WO2020143144A1 - 游戏中的显示控制方法、装置、存储介质、处理器及终端 - Google Patents

游戏中的显示控制方法、装置、存储介质、处理器及终端 Download PDF

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Publication number
WO2020143144A1
WO2020143144A1 PCT/CN2019/086460 CN2019086460W WO2020143144A1 WO 2020143144 A1 WO2020143144 A1 WO 2020143144A1 CN 2019086460 W CN2019086460 W CN 2019086460W WO 2020143144 A1 WO2020143144 A1 WO 2020143144A1
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WIPO (PCT)
Prior art keywords
scene
game
skill release
display area
preset
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PCT/CN2019/086460
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English (en)
French (fr)
Inventor
邵堃
晋铮
Original Assignee
网易(杭州)网络有限公司
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
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Application filed by 网易(杭州)网络有限公司 filed Critical 网易(杭州)网络有限公司
Priority to US16/642,011 priority Critical patent/US11383165B2/en
Publication of WO2020143144A1 publication Critical patent/WO2020143144A1/zh

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    • 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
    • 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
    • A63F13/5255Changing parameters of virtual cameras according to dedicated instructions from a player, e.g. using a secondary joystick to rotate the camera around a player's character
    • 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
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/214Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
    • A63F13/2145Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
    • 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
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • 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
    • 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
    • A63F13/533Controlling 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 for prompting the player, e.g. by displaying a game menu
    • 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
    • A63F13/55Controlling game characters or game objects based on the game progress
    • 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
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games
    • 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

Definitions

  • the present disclosure relates to the field of computers, and in particular, to a display control method, device, storage medium, processor, and terminal in a game.
  • the mainstream multiplayer online tactical competitive game (MOBA) mobile game usually uses a fixed lens and lens dragging to observe the game scene.
  • MOBA multiplayer online tactical competitive game
  • Fixed lens means that the virtual camera is fixed on the game character model, and the lens height is fixed by default.
  • Gamers can move the camera by tapping on a specific area of the screen, and the drag speed of the camera varies in different types of games.
  • the maximum drag distance can reach 1/4 the maximum length of the battlefield.
  • the longest drag distance can reach almost the entire battlefield.
  • the camera when the game player clicks on the small map in the user interface, the camera will be moved to the clicked position immediately; and, if the game player continuously performs the drag operation after performing the click operation, the camera will also Follow the movement until the game player releases the hand, the camera will automatically return to position.
  • the maximum casting range of the hero character's remote skills is usually based on one screen distance (the one screen distance refers to the physical size of the mobile terminal's hardware screen, which will change with the type and model of the mobile terminal). Settings, so when the general hero character releases such skills, he cannot observe the surroundings of the aimed position in time.
  • At least some embodiments of the present disclosure provide a display control method, device, storage medium, processor, and terminal in a game, to at least solve the adjustment method of in-game virtual lens provided in the related art, which has a single operation mode and lacks good The technical problem of adaptability and scalability, and the inability to meet the game experience requirements of gamers at different levels.
  • a display control method in a game in which a graphical user interface is obtained by executing a software application on a processor of a mobile terminal and rendering on a touch display of the mobile terminal. It includes a first virtual character and a scene display area. The scene display area is at least part of the game scene. The content displayed by the graphical user interface includes the scene display area.
  • the method includes:
  • At least updating the scene display area in the game scene according to the skill release direction corresponding to the preset skill release operation includes determining the update direction of the scene display area in the game scene according to the skill release direction corresponding to the preset skill release operation, And update the scene display area along the update direction in the game scene.
  • a virtual camera corresponding to the first virtual character is set in the game scene, and the scene display area in the game scene is an area photographed by the virtual camera.
  • updating the scene display area in the game scene at least according to the skill release direction corresponding to the preset skill release operation includes: determining the adjustment direction of the virtual camera according to the release direction; controlling the movement of the virtual camera according to the adjustment direction; according to the movement of the virtual camera Update the scene display area in the game scene.
  • At least updating the scene display area in the game scene according to the skill release direction corresponding to the preset skill release operation includes: updating the scene display area in the game scene according to the skill release direction and skill attribute corresponding to the preset skill release operation, wherein The skill attribute includes the skill release range.
  • updating the scene display area in the game scene at least according to the skill release direction and skill attribute corresponding to the preset skill release operation includes: determining the adjustment direction of the virtual camera according to the release direction; determining the adjustment position of the virtual camera according to the skill attribute; Adjust the direction and position to control the movement of the virtual camera; update the scene display area in the game scene according to the movement of the virtual camera.
  • the above method further includes: detecting a second touch operation acting on a preset position in the graphical user interface; and according to the second touch operation, controlling the scene display area to return to the state before the preset skill release operation.
  • the above method further includes: after the skill release operation ends, controlling the scene display area to return to the state before the preset skill release operation.
  • At least updating the scene display area in the game scene according to the skill release direction corresponding to the preset skill release operation includes: determining the skill release direction according to the operation direction of the preset skill release operation; updating the game scene according to the skill release direction Scene display area.
  • updating the scene display area in the game scene at least according to the skill release direction corresponding to the preset skill release operation includes: determining the skill release position according to the operation track of the preset skill release operation; according to the skill release position and the first virtual character Determine the direction of skill release; update the scene display area in the game scene according to the direction of skill release.
  • updating the scene display area in the game scene at least according to the skill release direction corresponding to the preset skill release operation includes: acquiring the position of the second virtual character within the preset range of the first virtual character; according to the preset skill release operation, And the position of the first virtual character and the position of the second virtual character, determine the direction of skill release; update the scene display area in the game scene according to the direction of skill release.
  • a display control device in a game by executing a software application on a processor of a mobile terminal and rendering a graphical user interface on a touch display of the mobile terminal, a game scene of the game Contains a first virtual character and a scene display area.
  • the scene display area is at least part of the game scene.
  • the content displayed by the graphical user interface includes the scene display area.
  • the above-mentioned device includes: a configuration component set to configure a A first touch area and a second touch area; the first control component is configured to control the movement of the first virtual character in the game scene according to the first touch operation in response to the first touch operation acting on the first touch area
  • the first update component is set to update the scene display area in the game scene according to the position of the first virtual character in the game scene; the second update component is set to respond to the preset skill release operation acting on the second touch area,
  • the scene display area in the game scene is updated at least according to the skill release direction corresponding to the preset skill release operation.
  • the second update component is configured to determine the update direction of the scene display area in the game scene according to the skill release direction corresponding to the preset skill release operation, and update the scene display area in the game scene along the update direction.
  • a virtual camera corresponding to the first virtual character is set in the game scene, and the scene display area in the game scene is an area photographed by the virtual camera.
  • the second update component includes: a first determination element configured to determine the adjustment direction of the virtual camera according to the release direction; a first control element configured to control the movement of the virtual camera according to the adjustment direction; a first update element configured to Update the scene display area in the game scene according to the movement of the virtual camera.
  • the second update component is set to update the scene display area in the game scene according to the skill release direction and the skill attribute corresponding to the preset skill release operation, where the skill attribute includes the skill release range.
  • the second update component includes: a second determination element set to determine the adjustment direction of the virtual camera according to the release direction; a third determination element set to determine the adjustment position of the virtual camera according to skill attributes; and a second control element, set To control the movement of the virtual camera according to the adjustment direction and the adjustment position; the second update element is set to update the scene display area in the game scene according to the movement of the virtual camera.
  • the above device further includes: a detection component configured to detect a second touch operation acting on a preset position in the graphical user interface; a second control component configured to control the restoration of the scene display area according to the second touch operation To the state before the preset skill release operation.
  • the above device further includes a third control component configured to control the scene display area to return to the state before the preset skill release operation after the skill release operation ends.
  • the second update component includes: a fourth determination element set to determine the skill release direction according to the operation direction of the preset skill release operation; a third update element set to update the scene display in the game scene according to the skill release direction area.
  • the second update component includes: a fifth determination element set to determine the skill release position according to the operation track of the preset skill release operation; a sixth determination element set to the skill release position and the position of the first virtual character To determine the direction of skill release; the fourth update element is set to update the scene display area in the game scene according to the direction of skill release.
  • the second update component includes: an acquisition element configured to acquire the position of the second virtual character within the preset range of the first virtual character; a seventh determination element configured to release the operation according to the preset skill, and the first virtual The position of the character and the position of the second virtual character determine the direction of skill release; the fifth update element is set to update the scene display area in the game scene according to the direction of skill release.
  • the storage medium includes a stored program, wherein, when the program is running, the device where the storage medium is located is controlled to execute the display control device in any of the games described above.
  • a processor for running a program wherein the display control device in any of the games described above is executed when the program runs.
  • a terminal including: one or more processors, a memory, a display device, and one or more programs, wherein the one or more programs are stored in the memory and are It is configured to be executed by one or more processors, and one or more programs are used to execute any one of the display control devices in the game.
  • a first touch area and a second touch area are configured on the graphical user interface, in response to the first touch operation acting on the first touch area to be based on the first touch operation Controlling the movement of the first virtual character in the game scene, and updating the scene display area in the game scene according to the position of the first virtual character in the game scene, by responding to the preset skill release operation acting on the second touch area, at least The scene display area in the game scene is updated according to the skill release direction corresponding to the preset skill release operation, so as to achieve the purpose of automatically adjusting the scene display area in the game scene according to the skill release direction corresponding to the preset skill release operation performed by the game player ,
  • the adjustment method of the internal virtual lens has a single operation mode, lacks good adaptability and s
  • FIG. 1 is a flowchart of a display control method in a game according to one embodiment of the present disclosure
  • FIG. 2 is a schematic diagram of display control in a game according to one of the exemplary embodiments of the present disclosure
  • FIG. 3 is a schematic diagram of display control in a game according to one of the exemplary embodiments of the present disclosure
  • FIG. 4 is a schematic diagram of display control in a game according to one of the exemplary embodiments of the present disclosure
  • FIG. 5 is a structural block diagram of a display control device in a game according to one embodiment of the present disclosure.
