game role moving along the current role moving direction according to the movement attribute information set relative to the game role and the previous role coordinate position in the previous role position information;
and determining the current role coordinate position of the game role according to the change distance value, and recording the current role moving direction and the current role coordinate position as the current role position information of the game role.
Further, the determining the current position information of the target point according to the current role position information and the previous position information includes:
extracting the current role moving direction and the current role coordinate position in the current role position information, and determining the current role moving direction as the current point moving direction of the target point;
taking the current role coordinate position as an objective function value, and substituting the objective function value and the last target point coordinate position in the last position information into a given linear interpolation function to obtain the current point coordinate position of the target point;
and determining the current point moving direction and the current point coordinate position as the current position information of the target point.
Further, the determining, according to the current position information, current position information to be calibrated of the virtual camera includes:
determining the moving direction of the current point in the current position information as the current direction to be calibrated of the virtual camera, and acquiring the coordinate position of the current point in the current position information;
determining a target position which is away from the coordinate position of the current point and is a first set distance value along the direction opposite to the moving direction of the current point, and taking the coordinate corresponding to the target position as the current camera coordinate position of the virtual camera;
and determining the current direction to be calibrated and the current camera coordinate position as the current position information to be calibrated of the virtual camera.
Further, the calibrating the current direction to be calibrated in the current position information to be calibrated to obtain the current camera position information corresponding to the virtual camera after calibration includes:
extracting the current direction to be calibrated and the current camera coordinate position contained in the current position information to be calibrated;
obtaining a corresponding current calibration direction after the current direction to be calibrated is clockwise rotated to a set angle value;
determining a current camera movement direction of the virtual camera from the current calibration direction;
and determining the current camera moving direction and the current camera coordinate position as the current camera position information corresponding to the virtual camera after calibration.
Further, the determining a current camera movement direction of the virtual camera from the current calibration direction includes:
determining a camera calibration point which is a second set distance value away from the current camera coordinate position along the current calibration direction;
determining a direction vector formed based on the current camera coordinate position and the camera calibration point as a current camera movement direction of the virtual camera.
Further, the presenting the current game scene where the game character is located according to the current camera position information includes:
controlling the virtual camera to change from a previous pose corresponding to previous camera position information to a current pose corresponding to the current camera position information;
acquiring current rendering data corresponding to the virtual camera in the current pose;
and presenting the current game scene where the game role is positioned on a terminal screen through the current rendering data, and controlling a sight for shooting aiming to be displayed at the central point of the terminal screen.
Further, after the presenting the current game scene in which the game character is located according to the current camera position information, the method further includes:
and taking the next frame as a new current frame, returning to continuously execute the determination operation of the current position information to be calibrated of the virtual camera until the shooting end condition is met.
Further, the initial position information of the target point is: the starting moving direction and the starting coordinate position of the game role.
In a second aspect, an embodiment of the present application provides a game scene presenting device in a shooting game, including:
the first information determining module is used for determining the current position information to be calibrated of the virtual camera according to the received current direction information and the last position information of the set target point, wherein the current direction information is information input by a user for controlling a game role;
the second information determining module is used for calibrating the current to-be-calibrated direction in the current to-be-calibrated position information to obtain the current camera position information corresponding to the virtual camera after calibration;
and the scene presenting module is used for presenting the current game scene where the game role is positioned according to the current camera position information.
In a third aspect, an embodiment of the present application further provides a computer device, including:
a memory and one or more processors;
the memory for storing one or more programs;
when executed by the one or more processors, cause the one or more processors to implement the in-shooting-game scene presenting method according to the first aspect.
In a fourth aspect, embodiments of the present application further provide a storage medium containing computer-executable instructions for performing the method for in-shooting game scene rendering in a shooting game according to the first aspect when executed by a computer processor.
According to the method, the device, the equipment and the medium for presenting the game scene in the shooting game, firstly, the current position information to be calibrated of the virtual camera can be determined according to the received current direction information and the last position information of the set target point; and then, calibrating the current direction to be calibrated in the current position information to be calibrated to obtain the current camera position information of the corresponding virtual camera after calibration, and finally presenting the current game scene where the game role is positioned according to the current camera position information. According to the technical scheme of the embodiment, firstly, the position information of the virtual camera when the virtual camera changes along with the game role is determined through the additionally arranged target point for buffering, so that the smooth presentation of the game scene picture is realized; meanwhile, the operation of calibrating the position information of the virtual camera determined based on the position information of the target point is added before the game scene is smoothly presented, and by adopting the position information of the virtual camera after calibration, the game scene can be smoothly presented when moving and changing along with the game role, the shielding of the game role on the sight bead at the center of the screen can be effectively avoided, the sight bead can be always presented in the visual field of the user, and therefore the effects of improving the shooting hit rate of the user and improving the game experience are achieved.
Drawings
Other features, objects and advantages of the present application will become more apparent upon reading of the following detailed description of non-limiting embodiments thereof, made with reference to the accompanying drawings in which:
fig. 1 is a schematic flowchart illustrating a method for presenting a game scene in a shooting game according to an embodiment of the present disclosure;
fig. 2 is a schematic flow chart illustrating a method for presenting a game scene in a shooting game according to a second embodiment of the present invention;
FIG. 2a is a flow chart illustrating an implementation of determining location information of a game character in a method for presenting a game scene according to a second embodiment of the present invention;
FIG. 2b is a flowchart illustrating an implementation of determining position information of a target point in a game scene presenting method according to a second embodiment of the present invention;
FIG. 2c is a flowchart illustrating an implementation of determining calibration position information of a virtual camera in a game scene presenting method according to a second embodiment of the present invention;
FIG. 2d is a flowchart illustrating an implementation of determining a moving direction of a virtual camera in a method for presenting a game scene according to a second embodiment of the present invention;
fig. 3 is a block diagram illustrating a game scene presenting device in a shooting game according to a third embodiment of the present application;
fig. 4 is a schematic structural diagram of a computer device according to a fourth embodiment of the present invention.
