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CN114225398A - Virtual lens control method, device, equipment and storage medium of game - Google Patents

Virtual lens control method, device, equipment and storage medium of game Download PDF

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Publication number
CN114225398A
CN114225398A CN202111521808.0A CN202111521808A CN114225398A CN 114225398 A CN114225398 A CN 114225398A CN 202111521808 A CN202111521808 A CN 202111521808A CN 114225398 A CN114225398 A CN 114225398A
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China
Prior art keywords
virtual
office
target
virtual character
locking
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CN202111521808.0A
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Chinese (zh)
Inventor
孔之晟
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Priority to CN202111521808.0A priority Critical patent/CN114225398A/en
Publication of CN114225398A publication Critical patent/CN114225398A/en
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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
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/837Shooting of targets

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • User Interface Of Digital Computer (AREA)
  • Processing Or Creating Images (AREA)

Abstract

The application provides a method, a device, equipment and a storage medium for controlling a virtual lens of a game, and relates to the technical field of games. The method comprises the following steps: when detecting that a visual angle locking triggering condition is met, determining a target intra-office virtual role in the at least one intra-office virtual role; and responding to the view locking operation aiming at the virtual character in the target office, and locking the view of the virtual character in the target office so as to enable the controlled virtual character and the virtual character in the target office to be displayed simultaneously in the game picture. Compared with the prior art, the problems that the operation is complicated and the operation is easy to make mistakes due to the fact that the player needs to continuously adjust the visual field in the game process are solved.

Description

Virtual lens control method, device, equipment and storage medium of game
Technical Field
The present application relates to the field of game technologies, and in particular, to a method, an apparatus, a device, and a storage medium for controlling a virtual lens of a game.
Background
With the advancement of science and technology, games occupy more and more important parts in people's life, and people often realize recreation and relaxation in business life through games.
In the first person perspective game, a player can control the movement of a controlled virtual character or the release of skills to realize the battle with the local virtual character, and during the battle, the player can search the local virtual character in the game by sliding a rocker or dragging a game picture, and continuously adjust the local virtual character to be in the visual field range of the controlled virtual character.
However, such an operation method causes the player to continuously adjust the visual field during the game, which results in a complicated operation and is prone to operation errors.
Disclosure of Invention
An object of the present application is to provide a method, an apparatus, a device, and a storage medium for controlling a virtual lens of a game, so as to solve the problems that in the prior art, a player needs to continuously adjust a field of view during a game, which results in a complicated operation and is easy to operate and make mistakes.
In order to achieve the above purpose, the technical solutions adopted in the embodiments of the present application are as follows:
in a first aspect, an embodiment of the present application provides a method for controlling virtual shots of a game, where a terminal device provides a graphical user interface, where the graphical user interface includes a game picture determined by virtually shooting a three-dimensional game scene through a virtual shot, and the three-dimensional game scene includes a controlled virtual character and at least one in-office virtual character, and the method includes:
when detecting that a visual angle locking triggering condition is met, determining a target intra-office virtual role in the at least one intra-office virtual role;
and responding to the view locking operation aiming at the virtual character in the target office, and locking the view of the virtual character in the target office so as to enable the controlled virtual character and the virtual character in the target office to be displayed simultaneously in the game picture.
Optionally, when it is detected that a view locking trigger condition is satisfied, determining a target intra-office virtual role from among the at least one intra-office virtual role, further includes:
determining whether an in-office virtual character exists in a preset visual field range of the controlled virtual character;
and if so, determining that the visual angle locking triggering condition is met, and determining the local virtual character closest to the controlled virtual character in the preset visual field range as the target local virtual character.
Optionally, a foresight is further displayed in the graphical user interface, and when it is detected that a view locking trigger condition is satisfied, a target intra-office virtual character is determined in the at least one intra-office virtual character, the method further includes:
making a ray to the three-dimensional game scene by taking a sight bead as a starting point, and determining whether an in-office virtual character exists within a preset distance from the ray;
and if so, determining that the visual angle locking triggering condition is met, and determining the intra-office virtual character closest to the ray as the target intra-office virtual character.
Optionally, when it is detected that the view angle locking trigger condition is satisfied, after a target intra-office virtual character is determined in the at least one intra-office virtual character, the method further includes:
and displaying a pre-locking mark at a position corresponding to the virtual character in the target office.
Optionally, performing view locking on the virtual role in the target office in response to a view locking operation for the virtual role in the target office, including:
and responding to the confirmation operation aiming at the pre-locking mark, and locking the view angle of the virtual character in the target station with the pre-locking mark.
Optionally, the graphical user interface further includes: and after the pre-locking mark is displayed at the position corresponding to the virtual character in the target station, the method further comprises the following steps:
and triggering a confirmation operation aiming at the pre-locking mark in response to the single-click operation aiming at the locking control.
Optionally, after the view angle of the virtual character in the target office is locked, the method further includes:
and responding to the single click operation aiming at the locking control, and triggering to switch the target intra-office virtual role in the at least one intra-office virtual role.
Optionally, after the view angle of the virtual character in the target office is locked, the method further includes:
responding to the trigger operation of the switching operation, and determining other in-office virtual roles except the target in-office virtual role in the preset visual field range of the controlled virtual role;
and determining the other intra-office virtual roles as new target intra-office virtual roles.