  • FIG. 6 is a structural block diagram of a display control device in a game according to one of the alternative embodiments of the present disclosure.
  • an embodiment of a display control method in a game is provided. It should be noted that the steps shown in the flowchart in the drawings may be in a computer system such as a set of computer-executable instructions Execution, and although the logical order is shown in the flowchart, in some cases, the steps shown or described may be performed in an order different from here.
  • the method embodiment can be executed in a mobile terminal, a computer terminal or a similar computing device.
  • the mobile terminal may include one or more processors (processors may include but not limited to a central processing unit (CPU), a graphics processor (GPU), a digital signal processing (DSP) chip, a microcomputer A processing device such as a processor (MCU) or programmable logic device (FPGA)) and a memory for storing data.
  • the above mobile terminal may further include a transmission device for communication function and an input and output device.
  • the mobile terminal may further include more or fewer components than the above-mentioned structure, or have a configuration different from the above-mentioned structure.
  • the memory may be used to store computer programs, for example, software programs and components of application software, such as the computer program corresponding to the display control method in the game in the embodiments of the present disclosure, and the processor executes each by running the computer program stored in the memory Various functional applications and data processing, that is, to realize the display control method in the game described above.
  • the memory may include a high-speed random access memory, and may also include a non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory.
  • the memory may further include memories remotely provided with respect to the processor, and these remote memories may be connected to the mobile terminal through a network. Examples of the above network include but are not limited to the Internet, intranet, local area network, mobile communication network, and combinations thereof.
  • the transmission device is used to receive or send data via a network.
  • the specific example of the network described above may include a wireless network provided by a communication provider of a mobile terminal.
  • the transmission device includes a network adapter (Network Interface Controller, referred to as NIC for short), which can be connected to other network devices through the base station to communicate with the Internet.
  • the transmission device may be a radio frequency (Radio Frequency, RF for short) component, which is used to communicate with the Internet in a wireless manner.
  • RF Radio Frequency
  • FIG. 1 is a flowchart of a display control method in a game according to one embodiment of the present disclosure. As shown in FIG. 1, the method includes the following steps:
  • Step S11 Configure a first touch area and a second touch area on the graphical user interface
  • Step S12 in response to the first touch operation acting on the first touch area, controlling the movement of the first virtual character in the game scene according to the first touch operation;
  • Step S13 Update the scene display area in the game scene according to the position of the first virtual character in the game scene;
  • Step S14 In response to the preset skill release operation acting on the second touch area, at least update the scene display area in the game scene according to the skill release direction corresponding to the preset skill release operation.
  • a first touch area and a second touch area can be configured on the graphical user interface, and the first virtual operation can be controlled according to the first touch operation in response to the first touch operation on the first touch area
  • the character moves in the game scene and updates the scene display area in the game scene according to the position of the first virtual character in the game scene, by responding to the preset skill release operation acting on the second touch area, at least according to the preset skill
  • the skill release direction corresponding to the release operation updates the scene display area in the game scene to achieve the auxiliary purpose of automatically adjusting the scene display area in the game scene according to the skill release direction corresponding to the preset skill release operation performed by the game player, thereby achieving
  • the intelligent scene display area adjustment method makes the adjustment operation of the scene display area in the game more flexible and intelligent, and can adapt to the technical effects of the needs of game players of different levels, thereby solving the in-game virtual lens provided in the related technology
  • the adjustment method has a single operation mode, lacks good adaptability and scalability, and cannot meet the technical problems
  • the first touch operation described in steps S12-S13 described above controls the movement of the first virtual character in the game scene to update the scene display area in the game scene.
  • the update scene display area described in the above step S14 may occur before the update scene display area described in the above steps S12-step S13, or after the update scene display area described in the above steps S12-step S13
  • the above first touch area may be a direction control located in the lower left area of the graphical user interface.
  • the second touch area may be a skill control located in the lower right area of the graphical user interface.
  • the current scene display area does not change with the release direction of the skill, which may cause the game player to fail to accurately target the enemy because they cannot obtain a good vision Fang virtual character launched an attack or failed to reasonably select an attack target.
  • at least updating the scene display area in the game scene according to the skill release direction corresponding to the preset skill release operation can enable the game player to obtain a better field of view, thereby accurately targeting the enemy
  • the party's virtual character launches an attack and/or selects the attack target reasonably.
  • step S14 updating the scene display area in the game scene according to at least the skill release direction corresponding to the preset skill release operation may include the following execution steps:
  • Step S1401 Determine the update direction of the scene display area in the game scene according to the skill release direction corresponding to the preset skill release operation, and update the scene display area in the game scene along the update direction.
  • Skill indicators for directional skills of virtual characters will appear in the graphical user interface.
  • the indication direction of the skill indicator usually points to the attack direction from the current position of the virtual character.
  • the skill indicator is used to indicate the actual attack range of each skill of the virtual character. Its shape may include but is not limited to: arrow shape, circle .
  • a virtual camera corresponding to the first virtual character is provided in the above game scene, and the scene display area in the game scene is an area photographed by the virtual camera.
  • the virtual camera can be fixed on the first virtual character controlled by the game player, and follow the movement of the virtual character to move, and rotate according to the rotation of the virtual character, which is similar to the virtual The subjective perspective of the role.
  • the scene display area in the game scene is the area photographed by the virtual camera.
  • the game can also be set at a position relative to the first virtual character controlled by the game player, for example, at a preset position above the first virtual character, and follow the virtual character to move, which is similar to that for the virtual character. Bystander perspective.
  • the scene display area in the game scene is the area photographed by the virtual camera.
  • the following optional embodiments are mainly described by taking a virtual camera fixed at a relative position of a virtual character controlled by a game player as an example.
  • the implementation process is also applicable to setting the game on a virtual character controlled by a game player.
  • step S14 updating the scene display area in the game scene according to at least the skill release direction corresponding to the preset skill release operation may include the following execution steps:
  • Step S1402 Determine the adjustment direction of the virtual camera according to the release direction
  • Step S1403 controlling the movement of the virtual camera according to the adjustment direction
  • Step S1404 the scene display area in the game scene is updated according to the movement of the virtual camera.
  • FIG. 2 is a schematic diagram of display control in a game according to one of the exemplary embodiments of the present disclosure. As shown in FIG. 2, the virtual camera is controlled to move along the skill release direction at the current position of the first virtual character according to the adjustment direction.
  • the method is determined according to the effect of skill release, for example: when the skill is continuously released from our virtual character to the enemy virtual character, you can move the virtual camera at a constant speed during the skill release process; another example: when the skill release area is independent of the virtual When the character is in a specific area, the virtual camera can be accelerated from the position of the virtual character to the specific area. Then, the area shot by the virtual camera is updated according to the movement of the virtual camera, that is, the scene display area in the game scene is updated.
  • step S14 updating the scene display area in the game scene according to at least the skill release direction corresponding to the preset skill release operation may include the following execution steps:
  • Step S1405 Update the scene display area in the game scene according to the skill release direction and skill attribute corresponding to the preset skill release operation, where the skill attribute includes the skill release range.
  • the skill indicator set in the process of releasing the skills of the first virtual character points from the current position of the virtual character to the direction of the skill release, it can be determined within the range between the current position of the first virtual character and the end of the skill indicator Update the position or offset distance to update the scene display area in the game scene.
  • FIG. 3 is a schematic diagram of display control in a game according to one of the exemplary embodiments of the present disclosure. As shown in FIG.
  • the position of the virtual camera needs to be determined between the farthest point of the specific area and the current location of the first virtual character. After the specific area changes to the post-diffusion area, the farthest and The position of the virtual camera is determined between the current position of the first virtual character. At this time, it can be considered that the end of the skill indicator has changed, and the scene display area in the game scene needs to be updated again.
  • step S14 updating the scene display area in the game scene according to at least the skill release direction and skill attribute corresponding to the preset skill release operation may include the following execution steps:
  • Step S1406 determining the adjustment direction of the virtual camera according to the release direction
  • Step S1407 determining the adjustment position of the virtual camera according to the skill attribute
  • Step S1408 controlling the movement of the virtual camera according to the adjustment direction and the adjustment position
  • Step S1409 Update the scene display area in the game scene according to the movement of the virtual camera.
  • the adjustment direction of the virtual camera can be determined by the direction of skill release. Then, according to the skill attribute, the virtual camera is controlled to move within the range between the current position of the first virtual character and the end of the skill indicator, thereby determining the adjustment position of the virtual camera.
  • FIG. 4 is a schematic diagram of display control in a game according to one of the exemplary embodiments of the present disclosure.
  • the end of a skill indicator can be determined according to skill attributes so as to control the virtual camera at the current position of the first virtual character and Move within the range between the ends of the skill indicator (for example: connecting the center point between the current position of the first virtual character and the end of the skill indicator) to determine the adjustment position of the virtual camera. Then, the movement of the virtual camera is controlled by adjusting the direction and the position, thereby updating the area shot by the virtual camera, that is, updating the scene display area in the game scene.
  • Step S15 detecting the second touch operation acting on the preset position in the graphical user interface
  • Step S16 According to the second touch operation, control the scene display area to return to the state before the preset skill release operation.