Detailed Description
In order to make the objects, technical solutions and advantages of the present application more clear, embodiments of the present application will be described in further detail below with reference to the accompanying drawings. It should be understood that the embodiments described are only a few embodiments of the present application, and not all embodiments. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present application.
When the following description refers to the accompanying drawings, like numbers in different drawings represent the same or similar elements unless otherwise indicated. The embodiments described in the following exemplary embodiments do not represent all embodiments consistent with the present application. Rather, they are merely examples of apparatus and methods consistent with certain aspects of the application, as detailed in the appended claims.
In the description of the present application, it is to be understood that the terms "first," "second," "third," and the like are used solely for distinguishing between similar elements and not necessarily for describing a particular sequential or chronological order, nor should be construed to indicate or imply relative importance. The specific meaning of the above terms in the present application can be understood by those of ordinary skill in the art as appropriate. Further, in the description of the present application, "a plurality" means two or more unless otherwise specified. "and/or" describes the association relationship of the associated objects, meaning that there may be three relationships, e.g., a and/or B, which may mean: a exists alone, A and B exist simultaneously, and B exists alone. The character "/" generally indicates that the former and latter associated objects are in an "or" relationship.
Example one
Fig. 1 is a schematic flow chart of a method for presenting a game scene in a shooting game, which is provided in an embodiment of the present application, and is suitable for a situation where a game scene is presented when a game character moves in a shooting game. The method can be executed by computer equipment loaded with shooting game software, the game scene presenting method in the shooting game can be integrated in the loaded shooting game software as a plug-in, and the method is realized by running the shooting game software, and the computer equipment can be composed of two or more physical entities or one physical entity. Generally, the computer device may be a notebook, a desktop computer, a smart tablet, and the like.
It should be noted that, in this embodiment, the information is collected and the game scene is changed by taking a frame as a unit, and the information obtained by operations such as obtaining, receiving, or determining under the current frame in this embodiment is uniformly prefixed by a name of "current", for example, the current position information may be regarded as the position information of a certain example object under the current frame; similarly, the information obtained by the operations of obtaining, receiving, or determining in the previous frame is collectively prefixed by the name of "previous", and as the above location information, the location information may be regarded as the location information that a certain instance object has in the current frame.
As shown in fig. 1, a method for presenting a game scene in a shooting game provided in this embodiment specifically includes the following steps:
s101, determining the current position information to be calibrated of the virtual camera according to the received current direction information and the previous position information of the set target point, wherein the current direction information is information input by a user for controlling a game role.
In this embodiment, the current direction information may be control information input by the user through the input device in order to control the movement or rotation direction of the game character, and the current direction information may specifically be information required by the user to control the change of the posture (the movement direction and the position of the game character after the movement) of the game character under the current frame.
In this embodiment, the game character may be a character that is selected by a user (game player) in advance after entering the shooting game, and various actions of the game character in the game are controlled by the user through input of information. For example, the user may control the actions of the game character through control information input through input devices such as a keyboard, a mouse, and a touch panel. The current direction information in this step is one of the control information input by the user.
For example, in a shooting game, a user may use a keyboard as an input device, so that the user may input control information on a game character by pressing one or two keys of several direction keys "±)" ↓ "±" ← "→" representing forward, backward, left turn, and right turn on the keyboard, thereby acquiring current direction information corresponding to a current frame, such as pressing the "±") key, the represented current direction information representing that the game character does not deflect left and right when moving forward and straight; pressing the "speak" and "→" keys at the same time may represent current direction information moving in a combined direction of both forward and rightward directions.
In this embodiment, in order to implement smooth following of the movement of the virtual camera relative to the game character, the present embodiment introduces a target point, where the target point can specifically understand a shake point for reducing the shake of the virtual camera, and the present embodiment can indirectly determine the position information of the virtual camera in each frame by determining the position information of the target point in each frame. The previous position information of the target point may be understood as position information of the target point in a previous frame of the current frame, and the previous position information may be specifically determined by the method provided in this embodiment when the previous frame is used as the current frame.
It should be noted that, assuming that the method provided in this embodiment is performed initially, the previous location information of the target point acquired in this step may default to the initial location information of the previous device, where the initial location information of the target point may preferably be: the starting moving direction and the starting coordinate position of the game role. That is, the initial coordinate position and the corresponding initial movement direction that the game character initially has after the start of the game mode of the shooting game may be the initial direction of the game character by default.
In addition, the game scene in the shooting game is rendered and presented mainly in real time through the virtual camera, and therefore, in order to achieve rendering and presentation of the current game scene where the game character is located, camera position information of the virtual camera needs to be determined in advance. After receiving the current direction information and acquiring the previous position information of the target point, the step may determine, by determining the current position information of the target point, the position information of the virtual camera, which is provided when the virtual camera changes with the change of the game role in the current frame, by combining the preset association relationship between the virtual camera and the target point. In this embodiment, first, the position information determined by the virtual camera in this step is recorded as the current position information to be calibrated.
S102, calibrating the current direction to be calibrated in the current position information to be calibrated, and obtaining the current camera position information corresponding to the virtual camera after calibration.
It should be noted that, in S101, when a game character changes based on current direction information at a current frame, the camera position information that the virtual camera should have after changing along with the game character can be obtained, and theoretically, smooth presentation of a game scene picture can be directly achieved through the camera position information of the virtual camera at the current frame, however, in practical applications, it is found that rendering presentation of a game scene is directly performed only by depending on the camera position information determined in S101, and a quasi-star at the center of a screen in the game scene may be shielded by the game character, thereby causing a problem that a player user cannot accurately shoot by depending on the quasi-star.
To solve the above problem, the present embodiment adds an operation of performing calibration processing on the current to-be-calibrated position information (camera position information) of the virtual camera obtained in S101 described above by this step. The current position information to be calibrated includes a current movement direction to be calibrated, which is required by the virtual camera to move under the current frame, and a current camera coordinate position where the virtual camera is finally located after moving, and the key influencing the final position of the virtual camera in the current position information to be calibrated is the current movement direction to be calibrated.