Optionally, after the view angle of the virtual character in the target office is locked, the method further includes:
responding to the trigger operation of the switching operation, and determining other intra-office virtual roles except the target intra-office virtual role within the preset distance of the ray;
and determining the other intra-office virtual roles as new target intra-office virtual roles.
Optionally, after the view angle of the virtual character in the target office is locked, the method further includes:
and in response to the unlocking operation aiming at the virtual role in the target office, canceling the view angle locking of the virtual role in the target office.
Optionally, the graphical user interface further includes: and after the visual angle of the virtual role in the target office is locked, the method further comprises the following steps:
triggering an unlocking operation in response to a long-press operation aiming at the locking control; or,
and when the distance between the virtual character in the target office and the controlled virtual character is greater than a preset locking distance, triggering unlocking operation.
Optionally, the performing perspective locking on the virtual role in the target office includes:
locking a second virtual lens and a first virtual lens according to the position of the virtual role in the target office to limit the relative movement of the second virtual lens and the first virtual lens; the second virtual lens is an inertial virtual lens, and the first virtual lens is a standard virtual lens.
Optionally, after the second virtual lens and the first virtual lens are locked according to the position of the virtual character in the target office, the method further includes:
and correcting the attitude parameters of the first virtual lens and the second virtual lens.
Optionally, before the second virtual lens and the first virtual lens are locked according to the position of the virtual character in the target office, the method further includes:
determining the position deviation of the second virtual lens under the visual coordinate system of the controlled virtual character according to the position of the controlled virtual character and the position of the second virtual lens in the game world coordinate system;
the correcting the attitude parameters of the first virtual lens and the second virtual lens includes:
calculating an attitude change parameter of the first virtual lens according to the position deviation;
and correcting the attitude parameters of the first virtual lens and the second virtual lens according to the attitude change parameters.
Optionally, the modifying the attitude parameters of the first virtual lens and the second virtual lens includes:
and correcting the attitude parameters of the first virtual lens and the second virtual lens according to preset screen shaking parameters.
Optionally, the method further comprises:
determining an anchor point correction position corresponding to the anchor point position of the virtual role in the target office; so that the game picture displayed in the game picture is displayed according to the anchor point correction position.
Optionally, the determining an anchor point modified position corresponding to an anchor point position where the virtual character is located in the target office includes:
and if the distance between the virtual role in the target office and the controlled virtual role is smaller than a preset distance threshold, determining the anchor point correction position according to the anchor point position and the relative parameters of the controlled virtual role.
Optionally, the determining an anchor point modified position corresponding to an anchor point position where the virtual character is located in the target office includes:
if the height change of the anchor point of the virtual character in the target office is larger than a preset threshold value, adjusting the position of the anchor point according to the adjusting range of a preset elevation angle, the adjusting range of the preset anchor point and the elevation range of the preset elevation angle to obtain the anchor point correction position.
Optionally, after the view angle of the virtual character in the target office is locked, the method further includes:
and displaying a locking mark at the corresponding position of the virtual role in the target office.
In a second aspect, another embodiment of the present application provides a virtual lens control apparatus for a game, the apparatus including: a determination module and a locking module, wherein:
the determining module is configured to determine a target intra-office virtual role from the at least one intra-office virtual role when it is detected that a view locking trigger condition is satisfied;
and the locking module is used for responding to the view angle locking operation aiming at the virtual character in the target office, and locking the view angle of the virtual character in the target office so as to enable the controlled virtual character and the virtual character in the target office to be displayed simultaneously in the game picture.
Optionally, the determining module is specifically configured to determine whether an in-office virtual character exists within a preset view range of the controlled virtual character; and if so, determining that the visual angle locking triggering condition is met, and determining the local virtual character closest to the controlled virtual character in the preset visual field range as the target local virtual character.
Optionally, the determining module is specifically configured to make a ray to the three-dimensional game scene with a sight bead as a starting point, and determine whether an in-office virtual character exists within a preset distance from the ray; and if so, determining that the visual angle locking triggering condition is met, and determining the intra-office virtual character closest to the ray as the target intra-office virtual character.
Optionally, the apparatus further comprises: and the display module is used for displaying a pre-locking mark at the position corresponding to the virtual role in the target station.
Optionally, the locking module is specifically configured to lock a view of the virtual character in the target station, where the pre-lock mark is displayed, in response to a confirmation operation for the pre-lock mark.
Optionally, the apparatus further comprises: and the triggering module is used for responding to the single-click operation of the locking control and triggering the confirmation operation of the pre-locking mark.
Optionally, the triggering module is specifically configured to trigger switching of the target intra-office virtual role in the at least one intra-office virtual role in response to a click operation on the lock control.
Optionally, the determining module is specifically configured to determine, in response to a trigger operation of a switching operation, other in-office virtual roles, except the target in-office virtual role, within a preset view range of the controlled virtual role; and determining the other intra-office virtual roles as new target intra-office virtual roles.
Optionally, the determining module is specifically configured to determine, in response to a trigger operation of a switching operation, other intra-office virtual roles except the target intra-office virtual role within a preset distance of the ray; and determining the other intra-office virtual roles as new target intra-office virtual roles.
Optionally, the apparatus further comprises: and the canceling module is used for responding to the unlocking operation aiming at the virtual role in the target office and canceling the view angle locking of the virtual role in the target office.
Optionally, the triggering module is specifically configured to trigger an unlocking operation in response to a long-press operation on the locking control; or when the distance between the virtual character in the target station and the controlled virtual character is larger than a preset locking distance, triggering unlocking operation.