  • the role of the above second touch operation on the preset position in the graphical user interface is to cancel the skill release, which can be either a touch operation on a specific cancel control or any blank area in the graphical interface
  • the touch operation of can also slide to a preset position when the first touch operation is not over.
  • the second touch operation can be used to control the scene display area to return to the display state before the preset skill release operation, or to control the scene display area to return to the display state calculated according to the presentation visual field calculation logic before the preset skill release operation.
  • controlling the scene display area to return to the state before the preset skill release operation may be to control the movement of the first virtual character in the game scene according to the first touch operation acting on the first touch area, and according to the first The position of a virtual character in the game scene updates the scene display area in the game scene.
  • step S17 after the skill release operation ends, the control scene display area is restored to the state before the preset skill release operation.
  • the content displayed in the scene display area needs to be reset, that is, to control the scene display area to return to the state before the preset skill release operation, which can be a touch operation that acts on a specific reset control It can also be a touch operation that acts on any blank area in the graphical interface, or it can slide to a preset position after the skill release operation is completed.
  • step S14 updating the scene display area in the game scene according to at least the skill release direction corresponding to the preset skill release operation may include the following execution steps:
  • Step S1410 Determine the skill release direction according to the operation direction of the preset skill release operation
  • step S1411 the scene display area in the game scene is updated according to the skill release direction.
  • the operation direction of the preset skill release operation is from the current position of the first virtual character to the position of the enemy virtual character, then it can be based on whether the enemy virtual character is within the effective attack range of the skill Determine the direction of skill release. If the enemy virtual character is outside the effective attack range of the skill, the update position or offset distance is determined at any position within the range between the current position of the first virtual character and the end of the skill indicator to update the game scene Scene display area. If the enemy virtual character is within the effective attack range of the skill, the update position or offset distance is determined at any position within the range between the current position of the first virtual character and the enemy virtual character to update the Scene display area.
  • step S14 updating the scene display area in the game scene according to at least the skill release direction corresponding to the preset skill release operation may include the following execution steps:
  • Step S1412 Determine the skill release position according to the operation track of the preset skill release operation
  • Step S1413 Determine the skill release direction according to the skill release position and the position of the first virtual character
  • Step S1414 Update the scene display area in the game scene according to the skill release direction.
  • the skill indicator set by the virtual character in the process of releasing the skills is displayed in a specific area within the preset range independently of the virtual character within a preset range centered on the current position of the first virtual character, then according to The operation trajectory of this specific area can finally determine the skill release position. Then, the update position or offset distance is determined by any position between the skill release position and the position of the first virtual character to update the scene display area in the game scene.
  • step S14 updating the scene display area in the game scene according to at least the skill release direction corresponding to the preset skill release operation may include the following execution steps:
  • Step S1415 Acquire the position of the second virtual character within the preset range of the first virtual character
  • Step S1416 Determine the skill release direction according to the preset skill release operation, and the position of the first virtual character and the position of the second virtual character;
  • Step S1417 Update the scene display area in the game scene according to the skill release direction.
  • the second virtual character is needed Must be within the preset range of the first virtual character, otherwise, the skills will not be released.
  • the current location of the first virtual character and the current location of the second virtual character need to be obtained at the same time.
  • the update position or offset distance is determined by any position within the range between the current position of the first virtual character and the current position of the second virtual character to update the scene display area in the game scene.
  • Game players and novice players with limited levels of operation who are unable to use lens operations proficiently and cannot receive battlefield information well can adapt to the game faster, master the game lens operation methods, and on specific special lens operations, give The intelligent solution reduces the learning cost of game players, lowers the overall operating threshold of the game, and improves the coverage area of the user group corresponding to the game.
  • the method according to the above embodiments can be implemented by means of software plus a necessary general hardware platform, and of course, it can also be implemented by hardware, but in many cases the former is Better implementation.
  • the technical solution of the present disclosure can be embodied in the form of a software product in essence or part that contributes to the existing technology, and the computer software product is stored in a storage medium (such as ROM/RAM, magnetic disk,
  • the CD-ROM includes several instructions to enable a terminal device (which may be a mobile phone, computer, server, or network device, etc.) to perform the methods described in the embodiments of the present disclosure.
  • a display control device in a game is also provided.
  • the device is used to implement the above-mentioned embodiments and preferred implementation modes, and descriptions that have already been described will not be repeated.
  • the term “component” may be a combination of software and/or hardware that implements predetermined functions.
  • the devices described in the following embodiments are preferably implemented in software, implementation of hardware or a combination of software and hardware is also possible and conceived.
  • FIG. 5 is a structural block diagram of a display control device in a game according to one embodiment of the present disclosure.
  • graphics are obtained by executing a software application on a processor of a mobile terminal and rendering on a touch display of the mobile terminal User interface
  • the game scene of the game contains a first virtual character and a scene display area
  • the scene display area is at least part of the game scene
  • the content displayed by the graphical user interface includes the scene display area
  • the device includes: a configuration component 10, It is configured to configure a first touch area and a second touch area on the graphical user interface
  • the first control component 20 is configured to respond to the first touch operation acting on the first touch area according to the first touch operation Control the movement of the first virtual character in the game scene
  • the first update component 30 is set to update the scene display area in the game scene according to the position of the first virtual character in the game scene
  • the second update component 40 is set to respond to the action In the preset skill release operation of the two-touch area, at least the scene display area in the game
  • the second update component 40 is configured to determine the update direction of the scene display area in the game scene according to the skill release direction corresponding to the preset skill release operation, and update the scene display area in the game scene along the update direction.
  • a virtual camera corresponding to the first virtual character is set in the game scene, and the scene display area in the game scene is an area photographed by the virtual camera.
  • the second update component 40 includes: a first determination element (not shown in the figure), which is set to determine the adjustment direction of the virtual camera according to the release direction; a first control element (not shown in the figure), which is set to Adjust the direction to control the movement of the virtual camera; the first update element (not shown in the figure) is set to update the scene display area in the game scene according to the movement of the virtual camera.
  • the second update component 40 is configured to update the scene display area in the game scene according to the skill release direction and skill attribute corresponding to the preset skill release operation, where the skill attribute includes the skill release range.
  • the second update component 40 includes: a second determination element (not shown in the figure), which is set to determine the adjustment direction of the virtual camera according to the release direction; and a third determination element (not shown in the figure), which is set to The skill attribute determines the adjustment position of the virtual camera; the second control element (not shown in the figure) is set to control the movement of the virtual camera according to the adjustment direction and the adjustment position; the second update element (not shown in the figure) is set to The movement of the virtual camera updates the scene display area in the game scene.
  • FIG. 6 is a structural block diagram of a display control device in a game according to one of the optional embodiments of the present disclosure.
  • the device includes all components shown in FIG. 5,
  • the above device further includes: a detection component 50 configured to detect a second touch operation acting on a preset position in the graphical user interface; a second control component 60 configured to control the scene display area to be restored to a pre-set according to the second touch operation Set the state before the skill release operation.
  • the above device further includes: a third control component 70 configured to control the scene display area to return to the state before the preset skill release operation after the skill release operation ends.
  • the second update component 40 includes: a fourth determination element (not shown in the figure), which is set to determine a skill release direction according to an operation direction of a preset skill release operation; a third update element (not shown in the figure) ), set to update the scene display area in the game scene according to the skill release direction.
  • the second update component 40 includes: a fifth determination element (not shown in the figure), which is set to determine a skill release position according to an operation track of a preset skill release operation; a sixth determination element (not shown in the figure) ), set to determine the skill release direction based on the skill release position and the position of the first virtual character; the fourth update element (not shown in the figure) is set to update the scene display area in the game scene according to the skill release direction.
  • the second update component 40 includes: an acquisition element (not shown in the figure), which is set to acquire the position of the second virtual character within a preset range of the first virtual character; a seventh determination element (not shown in the figure) ), set to determine the skill release direction according to the preset skill release operation, and the position of the first virtual character and the position of the second virtual character; the fifth update element (not shown in the figure), set to update according to the skill release direction The scene display area in the game scene.
  • the above components can be implemented by software or hardware. For the latter, they can be implemented in the following ways, but not limited to this: the above components are all located in the same processor; or, the above components can be combined in any combination The forms are located in different processors.
  • An embodiment of the present disclosure also provides a storage medium in which a computer program is stored, wherein the computer program is set to execute any of the steps in the above method embodiments when it is run.
  • the above storage medium may be set to store a computer program for performing the following steps:
  • the above storage medium may include, but is not limited to: a USB flash drive, a read-only memory (Read-Only Memory, ROM for short), a random access memory (Random Access Memory, RAM for short), Various media that can store computer programs, such as removable hard disks, magnetic disks, or optical disks.
  • An embodiment of the present disclosure also provides a processor configured to run a computer program to perform the steps in any one of the above method embodiments.
  • the foregoing processor may be configured to perform the following steps through a computer program:
  • the disclosed technical content may be implemented in other ways.
  • the device embodiments described above are only schematic.
  • the division of the elements may be a logical function division.
  • there may be another division manner for example, multiple elements or components may be combined or may Integration into another system, or some features can be ignored, or not implemented.
  • the displayed or discussed mutual coupling or direct coupling or communication connection may be indirect coupling or communication connection through some interfaces, elements or components, and may be in electrical or other forms.
  • the components described as separate components may or may not be physically separated, and the components displayed as components may or may not be physical components, that is, they may be located in one place, or may be distributed on multiple components. Some or all of the components may be selected according to actual needs to achieve the objectives of the solutions of the embodiments.