Therefore, in this step, the current camera position information provided after the virtual camera calibration can be obtained by the calibration adjustment of the current to-be-calibrated moving direction. For example, the calibration adjustment of the current movement direction to be calibrated in this step may be to adjust the current movement direction to be calibrated by a certain angle counterclockwise or clockwise.
S103, presenting the current game scene where the game role is located according to the current camera position information.
In this embodiment, after the virtual camera is corrected based on the camera position information obtained in S101 in S102 to obtain the current camera position information, the corresponding rendering data information may be called based on the current camera position information in this step, so that the rendering presentation of the current game scene where the game character is located is realized through the called rendering data.
Specifically, the virtual camera is controlled to perform pose transformation based on the current camera position information, corresponding game scenes are presented through the matched rendering data after the pose transformation, and a sight bead on which a player user depends in shooting in the shooting game is controlled to be displayed in the center of a screen of a terminal screen. Therefore, the visual effect that the picture of the game scene can be smoothly changed only by controlling the game character and the game character can not shield the sight bead displayed at the center of the screen is presented to the user.
The method for presenting the game scene in the shooting game comprises the steps of firstly, determining position information of a virtual camera when the virtual camera changes along with a game role by considering an additionally arranged target point for buffering, and accordingly smoothly presenting a game scene picture; meanwhile, the operation of calibrating the position information of the virtual camera determined based on the position information of the target point is added before the game scene is smoothly presented, and by adopting the position information of the virtual camera after calibration, the game scene can be smoothly presented when moving and changing along with the game role, the shielding of the game role on the sight bead at the center of the screen can be effectively avoided, the sight bead can be always presented in the visual field of the user, and therefore the effects of improving the shooting hit rate of the user and improving the game experience are achieved.
As an optional embodiment of the first embodiment of the present invention, in the optional embodiment, after the presenting the current game scene in which the game character is located according to the current camera position information, the optimizing further includes: and taking the next frame as a new current frame, returning to continuously execute the determination operation of the current position information to be calibrated of the virtual camera until the shooting end condition is met.
It can be understood that, in the present embodiment, the presentation of the game scene in the shooting game is mainly performed in units of frames, and the present embodiment mainly stands at the angle of the current frame to describe how to implement the process of smooth presentation of the game scene when the position of the virtual camera changes correspondingly due to the change of the pose of the game character controlled by the user. In consideration of the persistence of the shooting game in practical applications, the present embodiment needs to continuously realize the presentation of game scenes in each frame in the shooting game.
Therefore, in this optional embodiment, after the current game scene where the game character is located is presented according to the current camera position information, the next frame is taken as a new current frame, and then the determination operation that the virtual camera has the current position information to be calibrated under the new current frame is returned to be continuously performed, so that the game scene presenting operation provided in this embodiment is repeatedly performed. After the next frame is taken as a new current frame, the original current frame is equivalent to the previous frame, and the current position information of the target point in the original current frame can be taken as the current previous position information.
In this alternative embodiment, the end condition for circularly executing the present presentation operation may be that a shooting end condition is currently satisfied, where the shooting end condition may be that the game player ends the current shooting task, or that the game character has exhausted life value and no longer has shooting capability.
Example two
Fig. 2 is a schematic flow chart of a game scene presenting method in a shooting game according to a second embodiment of the present invention, where the second embodiment is optimized based on the above-mentioned embodiments, and in this embodiment, the determining of the current to-be-calibrated position information of the virtual camera according to the received current direction information and the previous position information of the set target point is further embodied as: determining the current position information of the target point according to the received current direction information and the last position information of the set target point; and determining the current position information to be calibrated of the virtual camera according to the current position information.
Meanwhile, the present embodiment further calibrates the current direction to be calibrated in the current position information to be calibrated, and obtains the current camera position information corresponding to the virtual camera after calibration, which is embodied as: extracting the current direction to be calibrated and the current camera coordinate position contained in the current position information to be calibrated to obtain the corresponding current calibration direction after the current direction to be calibrated is clockwise rotated to a set angle value; determining a current camera movement direction of the virtual camera from the current calibration direction; and determining the current camera moving direction and the current camera coordinate position as the current camera position information corresponding to the virtual camera after calibration.
In addition, the present embodiment further presents the current game scene where the game character is located according to the current camera position information, specifically as follows: controlling the virtual camera to change from a previous pose corresponding to previous camera position information to a current pose corresponding to the current camera position information; acquiring current rendering data corresponding to the virtual camera in the current pose; and presenting the current game scene where the game role is positioned on a terminal screen through the current rendering data, and controlling a sight for shooting aiming to be displayed at the central point of the terminal screen.
As shown in fig. 2, a method for presenting a game scene in a shooting game provided in the second embodiment of the present invention specifically includes the following operations:
the present embodiment embodies the determination operation of the current position information to be calibrated in the above embodiment as the following two steps S201 and S202. It can be seen that the determination of the current position information to be calibrated of the virtual camera under the current frame is related to the current position information of the target point under the current frame.
S201, determining the current position information of the target point according to the received current direction information and the last position information of the set target point.
In this embodiment, the current direction information is pose control information corresponding to the game character at the current frame, and the previous position information of the target point is position information determined when the target point moves along with the game character at the previous frame. In this embodiment, the association relationship between the current direction information of the game character and the previous position information of the target point and the current position information of the target point may be pre-established before the step is executed, and the step determines the current position information of the target point according to the known association relationship among the current direction information of the game character, the previous position information of the target point and the current position information of the target point.
The current position information may be specifically understood as a moving direction and a coordinate position to be reached, which the target point should have at present when moving along with the game character when the game character moves according to the current direction information input by the user.
For example, the association relationship between the current direction information of the game character and the previous position information of the target point and the current position information of the target point may be represented by a function, the function is designed to achieve smooth change of the position of the target point, and different functions may represent different association relationships of the three. The function formula may be a linear interpolation function of a known interpolation parameter, and in the function formula, information as a function value may be determined from the current direction information of the game character, and one of the argument values of the function may be determined from the previous position information, whereby a key data information for performing the determination of the current position information may be determined, thereby achieving the determination of the current position information.