Optionally, the locking module is specifically configured to lock a second virtual lens and a first virtual lens according to the position of the virtual character in the target office, so as to limit relative movement between the second virtual lens and the first virtual lens; the second virtual lens is an inertial virtual lens, and the first virtual lens is a standard virtual lens.
Optionally, the apparatus further comprises: and the correction module is used for correcting the attitude parameters of the first virtual lens and the second virtual lens.
Optionally, the apparatus further comprises: a computing module, wherein:
the determining module is specifically configured to determine a position deviation of the second virtual lens in the visual coordinate system of the controlled virtual character according to the position of the controlled virtual character and the position of the second virtual lens in the game world coordinate system;
the calculation module is specifically configured to calculate an attitude change parameter of the first virtual lens according to the position deviation;
the correction module is specifically configured to correct the attitude parameters of the first virtual lens and the second virtual lens according to the attitude change parameter.
Optionally, the correction module is specifically configured to correct the attitude parameters of the first virtual lens and the second virtual lens according to preset screen shaking parameters.
Optionally, the determining module is specifically configured to determine an anchor point correction position corresponding to an anchor point position where the virtual role in the target office is located; so that the game picture displayed in the game picture is displayed according to the anchor point correction position.
Optionally, the determining module is specifically configured to determine the anchor point correction position according to the anchor point position and the relative parameter of the controlled virtual character if the distance between the virtual character in the target office and the controlled virtual character is smaller than a preset distance threshold.
Optionally, the correction module is specifically configured to, if the anchor point height change of the virtual character in the target office is greater than a preset threshold, adjust the position of the anchor point according to an adjustment range of a preset elevation angle, an adjustment range of a preset anchor point, and an elevation range of a preset elevation angle, so as to obtain the anchor point corrected position.
Optionally, the display module is specifically configured to display a locking mark at a corresponding position of the virtual character in the target office.
In a third aspect, another embodiment of the present application provides a virtual lens control apparatus for a game, including: a processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, when a virtual lens control device of a game runs, the processor communicates with the storage medium through the bus, and the processor executes the machine-readable instructions to execute the steps of the method according to any one of the first aspect.
In a fourth aspect, another embodiment of the present application provides a storage medium having a computer program stored thereon, where the computer program is executed by a processor to perform the steps of the method according to any one of the above first aspects.
The beneficial effect of this application is: by adopting the virtual lens control method for the game, after the condition that the visual angle triggering condition is met is detected, a target local virtual character can be directly determined in the local characters, the visual angle locking operation is carried out on the target local virtual character in response to the visual angle locking operation, so that the visual angle locking operation is carried out on the target local virtual character, the controlled virtual character and the target local virtual character can be kept being simultaneously displayed in a game picture without adjusting the visual angle or the visual field in the process that a follow-up player plays the game, the player can better track the target local virtual character at the visual angle, a follow-up game strategy is timely adjusted according to the state of the target local virtual character, the operation of the player is simplified, and the problem that the complex operation is easy to make mistakes is solved.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings that are required to be used in the embodiments will be briefly described below, it should be understood that the following drawings only illustrate some embodiments of the present application and therefore should not be considered as limiting the scope, and for those skilled in the art, other related drawings can be obtained from the drawings without inventive effort.
Fig. 1 is a schematic flowchart of a virtual lens control method for a game according to an embodiment of the present application;
FIG. 2 is a schematic diagram of a mapping curve provided in an embodiment of the present application;
FIG. 3 is a schematic flowchart of a method for controlling virtual shots of a game according to another embodiment of the present application;
FIG. 4 is a schematic diagram of a game screen in a graphical user interface according to an embodiment of the present application;
FIG. 5 is a schematic view of a game screen in a graphical user interface according to another embodiment of the present application;
fig. 6 is a schematic flowchart of a method for controlling virtual shots of a game according to another embodiment of the present application;
fig. 7 is a schematic flowchart of a method for controlling virtual shots of a game according to another embodiment of the present application;
fig. 8 is a schematic flowchart of a method for controlling virtual shots of a game according to another embodiment of the present application;
fig. 9 is a schematic flowchart of a method for controlling virtual shots in a game according to another embodiment of the present application;
fig. 10 is a schematic structural diagram of a virtual lens control device of a game according to an embodiment of the present application;
fig. 11 is a schematic structural diagram of a virtual lens control device of a game according to another embodiment of the present application;
fig. 12 is a schematic structural diagram of a virtual lens control device of a game according to an embodiment of the present application.
Detailed Description
In order to make the objects, technical solutions and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the drawings in the embodiments of the present application, and it is obvious that the described embodiments are some embodiments of the present application, but not all embodiments.
The components of the embodiments of the present application, generally described and illustrated in the figures herein, can be arranged and designed in a wide variety of different configurations. Thus, the following detailed description of the embodiments of the present application, presented in the accompanying drawings, is not intended to limit the scope of the claimed application, but is merely representative of selected embodiments of the application. All other embodiments, which can be derived by a person skilled in the art from the embodiments of the present application without making any creative effort, shall fall within the protection scope of the present application.
Additionally, the flowcharts used in this application illustrate operations implemented according to some embodiments of the present application. It should be understood that the operations of the flow diagrams may be performed out of order, and steps without logical context may be performed in reverse order or simultaneously. One skilled in the art, under the guidance of this application, may add one or more other operations to, or remove one or more operations from, the flowchart.