  • each functional element in each embodiment of the present disclosure may be integrated into one processing element, or each element may exist alone physically, or two or more elements may be integrated into one element.
  • the above integrated elements can be implemented in the form of hardware or software functional elements.
  • the integrated element is implemented in the form of a software functional element and sold or used as an independent product, it may be stored in a computer-readable storage medium.
  • the technical solution of the present disclosure essentially or part of the contribution to the existing technology or all or part of the technical solution can be embodied in the form of a software product, and the computer software product is stored in a storage medium , Including several instructions to enable a computer device (which may be a personal computer, server, network device, etc.) to perform all or part of the steps of the methods described in various embodiments of the present disclosure.
  • the aforementioned storage media include: U disk, read-only memory (ROM, Read-Only Memory), random access memory (RAM, Random Access Memory), mobile hard disk, magnetic disk or optical disk and other media that can store program code .

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Abstract

一种游戏中的显示控制方法、装置、存储介质、处理器及终端。该方法包括:在图形用户界面配置一第一触控区域和一第二触控区域(S11);响应作用于第一触控区域的第一触控操作,根据第一触控操作控制第一虚拟角色在游戏场景中移动(S12);根据第一虚拟角色在游戏场景中的位置更新游戏场景中的场景显示区域(S13);响应作用于第二触控区域的预设技能释放操作,至少根据预设技能释放操作对应的技能释放方向更新游戏场景中的场景显示区域(S14)。该方法解决了相关技术中所提供的游戏内虚拟镜头的调整方式操作方式单一、缺乏良好的适应性和扩展性,且无法满足不同层次游戏玩家的游戏体验需求的技术问题。

Description

游戏中的显示控制方法、装置、存储介质、处理器及终端
交叉援引
本公开基于申请号为201910024667.8、申请日为2019-01-10的中国专利申请提出,并要求该中国专利申请的优先权,该中国专利申请的全部内容在此引入本公开作为参考。
技术领域
本公开涉及计算机领域,具体而言,涉及一种游戏中的显示控制方法、装置、存储介质、处理器及终端。
背景技术
目前,主流多人在线战术竞技游戏(MOBA)手游通常采用固定镜头加镜头拖拽的基础方式来观察游戏场景。另外,还有一部分游戏会在此基础上对少数特定类型英雄角色进行有针对性的镜头交互设计;或者,在特定镜头方面进行补充设计,例如:游戏玩家可以手动切换镜头的高低模式。
固定镜头是指虚拟摄像机固定在游戏角色模型的身上,镜头高度默认为固定值。游戏玩家通过点按屏幕特定区域进行拖拽,可以移动镜头,而镜头的拖动速度在不同类别游戏中存在差异。在一部分MOBA手游中,最长拖拽距离可以达到1/4战场最大长度。而在另外一部分MOBA手游中,则最长拖拽距离几乎可以达到整个战场。
此外,通过游戏玩家点按用户界面内的小地图,会立刻将镜头移动至所点按的位置处;而且,若游戏玩家在执行点按操作之后又连续执行了拖动操作,则镜头也会跟随移动,直至游戏玩家松手后,镜头会自动归位。
然而,上述镜头交互设计存在如下技术缺陷:
(1)由于英雄角色远程技能的最大施法范围通常以一屏距离(该一屏距离是指移动终端的硬件屏幕物理尺寸,其会伴随着移动终端类型和型号差异而随之改变)为标准进行设置,因此一般英雄角色在释放此类技能时,无法及时观察到被瞄准位置的周围情况。
(2)一般英雄角色在游戏界面内的左上方区域(例如:小地图区域)和右下方区 域(例如:技能控件设置区域)等被遮挡位置会丧失视野,游戏玩家在向这两个角度释放技能时,往往需要拖拽视角才能够实现精准释放技能。
综合上述分析,当前市面上的MOBA类手游中,由于受到双手交互方式的限制,因此,绝大部分游戏都使用了固定镜头加镜头拖拽的解决方案,以满足游戏玩家对战场视野和镜头操作的需求。然而,通过上述分析可知,这套以固定镜头与主动拖拽镜头相结合的解决方案只能够满足最基本的功能需求,对游戏中出现的特殊的情况和操作,缺乏良好的适应性和扩展性,且无法满足不同层次游戏玩家的游戏体验需求。
针对上述的问题,目前尚未提出有效的解决方案。
发明内容
本公开至少部分实施例提供了一种游戏中的显示控制方法、装置、存储介质、处理器及终端,以至少解决相关技术中所提供的游戏内虚拟镜头的调整方式操作方式单一、缺乏良好的适应性和扩展性,且无法满足不同层次游戏玩家的游戏体验需求的技术问题。
根据本公开其中一实施例,提供了一种游戏中的显示控制方法,通过在移动终端的处理器上执行软件应用并在移动终端的触控显示器上渲染得到图形用户界面,游戏的游戏场景中包含一第一虚拟角色和一场景显示区域,场景显示区域为至少部分的游戏场景,图形用户界面所显示的内容包含场景显示区域,该方法包括:
在图形用户界面配置一第一触控区域和一第二触控区域;响应作用于第一触控区域的第一触控操作,根据第一触控操作控制第一虚拟角色在游戏场景中移动;根据第一虚拟角色在游戏场景中的位置更新游戏场景中的场景显示区域;响应作用于第二触控区域的预设技能释放操作,至少根据预设技能释放操作对应的技能释放方向更新游戏场景中的场景显示区域。
可选地,至少根据预设技能释放操作对应的技能释放方向更新游戏场景中的场景显示区域包括:根据预设技能释放操作对应的技能释放方向,确定游戏场景中的场景显示区域的更新方向,并在游戏场景中沿更新方向更新场景显示区域。
可选地,游戏场景中设置有与第一虚拟角色对应的虚拟摄像机,游戏场景中的场景显示区域为虚拟摄像机拍摄的区域。
可选地,至少根据预设技能释放操作对应的技能释放方向更新游戏场景中的场景显示区域包括:根据释放方向确定虚拟摄像机的调整方向;根据调整方向控制虚拟摄像机的移动;根据虚拟摄像机的移动更新游戏场景中的场景显示区域。
可选地,至少根据预设技能释放操作对应的技能释放方向更新游戏场景中的场景显示区域包括:根据预设技能释放操作对应的技能释放方向和技能属性更新游戏场景中的场景显示区域,其中,技能属性包括技能释放范围。
可选地,至少根据预设技能释放操作对应的技能释放方向和技能属性更新游戏场景中的场景显示区域包括:根据释放方向确定虚拟摄像机的调整方向;根据技能属性确定虚拟摄像机的调整位置;根据调整方向和调整位置控制虚拟摄像机的移动;根据虚拟摄像机的移动更新游戏场景中的场景显示区域。
可选地,上述方法还包括:检测作用于图形用户界面中预设位置的第二触控操作;根据第二触控操作,控制场景显示区域恢复至预设技能释放操作前的状态。
可选地,上述方法还包括:在技能释放操作结束后,控制场景显示区域恢复至预设技能释放操作前的状态。
可选地,至少根据预设技能释放操作对应的技能释放方向更新游戏场景中的场景显示区域包括:根据预设技能释放操作的操作方向,确定技能释放方向;根据技能释放方向更新游戏场景中的场景显示区域。
可选地,至少根据预设技能释放操作对应的技能释放方向更新游戏场景中的场景显示区域包括:根据预设技能释放操作的操作轨迹,确定技能释放位置;根据技能释放位置与第一虚拟角色的位置,确定技能释放方向;根据技能释放方向更新游戏场景中的场景显示区域。