Further, in this embodiment, the determining the current position information of the target point according to the received current direction information and the previous position information of the set target point may be embodied as:
and S1, acquiring the position information of the last character of the game character.
It is understood that the determination of the current position information of the target point is mainly related to the current character position information that the game character has after moving through the current direction information. In this embodiment, the received current direction information may actually correspond to the movement control information that the user should have when controlling the game character to move under the current frame. The present embodiment can control the game character to update the current character position information that should be possessed next to the current frame from the previous character position information possessed by the previous frame through the current direction information.
In order to determine the current point position information of the target point, the present embodiment may first obtain the previous character position information of the game character through the branching step, so as to determine the current character position information that the game character should have after moving according to the current direction information.
And S2, determining the current role position information of the game role according to the current direction information and the previous role position information.
After the previous role position information is obtained, the current role position information which the game role should have after moving according to the current direction information can be realized through the branching step.
For example, the direction included in the current direction information may be determined as the current character moving direction of the game character, a distance value that the game character can move within one frame time may be determined based on attribute information such as a moving speed or a moving acceleration set in advance for the game character, and a current character coordinate position at which the game character is controlled to change according to the current direction information may be determined based on the distance value in combination with the coordinate position at which the game character is located in the previous frame.
Further, the following operation of the present embodiment gives a concrete implementation of the current character position information.
Specifically, fig. 2a shows an implementation flowchart of determining the position information of the game character in the game scene presenting method according to the second embodiment of the present invention. As shown in fig. 2a, determining the current character position information of the game character according to the current direction information and the previous character position information specifically includes the following operations:
s21, regularizing the current direction information, and determining the regularized current direction information as the current role moving direction of the game role.
In this embodiment, the current direction information received at the current frame may be represented in a vector coordinate form, or in a matrix form or a quaternion form, and the specific form of the current direction information is not limited in this embodiment. In order to better quantize the current direction information, the present embodiment takes vectorization as an example, that is, this step may perform regularization processing on the received current direction information represented by vectorization, for example, a representation interval (-1,1) of vector coordinate values may be specified, so that the vector coordinate representing the current direction information is represented by one value in the (-1,1) interval.
In this step, the current direction information obtained after processing according to the set rule can be directly determined as the current role moving direction of the game role.
And S22, determining the change distance value of the game role moving along the current role moving direction according to the movement attribute information set relative to the game role and the previous role coordinate position in the previous role position information.
In this embodiment, the movement attribute information may specifically refer to information such as a movement speed and a movement acceleration that are preset with respect to a game character, and after the movement attribute information corresponding to the game character is acquired, a change distance value generated when the game character moves in the determined movement direction of the current character within the time length of the current frame may be determined by combining a previous character coordinate value in previous character position information corresponding to a previous frame of the game character.
S23, determining the current role coordinate position of the game role according to the change distance value, and recording the current role moving direction and the current role coordinate position as the current role position information of the game role.
In this embodiment, the change distance value may be considered as a distance value formed by the game character moving from the previous character coordinate position in the current character moving direction by a unit frame time length, and the coordinate position of the current character that the game character should have in the current frame may be determined by coordinate calculation based on the known previous character position coordinate, the current character moving direction, and the change distance value.
In the step, the determined moving direction and the coordinate position of the current role can be directly regarded as the position information of the current role of the game role under the current frame.
And S3, determining the current position information of the target point according to the current role position information and the previous position information.
In this embodiment, the current character position information corresponds to position information that a user should have after controlling a game character to change under a current frame, and a function expression that can represent an association relationship between a current character coordinate position in the current character position information, a previous point coordinate position in the previous position information, and a current point coordinate position in the current position information may be preset in consideration of a change of a target point following the change of the game character.
In the present branching step, a predetermined function may be directly called to obtain the current position information of the target point on the basis of the known current role position information and the previous position information, and for example, a linear interpolation function may be preferably adopted as a function representing the association relationship between the above three. In order to realize the smoothness of the change of the target point along with the pose of the game role, the present embodiment regards the current role coordinate position as a function value in the function formula, regards the previous point coordinate position in the previous position information as an independent variable, and can determine the current point coordinate position of the target point on the basis of the given interpolation parameter.
Further, the following operation of the present embodiment gives a concrete implementation of the current position information of the target point.
Fig. 2b is a flowchart illustrating an implementation of determining position information of a target point in a game scene presenting method according to a second embodiment of the present invention. As shown in fig. 2b, in this embodiment, the determining the current location information of the target point according to the current role location information and the previous location information may be embodied as:
and S31, extracting the current role moving direction and the current role coordinate position in the current role position information, and determining the current role moving direction as the current point moving direction of the target point.
In this step, the current role moving direction and the current role coordinate position contained in the current role position information can be extracted. The target point is a following of the game character, and thus the current character movement direction of the game character can be directly regarded as the current point movement direction of the target point.
And S32, taking the current role coordinate position as an objective function value, and substituting the objective function value and the last target point coordinate position in the last position information into a given linear interpolation function to obtain the current point coordinate position of the target point.
In the step, a pre-constructed linear interpolation function can be directly called, and the function calculation of the linear interpolation function is realized to determine the current point coordinate position of the target point. The interpolation parameters in the linear interpolation function can be set by a game designer according to different desired effects, for example, the speed of interpolation processing can be controlled by adjusting the magnitude of the interpolation parameters.
And S33, determining the current point moving direction and the current point coordinate position as the current position information of the target point.
The step can directly take the moving direction of the current point and the coordinate position of the current point as the current position information of the target point when the target point changes along with the game role under the current frame.
S202, determining the current position information to be calibrated of the virtual camera according to the current position information.
In this embodiment, the presentation of a game scene where a game character is located in a shooting game is related to a virtual camera following the game character, when the position of the game character changes, the position of the virtual camera changes correspondingly, the current position information of a target point introduced in this embodiment is combined with the position association relationship between the target point and the virtual camera, so that the camera position information that the virtual camera has when the virtual camera moves along with the game character under the current frame can be determined, and this embodiment records this camera position information as the current position information to be calibrated.