The following explains a virtual lens control method of a game provided in the embodiments of the present application with reference to a plurality of specific application examples.
The virtual lens control method in one embodiment of the present disclosure may be executed in a local terminal device or a server. When the virtual lens control method is operated on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system comprises the server and a client device.
In an optional embodiment, various cloud applications may be run under the cloud interaction system, for example: and (5) cloud games. Taking a cloud game as an example, a cloud game refers to a game mode based on cloud computing. In the cloud game operation mode, the game program operation main body and the game picture presentation main body are separated, the storage and the operation of the virtual lens control method are completed on the cloud game server, and the client device is used for receiving and sending data and presenting the game picture, for example, the client device can be a display device with a data transmission function close to a user side, such as a mobile terminal, a television, a computer, a palm computer and the like; but the cloud game server which performs information processing is a cloud. When a game is played, a player operates the client device to send an operation instruction to the cloud game server, the cloud game server runs the game according to the operation instruction, data such as game pictures and the like are encoded and compressed, the data are returned to the client device through a network, and finally the data are decoded through the client device and the game pictures are output.
In an optional implementation manner, taking a game as an example, the local terminal device stores a game program and is used for presenting a game screen. The local terminal device is used for interacting with the player through a graphical user interface, namely, a game program is downloaded and installed and operated through an electronic device conventionally. The manner in which the local terminal device provides the graphical user interface to the player may include a variety of ways, for example, it may be rendered for display on a display screen of the terminal or provided to the player through holographic projection. For example, the local terminal device may include a display screen for presenting a graphical user interface including a game screen and a processor for running the game, generating the graphical user interface, and controlling display of the graphical user interface on the display screen.
In a possible implementation manner, an embodiment of the present invention provides a virtual lens control method, which provides a graphical user interface through a terminal device, where the terminal device may be the aforementioned local terminal device, and may also be the aforementioned client device in a cloud interaction system. Fig. 1 is a schematic flowchart of a virtual lens control method for a game according to an embodiment of the present application, where a terminal device provides a graphical user interface, the graphical user interface includes a game screen determined by virtually shooting a three-dimensional game scene through a virtual lens, the three-dimensional game scene includes a controlled virtual character and at least one in-office virtual character, and as shown in fig. 1, the method includes:
s101: and when detecting that the visual angle locking triggering condition is met, determining a target intra-office virtual role in at least one intra-office virtual role.
In the embodiment of the application, the three-dimensional game scene may include, for example, an enemy virtual character, i.e., a fighter character, or an friend virtual character, i.e., a teammate character; for example, in some battle scenes, an enemy virtual character with a small blood volume needs to be preferentially locked for attack, and then a small strange can be determined as the target intra-office virtual character, or an enemy virtual character with a high output needs to be preferentially locked for attack, and then a enemy virtual character with a high output needs to be locked as the target intra-office virtual character; for example, in some battle scenes, when blood volume needs to be supplemented or gains need to be superimposed for the friend virtual character, one friend virtual character in the current queue can be locked as the target virtual character.
For example, in some possible embodiments, the view angle locking trigger condition may be, for example: when the distance between the virtual character and the controlled virtual character is less than the preset distance, triggering a visual angle locking triggering condition; or trigger the condition for triggering the view locking in response to a preset locking control, a preset locking shortcut key, or a trigger operation of a preset locking shortcut, it should be understood that the above embodiments are merely exemplary illustrations, and a specific manner for triggering the condition for triggering the view locking may be flexibly adjusted according to a user's needs, and is not limited to the embodiments described above.
S102: and responding to the view locking operation aiming at the virtual character in the target office, and locking the view of the virtual character in the target office so as to enable the controlled virtual character and the virtual character in the target office to be displayed simultaneously in the game picture.
After the virtual character in the target office is locked, the locked virtual character in the target office can be maintained in the visual angle of the player as much as possible, so that in the subsequent game process, the controlled virtual character and the virtual character in the target office can be ensured to be displayed simultaneously in the game picture of the player, the player can better observe the behavior and/or state of the target virtual character, and the subsequent behavior, walking position or skill release and the like of the player can be prepared.
By adopting the virtual lens control method for the game, after the condition that the visual angle triggering condition is met is detected, a target local virtual character can be directly determined in the local characters, the visual angle locking operation is carried out on the target local virtual character in response to the visual angle locking operation, so that the visual angle locking operation is carried out on the target local virtual character, the controlled virtual character and the target local virtual character can be kept being simultaneously displayed in a game picture without adjusting the visual angle or the visual field in the process that a follow-up player plays the game, the player can better track the target local virtual character at the visual angle, a follow-up game strategy is timely adjusted according to the state of the target local virtual character, the operation of the player is simplified, and the problem that the complex operation is easy to make mistakes is solved.
For example, in some possible embodiments, the manner of determining the virtual role in a target office may be, for example: determining whether an in-office virtual character exists in a preset visual field range of the controlled virtual character; and if so, determining that the visual angle locking triggering condition is met, and determining the local virtual character closest to the controlled virtual character in the preset visual field range as the target local virtual character.
The preset view range may be adjusted according to a player setting, or pre-configured according to an attribute of the currently controlled virtual character, for example, and the application is not limited thereto.