可选地,至少根据预设技能释放操作对应的技能释放方向更新游戏场景中的场景显示区域包括:获取第一虚拟角色预设范围内的第二虚拟角色的位置;根据预设技能释放操作,以及第一虚拟角色的位置和第二虚拟角色的位置,确定技能释放方向;根据技能释放方向更新游戏场景中的场景显示区域。
根据本公开其中一实施例,还提供了一种游戏中的显示控制装置,通过在移动终端的处理器上执行软件应用并在移动终端的触控显示器上渲染得到图形用户界面,游戏的游戏场景中包含一第一虚拟角色和一场景显示区域,场景显示区域为至少部分的游戏场景,图形用户界面所显示的内容包含场景显示区域,上述装置包括:配置组件,设置为在图形用户界面配置一第一触控区域和一第二触控区域;第一控制组件,设置为响应作用于第一触控区域的第一触控操作,根据第一触控操作控制第一虚拟角色在游戏场景中移动;第一更新组件,设置为根据第一虚拟角色在游戏场景中的位置更新游戏场景中的场景显示区域;第二更新组件,设置为响应作用于第二触控区域的预设技能释放操作,至少根据预设技能释放操作对应的技能释放方向更新游戏场景中的场 景显示区域。
可选地,第二更新组件,设置为根据预设技能释放操作对应的技能释放方向,确定游戏场景中的场景显示区域的更新方向,并在游戏场景中沿更新方向更新场景显示区域。
可选地,游戏场景中设置有与第一虚拟角色对应的虚拟摄像机,游戏场景中的场景显示区域为虚拟摄像机拍摄的区域。
可选地,第二更新组件包括:第一确定元件,设置为根据释放方向确定虚拟摄像机的调整方向;第一控制元件,设置为根据调整方向控制虚拟摄像机的移动;第一更新元件,设置为根据虚拟摄像机的移动更新游戏场景中的场景显示区域。
可选地,第二更新组件,设置为根据预设技能释放操作对应的技能释放方向和技能属性更新游戏场景中的场景显示区域,其中,技能属性包括技能释放范围。
可选地,第二更新组件包括:第二确定元件,设置为根据释放方向确定虚拟摄像机的调整方向;第三确定元件,设置为根据技能属性确定虚拟摄像机的调整位置;第二控制元件,设置为根据调整方向和调整位置控制虚拟摄像机的移动;第二更新元件,设置为根据虚拟摄像机的移动更新游戏场景中的场景显示区域。
可选地,上述装置还包括:检测组件,设置为检测作用于图形用户界面中预设位置的第二触控操作;第二控制组件,设置为根据第二触控操作,控制场景显示区域恢复至预设技能释放操作前的状态。
可选地,上述装置还包括:第三控制组件,设置为在技能释放操作结束后,控制场景显示区域恢复至预设技能释放操作前的状态。
可选地,第二更新组件包括:第四确定元件,设置为根据预设技能释放操作的操作方向,确定技能释放方向;第三更新元件,设置为根据技能释放方向更新游戏场景中的场景显示区域。
可选地,第二更新组件包括:第五确定元件,设置为根据预设技能释放操作的操作轨迹,确定技能释放位置;第六确定元件,设置为根据技能释放位置与第一虚拟角色的位置,确定技能释放方向;第四更新元件,设置为根据技能释放方向更新游戏场景中的场景显示区域。
可选地,第二更新组件包括:获取元件,设置为获取第一虚拟角色预设范围内的第二虚拟角色的位置;第七确定元件,设置为根据预设技能释放操作,以及第一虚拟角色的位置和第二虚拟角色的位置,确定技能释放方向;第五更新元件,设置为根据 技能释放方向更新游戏场景中的场景显示区域。
根据本公开其中一实施例,还提供了一种存储介质,存储介质包括存储的程序,其中,在程序运行时控制存储介质所在设备执行上述任意一项的游戏中的显示控制装置。
根据本公开其中一实施例,还提供了一种处理器,处理器用于运行程序,其中,程序运行时执行上述任意一项的游戏中的显示控制装置。
根据本公开其中一实施例,还提供了一种终端,包括:一个或多个处理器,存储器,显示装置以及一个或多个程序,其中,一个或多个程序被存储在存储器中,并且被配置为由一个或多个处理器执行,一个或多个程序用于执行上述任意一项的游戏中的显示控制装置。
在本公开至少部分实施例中,采用在图形用户界面配置一第一触控区域和一第二触控区域,响应作用于第一触控区域的第一触控操作以根据第一触控操作控制第一虚拟角色在游戏场景中移动,并且根据第一虚拟角色在游戏场景中的位置更新游戏场景中的场景显示区域的方式,通过响应作用于第二触控区域的预设技能释放操作,至少根据预设技能释放操作对应的技能释放方向更新游戏场景中的场景显示区域,达到了根据游戏玩家所执行的预设技能释放操作对应的技能释放方向进行游戏场景中场景显示区域的自动调整辅助目的,从而实现了智能化场景显示区域调整方式,从而使得游戏内场景显示区域的调整操作更加灵活与智能,能够适应不同层次的游戏玩家的需求的技术效果,进而解决了相关技术中所提供的游戏内虚拟镜头的调整方式操作方式单一、缺乏良好的适应性和扩展性,且无法满足不同层次游戏玩家的游戏体验需求的技术问题。
附图说明
此处所说明的附图用来提供对本公开的进一步理解,构成本申请的一部分,本公开的示意性实施例及其说明用于解释本公开,并不构成对本公开的不当限定。在附图中:
图1是根据本公开其中一实施例的游戏中的显示控制方法的流程图;
图2是根据本公开其中一示例性实施例一的游戏中的显示控制示意图;
图3是根据本公开其中一示例性实施例二的游戏中的显示控制示意图;
图4是根据本公开其中一示例性实施例三的游戏中的显示控制示意图;
图5是根据本公开其中一实施例的游戏中的显示控制装置的结构框图;
图6是根据本公开其中一可选实施例的游戏中的显示控制装置的结构框图。
具体实施方式
为了使本技术领域的人员更好地理解本公开方案,下面将结合本公开实施例中的附图,对本公开实施例中的技术方案进行清楚、完整地描述,显然,所描述的实施例仅仅是本公开一部分的实施例,而不是全部的实施例。基于本公开中的实施例,本领域普通技术人员在没有做出创造性劳动前提下所获得的所有其他实施例,都应当属于本公开保护的范围。
需要说明的是,本公开的说明书和权利要求书及上述附图中的术语“第一”、“第二”等是用于区别类似的对象,而不必用于描述特定的顺序或先后次序。应该理解这样使用的数据在适当情况下可以互换,以便这里描述的本公开的实施例能够以除了在这里图示或描述的那些以外的顺序实施。此外,术语“包括”和“具有”以及他们的任何变形,意图在于覆盖不排他的包含,例如,包含了一系列步骤或元件的过程、方法、***、产品或设备不必限于清楚地列出的那些步骤或元件,而是可包括没有清楚地列出的或对于这些过程、方法、产品或设备固有的其它步骤或元件。
根据本公开其中一实施例,提供了一种游戏中的显示控制方法的实施例,需要说明的是,在附图的流程图示出的步骤可以在诸如一组计算机可执行指令的计算机***中执行,并且,虽然在流程图中示出了逻辑顺序,但是在某些情况下,可以以不同于此处的顺序执行所示出或描述的步骤。
该方法实施例可以在移动终端、计算机终端或者类似的运算装置中执行。以运行在移动终端上为例,移动终端可以包括一个或多个处理器(处理器可以包括但不限于中央处理器(CPU)、图形处理器(GPU)、数字信号处理(DSP)芯片、微处理器(MCU)或可编程逻辑器件(FPGA)等的处理装置)和用于存储数据的存储器。可选地,上述移动终端还可以包括用于通信功能的传输装置以及输入输出设备。本领域普通技术人员可以理解,上述结构仅为示意,其并不对上述移动终端的结构造成限定。例如,移动终端还可包括比上述结构更多或者更少的组件,或者具有与上述结构不同的配置。
存储器可用于存储计算机程序,例如,应用软件的软件程序以及组件,如本公开实施例中的游戏中的显示控制方法对应的计算机程序,处理器通过运行存储在存储器 内的计算机程序,从而执行各种功能应用以及数据处理,即实现上述的游戏中的显示控制方法。存储器可包括高速随机存储器,还可包括非易失性存储器,如一个或者多个磁性存储装置、闪存、或者其他非易失性固态存储器。在一些实例中,存储器可进一步包括相对于处理器远程设置的存储器,这些远程存储器可以通过网络连接至移动终端。上述网络的实例包括但不限于互联网、企业内部网、局域网、移动通信网及其组合。
传输装置用于经由一个网络接收或者发送数据。上述的网络具体实例可包括移动终端的通信供应商提供的无线网络。在一个实例中,传输装置包括一个网络适配器(Network Interface Controller,简称为NIC),其可通过基站与其他网络设备相连从而可与互联网进行通讯。在一个实例中,传输装置可以为射频(Radio Frequency,简称为RF)组件,其用于通过无线方式与互联网进行通讯。
在本实施例中提供了一种运行于上述移动终端的游戏中的显示控制方法,通过在移动终端的处理器上执行软件应用并在移动终端的触控显示器上渲染得到图形用户界面,游戏的游戏场景中包含一第一虚拟角色和一场景显示区域,场景显示区域为至少部分的游戏场景,图形用户界面所显示的内容包含场景显示区域。图1是根据本公开其中一实施例的游戏中的显示控制方法的流程图,如图1所示,该方法包括如下步骤:
步骤S11,在图形用户界面配置一第一触控区域和一第二触控区域;
步骤S12,响应作用于第一触控区域的第一触控操作,根据第一触控操作控制第一虚拟角色在游戏场景中移动;
步骤S13,根据第一虚拟角色在游戏场景中的位置更新游戏场景中的场景显示区域;
步骤S14,响应作用于第二触控区域的预设技能释放操作,至少根据预设技能释放操作对应的技能释放方向更新游戏场景中的场景显示区域。