It should be noted that, in this embodiment, the position association relationship between the target point and the virtual camera may be set such that the virtual camera follows in the same direction at a position that is a fixed distance away from the target point, and therefore, after the current position information is determined, the current camera position information of the virtual camera may be determined by combining the fixed distance values set in advance corresponding to the two.
Further, the following operation of the present embodiment gives a concrete implementation of the current camera position information of the virtual camera.
Specifically, fig. 2c shows a flowchart for determining calibration position information of a virtual camera in the game scene presenting method according to the second embodiment of the present invention. As shown in fig. 2c, determining the current position information to be calibrated of the virtual camera according to the current position information specifically includes the following operations:
s2021, determining the current point moving direction in the current position information as the current direction to be calibrated of the virtual camera, and acquiring the current point coordinate position in the current position information.
It is to be understood that the virtual camera may be regarded as following the target point, and thus the moving direction of the virtual camera may be regarded as the same as the moving direction of the target point, and this step may directly determine the current point moving direction in the current position information as the current camera moving direction of the virtual camera. And simultaneously, the coordinate position of the current point included in the current position information can be extracted.
S2022, determining a target position which is a first set distance value away from the coordinate position of the current point along a direction opposite to the moving direction of the current point, and taking a coordinate corresponding to the target position as a current camera coordinate position of the virtual camera.
The method mainly comprises the steps of determining the current camera coordinate position of the virtual camera, specifically, the actual coordinate position of the virtual camera should be located behind a target point, so that the current point coordinate position can be taken as a reference point along the direction opposite to the moving direction of the current point, then a target position which is a first set distance value away from the reference point is determined, and finally the coordinate corresponding to the target position can be taken as the current camera coordinate position of the virtual camera.
It is understood that, considering that the virtual camera follows the target point and the distance from the target point is short, the first set distance value tends to take a small value, wherein the small value can be selected from a set distance range that can be set according to the height range that the game character can possibly present under the lens of the virtual camera, and preferably, the set distance range can be set to [20cm, 100cm ].
S2023, determining the current direction to be calibrated and the current camera coordinate position as the current position information to be calibrated of the virtual camera.
In this step, the current camera moving direction and the current camera coordinate position can be directly used as the current position information to be calibrated, which the virtual camera should have following the target point change under the current frame.
The following S203 to S205 of this embodiment give specific operations of calibrating the current position information to be calibrated.
S203, extracting the current direction to be calibrated and the current camera coordinate position contained in the current position information to be calibrated.
In this embodiment, after the current position information to be calibrated is determined, the current direction to be calibrated and the current camera coordinate position included in the current position information to be calibrated are extracted through this step.
And S204, obtaining the corresponding current calibration direction after the current direction to be calibrated is clockwise rotated to a set angle value.
The reason that the foresight is shielded by the game role existing when the game scene is presented by directly adopting the current position information to be calibrated is analyzed, and the fact that the foresight is shielded by the game role can be found out, the current direction to be calibrated is directly equal to the current role moving direction of the game role when the current frame changes, if the virtual camera directly presents the game scene in the current direction to be calibrated, the situation that the game role is positioned right in front of the virtual camera can occur, meanwhile, the foresight is always controlled to be displayed at the center of the screen in the shooting game, and when the game role is also presented right in front of the virtual camera, the foresight is shielded by the game role from the visual angle of a player user.
Based on this, the present embodiment considers adjusting the current direction to be calibrated of the virtual camera, so that the orientation of the virtual camera and the orientation of the game character are in different directions, thereby avoiding the game character being located right in front of the virtual camera. Thus, the current direction to be calibrated can be adjusted clockwise by this step, thereby obtaining a current calibration direction deviating from the current direction to be calibrated by a set angle value, wherein the set angle value can be selected to be 5 °.
S205, determining the current camera moving direction of the virtual camera according to the current calibration direction.
The determined current calibration direction cannot be directly used as the current camera moving direction of the virtual camera, so that the game role and the sight bead can be completely separated and presented. Specifically, a camera calibration point may be determined by extending this step in the current calibration direction, and then the current camera movement direction of the virtual camera may be determined based on the aiming point and the current camera coordinate position of the virtual camera.
For example, fig. 2d is a flowchart for determining a moving direction of a virtual camera in a game scene presenting method according to a second embodiment of the present invention. As shown in fig. 2d, determining the current camera moving direction of the virtual camera according to the current calibration direction specifically includes the following operations:
and S2051, determining a camera calibration point which is a second set distance value away from the current camera coordinate position along the current calibration direction.
In this step, the camera calibration point to be formed may be considered as a second set distance value from the current camera coordinate position in the current calibration direction, where the second set distance value may specifically be understood as a distance value that can be expressed as infinity, and it may be known that when the distance value is greater than 1000, the distance value may be considered as infinity, so that the value of the second set distance value is not specifically limited in this embodiment, and may be a value greater than 1000, for example, this step may be preferably 10000.
S2052, determining a direction vector formed based on the current camera coordinate position and the camera calibration point as a current camera movement direction of the virtual camera.
In this step, after the current camera coordinate position and the camera calibration point are known, a direction vector can be formed in the current coordinate system based on the two coordinate points, and the direction vector can be used as the current camera moving direction of the virtual camera.
S206, determining the current camera moving direction and the current camera coordinate position as the current camera position information corresponding to the virtual camera after calibration.
And S207, controlling the virtual camera to change the previous pose corresponding to the previous camera position information to the current pose corresponding to the current camera position information.
In this embodiment, the previous camera position information may be specifically understood as camera position information that the virtual camera has when moving along with the game character in the previous frame, where the previous camera position information may be determined based on related operations in the game scene presenting method provided in this embodiment when the virtual camera is in the previous frame, and the previous camera position information may be directly acquired when the virtual camera is in the current frame.
In this embodiment, the game character changes in the current frame according to the current direction information input by the user, and the corresponding target point and the virtual camera also need to change to the determined position. The pose is specifically understood to be a state that combines information such as a direction and a coordinate position.