In other possible embodiments, a sight is also displayed in the graphical user interface, and the manner of determining the virtual character in the target station may be, for example: making a ray to the three-dimensional game scene by taking the sight bead as a starting point, and determining whether the virtual role in the game exists within a preset distance from the ray; and if so, determining that the visual angle locking triggering condition is met, and determining the intra-office virtual character closest to the ray as the target intra-office virtual character.
The foresight can be determined according to a virtual weapon currently held by the controlled virtual character, different virtual weapons can be determined in different manners, and ray ranges of rays corresponding to the foresight can be different; before determining the virtual character in the target office, it is necessary to first acquire attribute information of a virtual weapon currently held by the controlled virtual character, and according to the attribute information, make a ray corresponding to the virtual weapon with a sight as a starting point in a three-dimensional game scene, and determine whether an intra-office virtual character exists within a preset distance of the ray.
In one embodiment of the present application, the display content of the game screen may be determined, for example, by: determining an anchor point correction position corresponding to the anchor point position of the virtual role in the target office; so that the game picture displayed in the game picture is displayed according to the anchor point correction position.
In the embodiment of the application, in order to maintain the locked target within the visual angle of the player as much as possible, the virtual character in the target station is simplified into one point (called an anchor point) and is restricted within one range (called a balance interval) in the game picture, so that the visual angle of the virtual character in the target station is locked; in some possible embodiments, the determination manner of the balance interval may be calculated by a percentage of the screen, for example, four parameters may be set to define the range of the balance interval, which include: it should be understood that the above embodiments are merely exemplary, and the determination manner of the specific balance interval may also be determined according to a pixel value or according to other determination manners, which is not limited herein.
In some possible embodiments, the determination of the anchor point of a virtual character is determined by raising the target origin to a certain height, rather than directly determining a certain skeletal point as the anchor point of the virtual character, the height may be pre-configured; it should be understood that the above embodiments are only exemplary, and the determination manner of the specific anchor point may be flexibly adjusted according to the user's needs, and is not limited to the above embodiments.
In some possible embodiments, if the distance between the virtual character in the target station and the controlled virtual character is smaller than the preset distance threshold, the anchor point correction position is determined according to the anchor point position and the relative parameters of the controlled virtual character.
For example, when the controlled virtual character fights with the target intra-office character in a close range, Pitch is sensitive to distance changes, which causes frequent shaking of a game screen in a graphical user interface and poor user experience, and therefore, when the distance between the controlled virtual character and the target intra-office virtual character is smaller than a preset threshold, the anchor point needs to be modified, so that when the controlled virtual character moves in a close range relative to the target intra-office virtual character, the position change amplitude of the anchor point is lower than the actual change amplitude, thereby ensuring reduction of frequent shaking of the screen, otherwise, when the distance between the controlled virtual character and the target intra-office virtual character is larger than the preset threshold, that is, when the controlled virtual character fights with the target intra-office virtual character in a long range, the position change amount of the anchor point is synchronized with the actual change amplitude.
The control mode ensures that the correction position of the anchor point can be directly determined according to the anchor point position and the relative parameters of the virtual role and the controlled virtual role in the target office, so that the control effect of any Pitch angle can be realized, and the coupling problem can be reduced.
Wherein the Pitch angle is determined by 2 quantities: the Height difference between the anchor point position of the virtual character in the target office and the controlled virtual character and the distance Dist between the anchor point position of the virtual character in the target office and the controlled virtual character projected to the horizontal sight line; since the collision radius of the virtual character in different target offices may be different and the Height of the anchor point position of the virtual character in the target office may be different, in order to achieve normalization, in the embodiment of the present application, Height and Dist are respectively processed as follows to obtain another two quantities: h, Height-Height difference between anchor point (before correction) and origin of virtual character in target office, namely Height difference between origin of virtual character in target office and origin of controlled virtual character; d ═ Dist- (controlled avatar collision radius + target collision radius).
H is determined according to a preset mapping relationship under a normal condition, where the preset relationship may be determined according to a mapping broken line with a slope of 1, that is, under the condition of a known D coordinate, that is, an X coordinate, a corresponding Y value, that is, an X value may be determined according to the preset mapping broken line; for example, the value of H may be 0 when the controlled avatar and the target intra-office avatar are both on level ground, and may be positive or negative when on rough terrain. When H is changed near 0, the change of the corresponding Pitch is most sensitive; d is not less than 0 under normal conditions, for example, when the controlled virtual character directly releases the skill on the virtual character in the target station and hits the virtual character in the target station, so that the retreat distance of the virtual character in the target station is greater than 0); in some skill release situations, D <0 may occur due to overlooking collisions, possible future elastic collisions, skill crossing over a virtual character in the target station, Yaw angular rotation not following, synchronization problems, etc. Similarly, when D changes around 0, the corresponding Pitch changes most sensitively; that is, in the correction, it is only necessary to correct the sensitivity in the vicinity of 0, compress the sensitivity in the vicinity of 0, and maintain the current effect for a portion far larger than 0.
In the embodiment of the present application, the anchor point correction position may be determined, for example, by first obtaining Height and Dist in the position coordinates of the virtual role anchor point in the target office; and calculating H and D corresponding to the anchor point position based on the obtained Height and Dist.