通过上述步骤,可以采用在图形用户界面配置一第一触控区域和一第二触控区域,响应作用于第一触控区域的第一触控操作以根据第一触控操作控制第一虚拟角色在游戏场景中移动,并且根据第一虚拟角色在游戏场景中的位置更新游戏场景中的场景显示区域的方式,通过响应作用于第二触控区域的预设技能释放操作,至少根据预设技能释放操作对应的技能释放方向更新游戏场景中的场景显示区域,达到了根据游戏玩家所执行的预设技能释放操作对应的技能释放方向进行游戏场景中场景显示区域的自动调整辅助目的,从而实现了智能化场景显示区域调整方式,从而使得游戏内场景显示区域的调整操作更加灵活与智能,能够适应不同层次的游戏玩家的需求的技术效果, 进而解决了相关技术中所提供的游戏内虚拟镜头的调整方式操作方式单一、缺乏良好的适应性和扩展性,且无法满足不同层次游戏玩家的游戏体验需求的技术问题。
需要说明的是,上述步骤S12-步骤S13所描述的通过第一触控操作控制第一虚拟角色在游戏场景中移动以更新游戏场景中的场景显示区域与上述步骤S14中所描述的至少根据预设技能释放操作对应的技能释放方向更新游戏场景中的场景显示区域并没有严格的时序关系。换言之,上述步骤S14中所描述的更新场景显示区域既可以发生在上述步骤S12-步骤S13所描述的更新场景显示区域之前,也可以发生在上述步骤S12-步骤S13所描述的更新场景显示区域之后,当然还可以发生在上述步骤S12-步骤S13所描述的更新场景显示区域的同时;即,在释放技能的同时并不会影响虚拟角色的移动,例如:在控制我方虚拟角色释放技能的同时保持对敌方虚拟角色的追击状态;当然,控制虚拟角色移动的同时也不会影响技能的释放,例如:控制我方虚拟角色在跳跃过程中释放特定技能。由此,在本公开实施例中不做严格限制。
上述第一触控区域可以是位于图形用户界面的左下方区域的方向控件。上述第二触控区域可以是位于图形用户界面的右下方区域的技能控件。
相关技术中,在游戏玩家控制第一虚拟角色释放特定技能时,当前场景显示区域并不会伴随着技能释放方向发生改变,由此可能导致游戏玩家因无法获得良好的视野而无法准确地向敌方虚拟角色发起攻击或者未能合理地选择攻击目标。相反地,采用本公开实施例提供的技术方案,至少根据预设技能释放操作对应的技能释放方向更新游戏场景中的场景显示区域,可以使得游戏玩家获得更佳的视野范围,从而准确地向敌方虚拟角色发起攻击和/或合理地选择攻击目标。
可选地,在步骤S14中,至少根据预设技能释放操作对应的技能释放方向更新游戏场景中的场景显示区域可以包括以下执行步骤:
步骤S1401,根据预设技能释放操作对应的技能释放方向,确定游戏场景中的场景显示区域的更新方向,并在游戏场景中沿更新方向更新场景显示区域。
针对虚拟角色的指向性技能在图像用户界面内会出现技能指示器。该技能指示器的指示方向通常是以虚拟角色当前所在位置为起点指向攻击方向,该技能指示器用于指示虚拟角色每项技能的实际攻击范围,其形状可以包括但不限于:箭头形状、圆形。游戏玩家在瞄准敌方虚拟角色执行预设技能释放操作时,通过技能释放方向能够确定游戏场景中的场景显示区域的更新方向。该更新方向会使场景显示区域发生偏移,偏移过程与技能指示器的移动过程一致,即,在游戏场景中沿更新方向更新场景显示区域内的显示内容。
可选地,上述游戏场景中设置有与第一虚拟角色对应的虚拟摄像机,游戏场景中的场景显示区域为虚拟摄像机拍摄的区域。
在一个可选实施例中,可以将虚拟摄像机固定在游戏玩家所操控的第一虚拟角色身上,并跟随虚拟角色的移动而发生移动,以及根据虚拟角色的转动而发生转动,其类似于该虚拟角色的主观视角。由此,游戏场景中的场景显示区域为虚拟摄像机拍摄的区域。当然,还可以将游戏设置在与游戏玩家所操控的第一虚拟角色相对位置处,例如设置在第一虚拟角色上方头顶预设位置,并跟随虚拟角色发生移动,其类似于针对该虚拟角色的旁观视角。由此,游戏场景中的场景显示区域为虚拟摄像机拍摄的区域。以下可选实施例主要以虚拟摄像机固定在游戏玩家所操控的虚拟角色相对位置处为例进行详细说明,其实施过程同样适用于将游戏设置在与游戏玩家所操控的虚拟角色身上。
可选地,在步骤S14中,至少根据预设技能释放操作对应的技能释放方向更新游戏场景中的场景显示区域可以包括以下执行步骤:
步骤S1402,根据释放方向确定虚拟摄像机的调整方向;
步骤S1403,根据调整方向控制虚拟摄像机的移动;
步骤S1404,根据虚拟摄像机的移动更新游戏场景中的场景显示区域。
当游戏场景中设置有与第一虚拟角色对应的虚拟摄像机并且虚拟摄像机固定在游戏玩家所操控的虚拟角色身上时,通过技能释放方向能够确定虚拟摄像机的调整方向。图2是根据本公开其中一示例性实施例一的游戏中的显示控制示意图,如图2所示,根据调整方向控制虚拟摄像机在第一虚拟角色当前所在位置沿技能释放方向发生移动,该移动方式根据技能释放效果来确定,例如:当技能从我方虚拟角色自身向敌方虚拟角色持续释放时,则可以在技能释放过程中匀速移动虚拟摄像机;再例如:当技能释放区域为独立于虚拟角色所在位置的特定区域时,则可以从虚拟角色所在位置向特定区域加速移动虚拟摄像机。然后,根据虚拟摄像机的移动更新虚拟摄像机拍摄的区域,即,更新游戏场景中的场景显示区域。
可选地,在步骤S14中,至少根据预设技能释放操作对应的技能释放方向更新游戏场景中的场景显示区域可以包括以下执行步骤:
步骤S1405,根据预设技能释放操作对应的技能释放方向和技能属性更新游戏场景中的场景显示区域,其中,技能属性包括技能释放范围。
考虑到不同虚拟角色在释放技能过程中所设置的技能指示器存在差异,因此,在 根据预设技能释放操作对应的技能释放方向的基础上,还需要进一步根据技能属性(包括技能释放范围)来更新游戏场景中的场景显示区域。如果第一虚拟角色的在释放技能过程中所设置的技能指示器是从虚拟角色当前所在位置指向技能释放方向,那么可以在第一虚拟角色当前所在位置与技能指示器末端之间的范围内确定更新位置或偏移距离以此来更新游戏场景中的场景显示区域。如果虚拟角色的在释放技能过程中所设置的技能指示器是在以虚拟角色当前所在位置为中心的预设范围内独立于虚拟角色而显示在该预设范围内的特定区域,那么仍然需要在第一虚拟角色当前所在位置与技能指示器末端之间的范围内确定更新位置或偏移距离以此来更新游戏场景中的场景显示区域。图3是根据本公开其中一示例性实施例二的游戏中的显示控制示意图,如图3所示,在第一虚拟角色在该特定区域释放特定技能之后,如果后续还会伴随释放其他技能或者该特定技能的附加或衍生效果使得该特定区域在远离上述第一虚拟角色的方向上继续扩散或延伸,则需要继续更新游戏场景中的场景显示区域。即原本需要在特定区域的最远端与第一虚拟角色当前所在位置之间确定虚拟摄像机的位置即可,在该特定区域变化为扩散后区域之后,则需要在扩散后区域的最远端与第一虚拟角色当前所在位置之间确定虚拟摄像机的位置。此时,可以视为技能指示器末端发生变化,需要再次更新游戏场景中的场景显示区域。
可选地,在步骤S14中,至少根据预设技能释放操作对应的技能释放方向和技能属性更新游戏场景中的场景显示区域可以包括以下执行步骤:
步骤S1406,根据释放方向确定虚拟摄像机的调整方向;
步骤S1407,根据技能属性确定虚拟摄像机的调整位置;
步骤S1408,根据调整方向和调整位置控制虚拟摄像机的移动;
步骤S1409,根据虚拟摄像机的移动更新游戏场景中的场景显示区域。
当游戏场景中设置有与第一虚拟角色对应的虚拟摄像机并且虚拟摄像机固定在游戏玩家所操控的虚拟角色身上时,通过技能释放方向能够确定虚拟摄像机的调整方向。然后,再根据技能属性控制虚拟摄像机在第一虚拟角色当前所在位置与技能指示器末端之间的范围内移动,进而确定虚拟摄像机的调整位置。
图4是根据本公开其中一示例性实施例三的游戏中的显示控制示意图,如图4所示,根据技能属性可以确定技能指示器末端,以便控制虚拟摄像机在第一虚拟角色当前所在位置与技能指示器末端之间的范围内(例如:在第一虚拟角色当前所在位置与技能指示器末端之间的中心点连线)移动,以确定虚拟摄像机的调整位置。然后,再通过调整方向和调整位置控制虚拟摄像机的移动,从而更新虚拟摄像机拍摄的区域, 即,更新游戏场景中的场景显示区域。
可选地,在上述步骤S11-步骤S14的基础上,还可以包括以下执行步骤:
步骤S15,检测作用于图形用户界面中预设位置的第二触控操作;
步骤S16,根据第二触控操作,控制场景显示区域恢复至预设技能释放操作前的状态。
上述作用于图形用户界面中预设位置的第二触控操作的作用在于:取消技能释放,其既可以是作用于特定取消控件的触控操作,也可以是作用于图形界面中任一空白区域的触控操作,还可以在第一触控操作未结束时滑动至预设位置。由此通过第二触控操作可以控制场景显示区域恢复至预设技能释放操作前的显示状态,或者,控制场景显示区域恢复至根据预设技能释放操作前的呈现视野计算逻辑计算的显示状态。
在本实施例中,控制场景显示区域恢复至预设技能释放操作前的状态,可以是根据作用于第一触控区域的第一触控操作控制第一虚拟角色在游戏场景中移动,并根据第一虚拟角色在游戏场景中的位置更新游戏场景中的场景显示区域。
可选地,在上述步骤S11-步骤S14的基础上,还可以包括以下执行步骤:
步骤S17,在技能释放操作结束后,控制场景显示区域恢复至预设技能释放操作前的状态。