In this embodiment, it can be considered that the virtual camera can have the state of the previous pose in the previous frame through the previous camera position information (including the previous camera moving direction and the previous camera coordinate position), and in the current frame, the virtual camera needs to be controlled to change from the previous pose to the current pose corresponding to the current camera position information (the current camera moving direction and the current camera coordinate position).
It can be known that, while the pose state of the virtual camera is controlled to change by this step, the game character and the target point respectively change in pose by corresponding position information.
And S208, acquiring current rendering data corresponding to the virtual camera in the current pose.
In this embodiment, a game scene in a shooting game is rendered by a virtual camera, and when the virtual camera is in a current pose at a current frame, current rendering data corresponding to the virtual camera in the current pose needs to be acquired through this step.
S209, presenting the current game scene where the game role is located on the terminal screen through the current rendering data, and controlling a sight for shooting aiming to be displayed at the central point of the terminal screen.
After the current rendering data corresponding to the current frame of the virtual camera is obtained through the above S208, the current game scene where the game character is located can be presented on the terminal screen through the current rendering data. Meanwhile, the sight bead used for shooting aiming by the player user in the shooting game can be controlled to be displayed at the central point of the terminal screen, so that a visual effect that the game scene changes smoothly along with the change of the game role and the game role is displayed at the position on the left side of the sight bead is provided for the player user in the shooting game.
The method for presenting the game scene in the shooting game provided by the embodiment of the invention embodies the operation of determining the current position information to be calibrated of the virtual camera, also embodies the operation of calibrating the current position information to be calibrated to obtain the current camera position information of the virtual camera, and also embodies the operation of presenting the game scene through the current camera position information. According to the technical scheme, firstly, the position information of the virtual camera when the virtual camera changes along with the game role is determined through the additionally arranged target point for cushioning, so that the game scene picture is smoothly presented; meanwhile, the operation of calibrating the position information of the virtual camera determined based on the position information of the target point is added before the game scene is smoothly presented, and by adopting the position information of the virtual camera after calibration, the game scene can be smoothly presented when moving and changing along with the game role, the shielding of the game role on the sight bead at the center of the screen can be effectively avoided, the sight bead can be always presented in the visual field of the user, and therefore the effects of improving the shooting hit rate of the user and improving the game experience are achieved.
EXAMPLE III
Fig. 3 is a block diagram of a game scene presenting apparatus in a shooting game according to a third embodiment of the present application, where the apparatus is suitable for presenting a game scene when a game character moves in the shooting game, and can be executed by a computer device loaded with shooting game software. As shown in fig. 3, the apparatus includes: a first information determination module 31, a second information determination module 32 and a scene presentation module 33.
The first information determining module 31 is configured to determine current position information to be calibrated of the virtual camera according to the received current direction information and previous position information of the set target point, where the current direction information is information input by a user to control a game character;
a second information determining module 32, configured to perform calibration processing on the current to-be-calibrated direction in the current to-be-calibrated position information, and obtain current camera position information corresponding to the virtual camera after calibration;
and a scene presenting module 33, configured to present a current game scene where the game character is located according to the current camera position information.
In the game scene presenting device in the shooting game provided by the embodiment of the invention, the bradyseism target point is additionally arranged in the realization of controlling the virtual camera to move along with the game role and presenting the corresponding game scene after the movement, so that the position information of the virtual camera when the game role moves can be determined through the operation of determining the current position information of the target point, and the determined position information has the characteristic of relatively smooth change, thereby realizing the smooth and continuous presentation of the game scene when the game role moves. The problem of game scene picture shake caused by the vibration of the virtual camera position in the existing game scene presentation is effectively avoided, and the user experience of the player in the shooting game is further improved.
Further, the first information determination module 31 includes:
a point position determining unit, configured to determine current position information of the target point according to the received current direction information and previous position information of the set target point;
and the to-be-calibrated information determining unit is used for determining the current to-be-calibrated position information of the virtual camera according to the current position information.
The point position determining unit may specifically include:
the first subunit is used for acquiring the position information of the last character of the game character;
the second subunit is used for determining the current role position information of the game role according to the current direction information and the previous role position information;
and the third subunit is configured to determine current position information of the target point according to the current role position information and the previous position information.
Further, the second subunit may be specifically configured to regularize the current direction information, and determine the regularized current direction information as a current character moving direction of the game character; determining a change distance value of the game role moving along the current role moving direction according to the movement attribute information set relative to the game role and the previous role coordinate position in the previous role position information; and determining the current role coordinate position of the game role according to the change distance value, and recording the current role moving direction and the current role coordinate position as the current role position information of the game role.
Further, the third subunit may be specifically configured to extract a current role moving direction and a current role coordinate position in the current role position information, and determine the current role moving direction as a current point moving direction of the target point; taking the current role coordinate position as an objective function value, and substituting the objective function value and the last target point coordinate position in the last position information into a given linear interpolation function to obtain the current point coordinate position of the target point; and determining the current point moving direction and the current point coordinate position as the current position information of the target point.
Further, the information to be calibrated determining unit may be specifically configured to determine a current point moving direction in the current position information as a current direction to be calibrated of the virtual camera, and acquire a current point coordinate position in the current position information; determining a target position which is away from the coordinate position of the current point and is a first set distance value along the direction opposite to the moving direction of the current point, and taking the coordinate corresponding to the target position as the current camera coordinate position of the virtual camera; and determining the current direction to be calibrated and the current camera coordinate position as the current position information to be calibrated of the virtual camera.
On the basis of the foregoing embodiment, the second information determining module may specifically include:
the information extraction unit is used for extracting the current to-be-calibrated direction and the current camera coordinate position contained in the current to-be-calibrated position information;
the first determining unit is used for obtaining a corresponding current calibration direction after the current direction to be calibrated is clockwise rotated to a set angle value;
a second determining unit, configured to determine a current camera movement direction of the virtual camera according to the current calibration direction;
and the position determining unit is used for determining the current camera moving direction and the current camera coordinate position as the current camera position information corresponding to the virtual camera after calibration.
Further, the second determining unit may be specifically configured to determine, along the current calibration direction, a camera calibration point that is a second set distance value from the current camera coordinate position; determining a direction vector formed based on the current camera coordinate position and the camera calibration point as a current camera movement direction of the virtual camera.