Then, a broken line scheme is adopted, and 2 parameters are added in a 'lens constant table' of a 'global parameter table' and are respectively used for correcting H and D: one of the parameters is: anchor height distortion maps polyline control points List: h _ distorst _ control _ point; another parameter is: anchor distance warping maps polyline control points List: d _ distorst _ control _ point; filling the content as list (child) (float); wherein the tuple padding is the (x, y) coordinates of the contortion-map polyline control points, wherein x of the contortion-map polyline control points gradually increases from left to right, and the contortion-map polyline control points include (0,0) point, for example: for example, the coordinate values of the currently filled distortion mapping broken line control points are respectively-1 and-0.2; 0, 0; 1, 0.2; the filling method shows that the distortion mapping broken line passes through 3 points of (-1, -0.2), (0,0) and (1,0.2), and when the distortion mapping broken line x < -1 and x >1, two extension rays with the slope of 1 are automatically added; finally, obtaining a distortion mapping broken line; it should be understood that the above embodiments are only exemplary, the above-mentioned distortion mapping polyline control points are only exemplary, the setting of specific distortion mapping polyline control points can be set according to the actual terrains in the game scene, for example, for some scenes with steeper terrains, the height difference of the setting of the distortion mapping polyline control points can be smaller, that is, the slope of the straight line generated according to the distortion mapping polyline control points is smaller; for some scenes with relatively flat terrain, the height difference set by the distortion mapping broken line control point may be relatively large, that is, the slope of the straight line generated according to the distortion mapping broken line control point is relatively large, and the specific generation modes of the distortion mapping broken line control point and the distortion mapping broken line may be flexibly adjusted according to the needs of the user, which is not limited to the above embodiments.
Fig. 2 is a schematic diagram of a mapping curve provided in an embodiment of the present application, and a mapping curve generated according to the mapping control points and the extended rays may be as shown in fig. 2.
And then, calculating correction parameters of the anchor points based on the mapping curves, namely, calculating Height 'and Dist' based on H ', D' and the mapping curves, further obtaining coordinates of the correction positions of the anchor points, and displaying the virtual characters in the target station and the controlled virtual characters in the game scene of the graphical user interface based on the coordinates of the correction positions of the anchor points.
Or, in other possible embodiments, if the height change of the anchor point of the virtual character in the target station is greater than the preset threshold, the position of the anchor point is adjusted according to the adjustment range of the preset elevation angle, the adjustment range of the preset anchor point, and the elevation range of the preset elevation angle, so as to obtain the corrected position of the anchor point.
For example, for some scenes with severely changed anchor point heights, in order to ensure that the virtual character and the controlled virtual character in the target station can be simultaneously displayed in the game scene and kept in a better range, so that the user experience is better, the following conditions can be set:
condition 0: the upper and lower limits of the Pitch angle [ p _ min _0, p _ max _0] set by the lens mode itself.
Condition 1: and determining the corrected position of the anchor point in an interval of 36.7-42.5% on a screen, and calculating upper and lower limits [ p _ min _1, p _ max _1] of a Pitch angle according to the upper and lower limits, namely, an included angle between a projection vector of a connecting line of the anchor point and the camera on a camera coordinate system ZY coordinate system and a Z axis of the camera coordinate system (namely, an orientation ray of the camera) is 8.59-11.37 degrees.
Condition 1': the interval of the anchor point correction position is adjusted to 36.7-54%.
Condition 1 ": the range of the anchor point correction position is adjusted to-600 and 300%.
Condition 2: and determining the vertex of the virtual character in the target office according to the origin of the virtual character in the target office and a preset performance control rule, wherein the vertex needs to be within the boundary on the screen, and calculating another upper limit p _ fix of the Pitch angle according to the vertex.
Condition 3: the Pitch angle has a Pitch angle of less than 0 (i.e., the Pitch angle is greater than 0).
Condition 3': the Pitch angle is relaxed to less than-90 deg. (i.e., the Pitch angle is adjusted to greater than-90 deg.).
Condition 4: the Pitch angle is less than 30 deg. from above.
Condition 4': the Pitch angle is adjusted to be less than 80 deg. in plan view.
Condition 5: under the condition that the Pitch angle is inconvenient to continue to be raised, a similar effect is achieved by raising the focus, the raising triggering condition is in the 'Pitch angle balance interval', and the upper limit of the raising is 0.57m (the focus distance is 4.4m, the screen height is 928 pixels, and 140 pixels are raised).
In the embodiment of the present application, the priority setting between the above conditions may be, for example:
rule 1: condition 0 is always observed.
Rule 2: attempts were made to simultaneously satisfy: condition 1, condition 2, condition 3, condition 4.
Rule 3: in the case where rule 2 cannot be satisfied simultaneously, the attempts are made in the following order, and when one attempt is successful, the next attempt is not continued.
a. An attempt to adjust condition 5; b. an adjustment of condition 3' is attempted; c. attempting an adjustment of condition 1'; d. an adjustment of condition 4' is attempted; e. attempt adjustment of condition 1 "; f. canceling the restriction of the condition 2; wherein multiple adjustment strategies may be effected simultaneously.
Rule 4: if the rule can not be met, the visual angle locking state can not be entered; or if the current state is already in the view locking state but cannot meet the rule, the view locking state is exited; it should be understood that the above conditions and rules are only exemplary, and can be flexibly adjusted according to the user's needs, and are not limited to the above embodiments.
Optionally, on the basis of the foregoing embodiments, an embodiment of the present application may further provide a virtual lens control method for a game, and an implementation process of the foregoing method is described as follows with reference to the accompanying drawings. Fig. 3 is a schematic flowchart of a method for controlling virtual shots of a game according to another embodiment of the present application, as shown in fig. 3, after S101, the method may further include:
s103: and displaying a pre-locking mark at a position corresponding to the virtual character in the target station.