在技能释放操作结束后,需要对场景显示区域所显示的内容进行复位操作,即,控制场景显示区域恢复至预设技能释放操作前的状态,其既可以是作用于特定复位控件的触控操作,也可以是作用于图形界面中任一空白区域的触控操作,还可以在技能释放操作结束后滑动至预设位置。
可选地,在步骤S14中,至少根据预设技能释放操作对应的技能释放方向更新游戏场景中的场景显示区域可以包括以下执行步骤:
步骤S1410,根据预设技能释放操作的操作方向,确定技能释放方向;
步骤S1411,根据技能释放方向更新游戏场景中的场景显示区域。
在一个可选实施例中,如果预设技能释放操作的操作方向是从第一虚拟角色当前所在位置指向敌方虚拟角色所在位置,那么可以根据敌方虚拟角色是否位于技能的有效攻击范围内来确定技能释放方向。如果敌方虚拟角色位于技能的有效攻击范围外,则在第一虚拟角色当前所在位置与技能指示器末端之间的范围内任一位置确定更新位置或偏移距离以此来更新游戏场景中的场景显示区域。如果敌方虚拟角色位于技能的 有效攻击范围内,则在第一虚拟角色当前所在位置与敌方虚拟角色之间的范围内任一位置确定更新位置或偏移距离以此来更新游戏场景中的场景显示区域。
可选地,在步骤S14中,至少根据预设技能释放操作对应的技能释放方向更新游戏场景中的场景显示区域可以包括以下执行步骤:
步骤S1412,根据预设技能释放操作的操作轨迹,确定技能释放位置;
步骤S1413,根据技能释放位置与第一虚拟角色的位置,确定技能释放方向;
步骤S1414,根据技能释放方向更新游戏场景中的场景显示区域。
如果虚拟角色的在释放技能过程中所设置的技能指示器是在以第一虚拟角色当前所在位置为中心的预设范围内独立于虚拟角色而显示在该预设范围内的特定区域,那么根据该特定区域的操作轨迹能够最终确定技能释放位置。然后,通过技能释放位置与第一虚拟角色的位置之间任一位置确定更新位置或偏移距离以此来更新游戏场景中的场景显示区域。
可选地,在步骤S14中,至少根据预设技能释放操作对应的技能释放方向更新游戏场景中的场景显示区域可以包括以下执行步骤:
步骤S1415,获取第一虚拟角色预设范围内的第二虚拟角色的位置;
步骤S1416,根据预设技能释放操作,以及第一虚拟角色的位置和第二虚拟角色的位置,确定技能释放方向;
步骤S1417,根据技能释放方向更新游戏场景中的场景显示区域。
在一个可选实施例中,如果第一虚拟角色中存在一项特定技能(例如:限制敌方虚拟角色移动的技能或者为我方虚拟角色提供加血的技能),那么便需要第二虚拟角色必须位于第一虚拟角色预设范围内,否则,技能将无法释放。此时,针对该特定技能,需要同时获取第一虚拟角色当前所在位置和第二虚拟角色当前所在位置。然后,再通过第一虚拟角色当前所在位置和第二虚拟角色当前所在位置之间范围内任一位置确定更新位置或偏移距离以此来更新游戏场景中的场景显示区域。
综合上述各个实施例,可以实现如下技术效果:
(1)综合优化了当前主流的镜头方案,弥补了当前主流MOBA类手游镜头方案中镜头方式固定僵化,依赖游戏玩家频繁操作等缺陷,从而使得游戏镜头的操作更加灵活与智能。而且,具有良好的延展性,为游戏新玩法、新角色等变动留有较多的设计空间,以使游戏的镜头方案更加多元化、定制化。
(2)智能化、多段式的镜头调整方式,根据游戏玩家的操作行为差异和游戏玩家所处游戏情境差异,提供不同方式的镜头辅助,以满足游戏视野的特殊需求,并将镜头精细调节的操作智能化,减少游戏玩家的操作负担,使得游戏玩家能够以最轻松的方式获得当前最需要的游戏信息,从而提升了游戏信息传递效率,提供给游戏玩家更加流畅的游戏体验。
(3)可以让无法熟练使用镜头操作,也无法很好接收战场信息的操作水平有限的游戏玩家和新手玩家能够更快的适应游戏,掌握游戏镜头操作方法,而且在特定特殊镜头操作上,给予智能化解决方式,降低游戏玩家的学习成本,降低了游戏整体的操作门槛,提升游戏对应用户群的覆盖面积。
(4)能够使得操作水平高超的游戏玩家能够以最便利的操作完成更多精细的游戏操作,为此类游戏玩家的游戏技能提供了更多改进空间,提升了此类游戏玩家的游戏体验,有利于该层次游戏玩家的留存。
(5)作为一个整体优化方案,能够适应不同层次的游戏玩家的需求,为游戏整体的推广传播提供有利条件。
通过以上的实施方式的描述,本领域的技术人员可以清楚地了解到根据上述实施例的方法可借助软件加必需的通用硬件平台的方式来实现,当然也可以通过硬件,但很多情况下前者是更佳的实施方式。基于这样的理解,本公开的技术方案本质上或者说对现有技术做出贡献的部分可以以软件产品的形式体现出来,该计算机软件产品存储在一个存储介质(如ROM/RAM、磁碟、光盘)中,包括若干指令用以使得一台终端设备(可以是手机,计算机,服务器,或者网络设备等)执行本公开各个实施例所述的方法。
在本实施例中还提供了一种游戏中的显示控制装置,该装置用于实现上述实施例及优选实施方式,已经进行过说明的不再赘述。如以下所使用的,术语“组件”可以实现预定功能的软件和/或硬件的组合。尽管以下实施例所描述的装置较佳地以软件来实现,但是硬件,或者软件和硬件的组合的实现也是可能并被构想的。
图5是根据本公开其中一实施例的游戏中的显示控制装置的结构框图,如图5所示,通过在移动终端的处理器上执行软件应用并在移动终端的触控显示器上渲染得到图形用户界面,游戏的游戏场景中包含一第一虚拟角色和一场景显示区域,场景显示区域为至少部分的游戏场景,图形用户界面所显示的内容包含场景显示区域,该装置包括:配置组件10,设置为在图形用户界面配置一第一触控区域和一第二触控区域; 第一控制组件20,设置为响应作用于第一触控区域的第一触控操作,根据第一触控操作控制第一虚拟角色在游戏场景中移动;第一更新组件30,设置为根据第一虚拟角色在游戏场景中的位置更新游戏场景中的场景显示区域;第二更新组件40,设置为响应作用于第二触控区域的预设技能释放操作,至少根据预设技能释放操作对应的技能释放方向更新游戏场景中的场景显示区域。
可选地,第二更新组件40,设置为根据预设技能释放操作对应的技能释放方向,确定游戏场景中的场景显示区域的更新方向,并在游戏场景中沿更新方向更新场景显示区域。
可选地,游戏场景中设置有与第一虚拟角色对应的虚拟摄像机,游戏场景中的场景显示区域为虚拟摄像机拍摄的区域。
可选地,第二更新组件40包括:第一确定元件(图中未示出),设置为根据释放方向确定虚拟摄像机的调整方向;第一控制元件(图中未示出),设置为根据调整方向控制虚拟摄像机的移动;第一更新元件(图中未示出),设置为根据虚拟摄像机的移动更新游戏场景中的场景显示区域。
可选地,第二更新组件40,设置为根据预设技能释放操作对应的技能释放方向和技能属性更新游戏场景中的场景显示区域,其中,技能属性包括技能释放范围。
可选地,第二更新组件40包括:第二确定元件(图中未示出),设置为根据释放方向确定虚拟摄像机的调整方向;第三确定元件(图中未示出),设置为根据技能属性确定虚拟摄像机的调整位置;第二控制元件(图中未示出),设置为根据调整方向和调整位置控制虚拟摄像机的移动;第二更新元件(图中未示出),设置为根据虚拟摄像机的移动更新游戏场景中的场景显示区域。
可选地,可选地,图6是根据本公开其中一可选实施例的游戏中的显示控制装置的结构框图,如图6所示,该装置除包括图5所示的所有组件外,上述装置还包括:检测组件50,设置为检测作用于图形用户界面中预设位置的第二触控操作;第二控制组件60,设置为根据第二触控操作,控制场景显示区域恢复至预设技能释放操作前的状态。
可选地,如图6所示,上述装置还包括:第三控制组件70,设置为在技能释放操作结束后,控制场景显示区域恢复至预设技能释放操作前的状态。
可选地,第二更新组件40包括:第四确定元件(图中未示出),设置为根据预设技能释放操作的操作方向,确定技能释放方向;第三更新元件(图中未示出),设置为根据技能释放方向更新游戏场景中的场景显示区域。
可选地,第二更新组件40包括:第五确定元件(图中未示出),设置为根据预设技能释放操作的操作轨迹,确定技能释放位置;第六确定元件(图中未示出),设置为根据技能释放位置与第一虚拟角色的位置,确定技能释放方向;第四更新元件(图中未示出),设置为根据技能释放方向更新游戏场景中的场景显示区域。
可选地,第二更新组件40包括:获取元件(图中未示出),设置为获取第一虚拟角色预设范围内的第二虚拟角色的位置;第七确定元件(图中未示出),设置为根据预设技能释放操作,以及第一虚拟角色的位置和第二虚拟角色的位置,确定技能释放方向;第五更新元件(图中未示出),设置为根据技能释放方向更新游戏场景中的场景显示区域。
需要说明的是,上述各个组件是可以通过软件或硬件来实现的,对于后者,可以通过以下方式实现,但不限于此:上述组件均位于同一处理器中;或者,上述各个组件以任意组合的形式分别位于不同的处理器中。
本公开的实施例还提供了一种存储介质,该存储介质中存储有计算机程序,其中,该计算机程序被设置为运行时执行上述任一项方法实施例中的步骤。
可选地,在本实施例中,上述存储介质可以被设置为存储用于执行以下步骤的计算机程序:
S1,在图形用户界面配置一第一触控区域和一第二触控区域;
S2,响应作用于第一触控区域的第一触控操作,根据第一触控操作控制第一虚拟角色在游戏场景中移动;
S3,根据第一虚拟角色在游戏场景中的位置更新游戏场景中的场景显示区域;