Further, the scene presenting module 33 may be specifically configured to control the virtual camera to change from a previous pose corresponding to previous camera position information to a current pose corresponding to the current camera position information; acquiring current rendering data corresponding to the virtual camera in the current pose; and presenting the current game scene where the game role is positioned on a terminal screen through the current rendering data, and controlling a sight for shooting aiming to be displayed at the central point of the terminal screen.
Further, the apparatus further comprises: and the loop execution module is used for taking the next frame as a new current frame after the current game scene where the game role is positioned is presented according to the current camera position information, and returning to continue to execute the determination operation of the current position information to be calibrated of the virtual camera until the shooting end condition is met.
Further, the initial position information of the target point is: the starting moving direction and the starting coordinate position of the game role.
Example four
Fig. 4 is a schematic structural diagram of a computer device according to a fourth embodiment of the present invention. The computer device includes: a processor 40, a memory 41, a display 42, an input device 43, and an output device 44. The number of processors 40 in the computer device may be one or more, and one processor 40 is taken as an example in fig. 4. The number of the memory 41 in the computer device may be one or more, and one memory 41 is taken as an example in fig. 4. The processor 40, the memory 41, the display 42, the input device 43 and the output device 44 of the computer apparatus may be connected by a bus or other means, as exemplified by the bus connection in fig. 4. In an embodiment, the computer device may be a computer, a notebook, or a smart tablet, etc.
The memory 41 serves as a computer-readable storage medium for storing software programs, computer-executable programs, and modules, such as program instructions/modules corresponding to the computer device according to any embodiment of the present invention (for example, the first information determination module 31, the second information determination module 32, and the scene representation module 33 in the game scene representation apparatus in the shooting game). The memory 41 may mainly include a storage program area and a storage data area, wherein the storage program area may store an operating system, an application program required for at least one function; the storage data area may store data created according to use of the device, and the like. Further, the memory 41 may include high speed random access memory, and may also include non-volatile memory, such as at least one magnetic disk storage device, flash memory device, or other non-volatile solid state storage device. In some examples, memory 41 may further include memory located remotely from processor 40, which may be connected to the device over a network. Examples of such networks include, but are not limited to, the internet, intranets, local area networks, mobile communication networks, and combinations thereof.
The display screen 42 may be a touch-enabled display screen 42, which may be a capacitive screen, an electromagnetic screen, or an infrared screen. In general, the display screen 42 is used for displaying data according to instructions of the processor 40, such as displaying a connection node adding button, a connection line generated for the target element, a connection node located on the connection line, and the like, and is also used for receiving a touch operation applied to the display screen 42 and sending a corresponding signal to the processor 40 or other devices.
The input means 43 may be used for receiving input numeric or character information and generating key signal inputs related to user settings and function controls of the presentation apparatus, and may be a camera for acquiring images and a sound pickup apparatus for acquiring audio data. The output device 44 may include an audio device such as a speaker. It should be noted that the specific composition of the input device 43 and the output device 44 can be set according to actual conditions.
The processor 40 executes various functional applications of the device and data processing by running software programs, instructions and modules stored in the memory 41, namely, implements the game scene rendering method in the shooting game described above.
The computer device provided by the above can be used to execute the method for presenting a game scene in a shooting game provided by any of the above embodiments, and has corresponding functions and advantages.
EXAMPLE five
An embodiment of the present invention further provides a storage medium containing computer-executable instructions, which when executed by a computer processor, are configured to perform a method for presenting a game scene in a shooting game, including:
determining the current position information to be calibrated of the virtual camera according to the received current direction information and the last position information of the set target point, wherein the current direction information is information input by a user for controlling a game role;
calibrating the current direction to be calibrated in the current position information to be calibrated to obtain the current camera position information corresponding to the virtual camera after calibration;
and presenting the current game scene where the game role is positioned according to the current camera position information.
Of course, the storage medium provided by the embodiment of the present invention includes computer-executable instructions, and the computer-executable instructions are not limited to the operations of the method for presenting a game scene in a shooting game described above, and may also perform related operations in the method for presenting a game scene in a shooting game provided by any embodiment of the present invention, and have corresponding functions and advantages.
From the above description of the embodiments, it is obvious for those skilled in the art that the present invention can be implemented by software and necessary general hardware, and certainly, can also be implemented by hardware, but the former is a better embodiment in many cases. Based on such understanding, the technical solution of the present invention may be embodied in the form of a software product, and the computer software product may be stored in a computer-readable storage medium, such as a floppy disk, a Read-Only Memory (ROM), a Random Access Memory (RAM), a FLASH Memory (FLASH), a hard disk or an optical disk of a computer, and includes several instructions to enable a computer device (which may be a robot, a personal computer, a server, or a network device) to execute the method for presenting a game scene in a shooting game according to any embodiment of the present invention.
It should be noted that, in the game scene presenting device in the shooting game, the units and modules included in the device are only divided according to the functional logic, but are not limited to the above division, as long as the corresponding functions can be realized; in addition, specific names of the functional units are only for convenience of distinguishing from each other, and are not used for limiting the protection scope of the present invention.
It should be understood that portions of the present invention may be implemented in hardware, software, firmware, or a combination thereof. In the above embodiments, the various steps or methods may be implemented in software or firmware stored in memory and executed by a suitable instruction execution system. For example, if implemented in hardware, as in another embodiment, any one or combination of the following techniques, which are known in the art, may be used: a discrete logic circuit having a logic gate circuit for implementing a logic function on a data signal, an application specific integrated circuit having an appropriate combinational logic gate circuit, a Programmable Gate Array (PGA), a Field Programmable Gate Array (FPGA), or the like.
In the description herein, references to the description of the term "one embodiment," "some embodiments," "an example," "a specific example," or "some examples," etc., mean that a particular feature, structure, material, or characteristic described in connection with the embodiment or example is included in at least one embodiment or example of the invention. In this specification, the schematic representations of the terms used above do not necessarily refer to the same embodiment or example. Furthermore, the particular features, structures, materials, or characteristics described may be combined in any suitable manner in any one or more embodiments or examples.