Fig. 4 is a schematic view of a game screen in a graphical user interface according to an embodiment of the present application, and as shown in fig. 4, after a virtual character in a target office is determined, a pre-lock mark may be further displayed at a position corresponding to the virtual character in the target office, so that a player may intuitively determine the pre-locked virtual character in the target office in the game screen.
Illustratively, in one embodiment of the application, in response to a confirmation operation for the pre-lock mark, the view angle of the virtual character in the target station displayed with the pre-lock mark is locked; fig. 5 is a schematic view of a game screen in a graphical user interface according to another embodiment of the present application, and as shown in fig. 5, a locking mark may also be displayed at a position corresponding to a virtual character in a target office, that is, a pre-locking mark at a position corresponding to a virtual character in the target office after locking is changed to a locking mark, so as to clearly prompt a state of the virtual character in the target office; it should be understood that the mark icons of the locking mark and the pre-locking mark in the specific drawings are exemplary illustrations, and are intended to indicate different states of the virtual character in the current target office through different mark icons, and the marking mode of the specific mark icon and the style of the mark icon may be flexibly adjusted according to the user's needs, and are not limited to the examples given above.
As shown in fig. 4-5, in some possible embodiments, the graphical user interface may further include, for example: the display position of the locking control may be, for example, the display position of the locking control may be located at the lower right in the graphical user interface, and the lower right of the skill release control, it should be understood that the above embodiments are merely illustrative, and the placement position of the specific locking control may be flexibly adjusted according to the user needs, and is not limited to the embodiments described above; the confirmation mode of the confirmation operation for the pre-lock flag may be, for example: responding to the single-click operation of the locking control, and triggering the confirmation operation of the pre-locking mark; that is, when the state of the virtual character in the target office is the pre-locked state, the state of the virtual character in the target office can be determined as the locked state by clicking the lock control.
In other possible embodiments, in response to a single-click operation on the locking control, triggering switching of a target intra-office virtual character in at least one intra-office virtual character; namely, when the state of the virtual role in the target office is the locking state, the virtual role in the target office can be switched by clicking the locking control.
For example, in some possible embodiments, the switching operation is not for all virtual characters in the current game scene, for example, the switching operation may be performed only for a plurality of intra-office virtual characters within a preset view range, for example, other intra-office virtual characters except for the target intra-office virtual character within the preset view range of the controlled virtual character may be determined in response to a triggering operation of the switching operation; and determining other intra-office virtual roles as new target intra-office virtual roles.
Or, a ray is made to the three-dimensional game scene by taking the sight bead as a starting point, and switching operation is performed on a plurality of intra-office virtual characters within a preset distance from the ray; namely, switching between at least one intra-office virtual character of the intra-office virtual characters meeting the visual angle locking triggering condition only aiming at the distance condition; for example, in response to a trigger operation of a switching operation, determining other intra-office virtual roles within a preset distance of a ray except for the target intra-office virtual role; and determining other intra-office virtual roles as new target intra-office virtual roles.
In other possible embodiments, for example, when the virtual character in the target station is an friend virtual character, the switching operation may be, for example, a switching operation for a current friend virtual character, and switching is performed between at least one friend virtual character; it should be understood that the above embodiments are only exemplary, and the switching role for a specific switching operation can be flexibly adjusted according to the user's needs, and is not limited to the above embodiments.
Optionally, on the basis of the foregoing embodiments, an embodiment of the present application may further provide a virtual lens control method for a game, and an implementation process of the foregoing method is described as follows with reference to the accompanying drawings. Fig. 6 is a schematic flowchart of a method for controlling virtual shots of a game according to another embodiment of the present application, as shown in fig. 6, after S101, the method may further include:
s104: and in response to the unlocking operation aiming at the virtual character in the target office, canceling the view angle locking of the virtual character in the target office.
In some possible embodiments, the graphical user interfaces in fig. 4-5 further include: for example, the locking control may trigger an unlocking operation in response to a long-press operation on the locking control; or responding to the trigger operation aiming at the preset unlocking shortcut key or the preset unlocking shortcut gesture to trigger the unlocking operation; or, when the distance between the virtual character in the target office and the controlled virtual character is greater than a preset locking distance, triggering an unlocking operation, in some possible embodiments, the preset distance may be, for example, when the distance between the controlled virtual character and the virtual character in the target office exceeds 30m, automatically triggering the unlocking operation; it should be understood that the above embodiments are only exemplary, and the setting of the specific preset locking distance and the triggering manner of the unlocking operation may be flexibly adjusted according to the needs of the user, and are not limited to the above embodiments.
Optionally, on the basis of the foregoing embodiments, an embodiment of the present application may further provide a virtual lens control method for a game, and an implementation process of the foregoing method is described as follows with reference to the accompanying drawings. Fig. 7 is a flowchart illustrating a method for controlling virtual shots of a game according to another embodiment of the present application, and as shown in fig. 7, S102 may include:
s105: and locking the second virtual lens and the first virtual lens according to the position of the virtual character in the target office so as to limit the relative movement of the second virtual lens and the first virtual lens.
The second virtual lens is an inertia virtual lens, and the first virtual lens is a standard virtual lens.