S4,响应作用于第二触控区域的预设技能释放操作,至少根据预设技能释放操作对应的技能释放方向更新游戏场景中的场景显示区域。
可选地,在本实施例中,上述存储介质可以包括但不限于:U盘、只读存储器(Read-Only Memory,简称为ROM)、随机存取存储器(Random Access Memory,简称为RAM)、移动硬盘、磁碟或者光盘等各种可以存储计算机程序的介质。
本公开的实施例还提供了一种处理器,该处理器被设置为运行计算机程序以执行上述任一项方法实施例中的步骤。
可选地,在本实施例中,上述处理器可以被设置为通过计算机程序执行以下步骤:
S1,在图形用户界面配置一第一触控区域和一第二触控区域;
S2,响应作用于第一触控区域的第一触控操作,根据第一触控操作控制第一虚拟角色在游戏场景中移动;
S3,根据第一虚拟角色在游戏场景中的位置更新游戏场景中的场景显示区域;
S4,响应作用于第二触控区域的预设技能释放操作,至少根据预设技能释放操作对应的技能释放方向更新游戏场景中的场景显示区域。
可选地,本实施例中的具体示例可以参考上述实施例及可选实施方式中所描述的示例,本实施例在此不再赘述。
上述本公开实施例序号仅仅为了描述,不代表实施例的优劣。
在本公开的上述实施例中,对各个实施例的描述都各有侧重,某个实施例中没有详述的部分,可以参见其他实施例的相关描述。
在本申请所提供的几个实施例中,应该理解到,所揭露的技术内容,可通过其它的方式实现。其中,以上所描述的装置实施例仅仅是示意性的,例如所述元件的划分,可以为一种逻辑功能划分,实际实现时可以有另外的划分方式,例如多个元件或组件可以结合或者可以集成到另一个***,或一些特征可以忽略,或不执行。另一点,所显示或讨论的相互之间的耦合或直接耦合或通信连接可以是通过一些接口,元件或组件的间接耦合或通信连接,可以是电性或其它的形式。
所述作为分离部件说明的元件可以是或者也可以不是物理上分开的,作为元件显示的部件可以是或者也可以不是物理元件,即可以位于一个地方,或者也可以分布到多个元件上。可以根据实际的需要选择其中的部分或者全部元件来实现本实施例方案的目的。
另外,在本公开各个实施例中的各功能元件可以集成在一个处理元件中,也可以是各个元件单独物理存在,也可以两个或两个以上元件集成在一个元件中。上述集成的元件既可以采用硬件的形式实现,也可以采用软件功能元件的形式实现。
所述集成的元件如果以软件功能元件的形式实现并作为独立的产品销售或使用时,可以存储在一个计算机可读取存储介质中。基于这样的理解,本公开的技术方案本质上或者说对现有技术做出贡献的部分或者该技术方案的全部或部分可以以软件产品的 形式体现出来,该计算机软件产品存储在一个存储介质中,包括若干指令用以使得一台计算机设备(可为个人计算机、服务器或者网络设备等)执行本公开各个实施例所述方法的全部或部分步骤。而前述的存储介质包括:U盘、只读存储器(ROM,Read-Only Memory)、随机存取存储器(RAM,Random Access Memory)、移动硬盘、磁碟或者光盘等各种可以存储程序代码的介质。
以上所述仅是本公开的优选实施方式,应当指出,对于本技术领域的普通技术人员来说,在不脱离本公开原理的前提下,还可以做出若干改进和润饰,这些改进和润饰也应视为本公开的保护范围。

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  1. 一种游戏中的显示控制方法,通过在移动终端的处理器上执行软件应用并在所述移动终端的触控显示器上渲染得到图形用户界面,所述游戏的游戏场景中包含一第一虚拟角色和一场景显示区域,所述场景显示区域为至少部分的所述游戏场景,所述图形用户界面所显示的内容包含所述场景显示区域,所述方法包括:
    在所述图形用户界面配置一第一触控区域和一第二触控区域;
    响应作用于所述第一触控区域的第一触控操作,根据所述第一触控操作控制所述第一虚拟角色在所述游戏场景中移动;
    根据所述第一虚拟角色在所述游戏场景中的位置更新所述游戏场景中的所述场景显示区域;
    响应作用于所述第二触控区域的预设技能释放操作,至少根据所述预设技能释放操作对应的技能释放方向更新所述游戏场景中的所述场景显示区域。
  2. 根据权利要求1所述的方法,其中,至少根据所述预设技能释放操作对应的技能释放方向更新所述游戏场景中的所述场景显示区域包括:
    根据所述预设技能释放操作对应的技能释放方向,确定所述游戏场景中的所述场景显示区域的更新方向,并在所述游戏场景中沿所述更新方向更新所述场景显示区域。
  3. 根据权利要求1所述的方法,其中,所述游戏场景中设置有与所述第一虚拟角色对应的虚拟摄像机,所述游戏场景中的所述场景显示区域为所述虚拟摄像机拍摄的区域。
  4. 根据权利要求3所述的方法,其中,至少根据所述预设技能释放操作对应的技能释放方向更新所述游戏场景中的所述场景显示区域包括:
    根据所述释放方向确定所述虚拟摄像机的调整方向;
    根据所述调整方向控制所述虚拟摄像机的移动;
    根据所述虚拟摄像机的移动更新所述游戏场景中的所述场景显示区域。
  5. 根据权利要求3所述的方法,其中,至少根据所述预设技能释放操作对应的技能释放方向更新所述游戏场景中的所述场景显示区域包括:
    根据所述预设技能释放操作对应的技能释放方向和技能属性更新所述游戏场 景中的所述场景显示区域,其中,所述技能属性包括技能释放范围。
  6. 根据权利要求5所述的方法,其中,至少根据所述预设技能释放操作对应的技能释放方向和技能属性更新所述游戏场景中的所述场景显示区域包括:
    根据所述释放方向,确定所述虚拟摄像机的调整方向;
    根据所述技能属性,确定所述虚拟摄像机的调整位置;
    根据所述调整方向和所述调整位置控制所述虚拟摄像机的移动;
    根据所述虚拟摄像机的移动更新所述游戏场景中的所述场景显示区域。
  7. 根据权利要求1所述的方法,其中,所述方法还包括:
    检测作用于所述图形用户界面中预设位置的第二触控操作;
    根据所述第二触控操作,控制所述场景显示区域恢复至所述预设技能释放操作前的状态。
  8. 根据权利要求1所述的方法,其中,所述方法还包括:
    在所述技能释放操作结束后,控制所述场景显示区域恢复至所述预设技能释放操作前的状态。
  9. 根据权利要求1所述的方法,其中,至少根据所述预设技能释放操作对应的技能释放方向更新所述游戏场景中的所述场景显示区域包括:
    根据所述预设技能释放操作的操作方向,确定所述技能释放方向;
    根据所述技能释放方向更新所述游戏场景中的所述场景显示区域。
  10. 根据权利要求1所述的方法,其中,至少根据所述预设技能释放操作对应的技能释放方向更新所述游戏场景中的所述场景显示区域包括:
    根据所述预设技能释放操作的操作轨迹,确定技能释放位置;
    根据所述技能释放位置与所述第一虚拟角色的位置,确定所述技能释放方向;
    根据所述技能释放方向更新所述游戏场景中的所述场景显示区域。
  11. 根据权利要求1所述的方法,其中,至少根据所述预设技能释放操作对应的技能释放方向更新所述游戏场景中的所述场景显示区域包括:
    获取所述第一虚拟角色预设范围内的第二虚拟角色的位置;
    根据所述预设技能释放操作,以及所述第一虚拟角色的位置和所述第二虚拟角色的位置,确定所述技能释放方向;
    根据所述技能释放方向更新所述游戏场景中的所述场景显示区域。
  12. 一种游戏中的显示控制装置,通过在移动终端的处理器上执行软件应用并在所述移动终端的触控显示器上渲染得到图形用户界面,所述游戏的游戏场景中包含一第一虚拟角色和一场景显示区域,所述场景显示区域为至少部分的所述游戏场景,所述图形用户界面所显示的内容包含所述场景显示区域,所述装置包括:
    配置组件,设置为在所述图形用户界面配置一第一触控区域和一第二触控区域;
    控制组件,设置为响应作用于所述第一触控区域的第一触控操作,根据所述第一触控操作控制所述第一虚拟角色在所述游戏场景中移动;
    第一更新组件,设置为根据所述第一虚拟角色在所述游戏场景中的位置更新所述游戏场景中的所述场景显示区域;
    第二更新组件,设置为响应作用于所述第二触控区域的预设技能释放操作,至少根据所述预设技能释放操作对应的技能释放方向更新所述游戏场景中的所述场景显示区域。
  13. 一种存储介质,所述存储介质包括存储的程序,其中,在所述程序运行时控制所述存储介质所在设备执行权利要求1至12中任意一项所述的游戏中的显示控制方法。
  14. 一种处理器,所述处理器用于运行程序,其中,所述程序运行时执行权利要求1至12中任意一项所述的游戏中的显示控制方法。
  15. 一种终端,包括:一个或多个处理器,存储器,显示装置以及一个或多个程序,其中,所述一个或多个程序被存储在所述存储器中,并且被配置为由所述一个或多个处理器执行,所述一个或多个程序用于执行权利要求1至12中任意一项所述的游戏中的显示控制方法。
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