It is to be noted that the foregoing is only illustrative of the preferred embodiments of the present invention and the technical principles employed. It will be understood by those skilled in the art that the present invention is not limited to the particular embodiments described herein, but is capable of various obvious changes, rearrangements and substitutions as will now become apparent to those skilled in the art without departing from the scope of the invention. Therefore, although the present invention has been described in greater detail by the above embodiments, the present invention is not limited to the above embodiments, and may include other equivalent embodiments without departing from the spirit of the present invention, and the scope of the present invention is determined by the scope of the appended claims.
Claims (14)
1. A method for presenting a game scene in a shooting game is characterized by comprising the following steps:
determining the current position information to be calibrated of the virtual camera according to the received current direction information and the last position information of the set target point, wherein the current direction information is information input by a user for controlling a game role;
calibrating the current direction to be calibrated in the current position information to be calibrated to obtain the current camera position information corresponding to the virtual camera after calibration;
and presenting the current game scene where the game role is positioned according to the current camera position information.
2. The method according to claim 1, wherein determining the current position information to be calibrated of the virtual camera according to the received current direction information and the previous position information of the set target point comprises:
determining the current position information of the target point according to the received current direction information and the last position information of the set target point;
and determining the current position information to be calibrated of the virtual camera according to the current position information.
3. The method of claim 2, wherein determining the current location information of the target point according to the received current direction information and the previous location information of the set target point comprises:
acquiring the position information of the last role of the game role;
determining the current role position information of the game role according to the current direction information and the previous role position information;
and determining the current position information of the target point according to the current role position information and the previous position information.
4. The method of claim 3, wherein determining the current character position information of the game character according to the current direction information and the previous character position information comprises:
regularizing the current direction information, and determining the regularized current direction information as the current role moving direction of the game role;
determining a change distance value of the game role moving along the current role moving direction according to the movement attribute information set relative to the game role and the previous role coordinate position in the previous role position information;
and determining the current role coordinate position of the game role according to the change distance value, and recording the current role moving direction and the current role coordinate position as the current role position information of the game role.
5. The method of claim 3, wherein the determining the current location information of the target point according to the current role location information and the previous location information comprises:
extracting the current role moving direction and the current role coordinate position in the current role position information, and determining the current role moving direction as the current point moving direction of the target point;
taking the current role coordinate position as an objective function value, and substituting the objective function value and the last target point coordinate position in the last position information into a given linear interpolation function to obtain the current point coordinate position of the target point;
and determining the current point moving direction and the current point coordinate position as the current position information of the target point.
6. The method of claim 2, wherein determining the current position information to be calibrated of the virtual camera according to the current position information comprises:
determining the moving direction of the current point in the current position information as the current direction to be calibrated of the virtual camera, and acquiring the coordinate position of the current point in the current position information;
determining a target position which is away from the coordinate position of the current point and is a first set distance value along the direction opposite to the moving direction of the current point, and taking the coordinate corresponding to the target position as the current camera coordinate position of the virtual camera;
and determining the current direction to be calibrated and the current camera coordinate position as the current position information to be calibrated of the virtual camera.
7. The method according to any one of claims 1 to 6, wherein the calibrating the current direction to be calibrated in the current position information to be calibrated to obtain the current camera position information corresponding to the virtual camera after calibration includes:
extracting the current direction to be calibrated and the current camera coordinate position contained in the current position information to be calibrated;
obtaining a corresponding current calibration direction after the current direction to be calibrated is clockwise rotated to a set angle value;
determining a current camera movement direction of the virtual camera from the current calibration direction;
and determining the current camera moving direction and the current camera coordinate position as the current camera position information corresponding to the virtual camera after calibration.
8. The method of claim 7, wherein determining a current camera movement direction of the virtual camera from the current calibration direction comprises:
determining a camera calibration point which is a second set distance value away from the current camera coordinate position along the current calibration direction;
determining a direction vector formed based on the current camera coordinate position and the camera calibration point as a current camera movement direction of the virtual camera.
9. The method of claim 1, wherein presenting the current game scene in which the game character is located according to the current camera position information comprises:
controlling the virtual camera to change from a previous pose corresponding to previous camera position information to a current pose corresponding to the current camera position information;
acquiring current rendering data corresponding to the virtual camera in the current pose;
and presenting the current game scene where the game role is positioned on a terminal screen through the current rendering data, and controlling a sight for shooting aiming to be displayed at the central point of the terminal screen.
10. The method of claim 1, further comprising, after the presenting the current game scene in which the game character is located according to the current camera position information:
and taking the next frame as a new current frame, returning to continuously execute the determination operation of the current position information to be calibrated of the virtual camera until the shooting end condition is met.
11. The method of claim 1, wherein the initial position information of the target point is: the starting moving direction and the starting coordinate position of the game role.
12. A game scene presenting apparatus in a shooting game, comprising:
the first information determining module is used for determining the current position information to be calibrated of the virtual camera according to the received current direction information and the last position information of the set target point, wherein the current direction information is information input by a user for controlling a game role;
the second information determining module is used for calibrating the current to-be-calibrated direction in the current to-be-calibrated position information to obtain the current camera position information corresponding to the virtual camera after calibration;
and the scene presenting module is used for presenting the current game scene where the game role is positioned according to the current camera position information.
13. A computer device, comprising: a memory and one or more processors;
the memory for storing one or more programs;
when executed by the one or more processors, cause the one or more processors to implement the method of any one of claims 1-11.
14. A storage medium containing computer-executable instructions for performing the method of claims 1-11 when executed by a computer processor.
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Cited By (1)
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CN116301527A (en) * | 2023-03-13 | 2023-06-23 | 北京力控元通科技有限公司 | Display control method and device, electronic equipment and medium |
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CN116301527A (en) * | 2023-03-13 | 2023-06-23 | 北京力控元通科技有限公司 | Display control method and device, electronic equipment and medium |
CN116301527B (en) * | 2023-03-13 | 2023-11-21 | 北京力控元通科技有限公司 | Display control method and device, electronic equipment and medium |
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