In the embodiment of the present application, the determination method of the position and orientation information of the standard lens may be, for example: the following parameters are provided in the parameter table of the standard lens: focal point coordinates x, y, z relative to the player coordinate system; and the distance dist between the standard lens and the focal point; the following parameters are externally introduced: coordinates p.x, p.y, p.z of the player's coordinate system origin relative to the world coordinate system; orientation of controlled virtual character p.yaw; three euler angles of a standard lens: standard lens yaw angle, camera, pitch, standard lens roll angle, camera.
Based on the above parameters, the coordinates of the standard lens with respect to the world coordinate system, camera.x, camera.y, and camera.z, can be calculated in real time, and the position and orientation information of the standard lens can be determined by combining the above three euler angles of the standard lens, camera.yaw, camera.pitch, and camera.roll.
In the embodiment of the present application, the determination manner of the inertial virtual lens may be, for example: and constructing a virtual inertial virtual lens, wherein the Euler angles yaw, pitch and roll of the inertial virtual lens are always consistent with the standard lens, the initial positions x, y and z of the inertial virtual lens are also consistent with the standard lens, and the updating of the position of the inertial virtual lens lags behind the standard lens when the standard lens moves in the world coordinate system.
When the standard lens moves, the change vectors in the world coordinate system caused by the change of x, y and z in the moving process are (delta x _ w, delta y _ w and delta z _ w), and the change vectors are converted into (delta x _ v, delta y _ v and delta z _ v) in the visual coordinate system.
At this time, in order to distinguish the inertia effects in the x, y, and z axis directions in the view coordinate system, for example, the inertia effects are generally almost rigid in the vertical direction, the viscous feeling in the left and right horizontal directions is stronger, and the viscous feeling in the front and back directions is moderate, so in the embodiment of the present application, a half-decay method is adopted to gradually reduce the variation vector in the view coordinate system, before reduction, the inertia parameters of the change vector in the view coordinate system may be respectively specified in the x, y, and z axis directions, that is, the half-life period of each axis may be specified; then, calculating a moving vector of the inertial lens of the next frame according to the position difference vectors (delta x _ v, delta y _ v, delta z _ v) in the angular coordinate system and the half-lives of the three axis directions of x, y and z, and considering that the angular coordinate system may change along with the change of yaw when the next frame takes effect, the moving vector needs to be converted into a vector in a world coordinate system; and calculating the lens effect under the view angle of the inertial lens.
Optionally, on the basis of the foregoing embodiments, an embodiment of the present application may further provide a virtual lens control method for a game, and an implementation process of the foregoing method is described as follows with reference to the accompanying drawings. Fig. 8 is a schematic flowchart of a method for controlling virtual shots of a game according to another embodiment of the present application, as shown in fig. 8, after S105, the method may further include:
s106: and correcting the attitude parameters of the first virtual lens and the second virtual lens.
For example, in some possible embodiments, the modification manner may be, for example, to modify the attitude parameters of the first virtual lens and the second virtual lens according to the preset screen-shaking parameters.
In the embodiment of the present application, in the view angle locking state, except that the lens parameters are different from those of a conventional lens, the anchor point position of the virtual role in the target office may in turn constrain yaw and pitch of the lens; to ensure that the corrections to yaw and pitch do not result in a change in the spatial position of the player (i.e., the focus) in the screen, yaw and pitch may be changed in the form of a rigid body by tying the standard virtual lens and the inertial virtual lens together.
Therefore, after the calculation for the inertial virtual lens is completed according to the above, based on the visual effect under the inertial virtual lens, the yaw and pitch correction amounts of the standard virtual lens are calculated by the sine theorem; and the standard virtual lens is directly corrected according to the calculation result, and the yaw, pitch and roll of the inertial virtual lens correspondingly change the rigidity according to the corrected standard virtual lens.
The mode of reversely constraining the lens through the anchor point position can lock the movement of the virtual character in the target station in a preset range, so that the difference of the movement range of the virtual character in the target station in the screen before and after the visual angle is locked is small, the problem of too large difference of visual effects before and after the player is locked is avoided, and the game experience of the player is further improved.
Optionally, on the basis of the foregoing embodiments, an embodiment of the present application may further provide a virtual lens control method for a game, and an implementation process of the foregoing method is described as follows with reference to the accompanying drawings. Fig. 9 is a schematic flowchart of a virtual lens control method for a game according to another embodiment of the present application, as shown in fig. 9, before S105, the method may further include:
s107: and determining the position deviation of the second virtual lens under the visual coordinate system of the controlled virtual character according to the position of the controlled virtual character and the position of the second virtual lens in the game world coordinate system.
The method comprises the steps that after 6 parameters (delta x, delta y, delta z, delta yaw, delta pitch and delta roll) of a lens are respectively modified, the lens effect actually seen in a game can be obtained, and in order to ensure the controllability of the lens effect and avoid the influence of inertia on the lens effect, the parameter modification is a correction quantity directly superposed behind an inertia virtual lens, and the correction quantity does not participate in the calculation of inertia.
Due to the position deviations Δ x, Δ y, Δ z, correction values in the view coordinate system are described, which need to be converted to the world coordinate system for correction.
Correspondingly, S106 may include:
s108: and calculating the attitude change parameter of the first virtual lens according to the position deviation.
The attitude change parameters Δ yaw, Δ pitch, and Δ roll need to be calculated as the angle change amount of the standard virtual lens with respect to the focal point.
S109: and correcting the attitude parameters of the first virtual lens and the second virtual lens according to the attitude change parameters.
In the process of changing the standard virtual lens, the inertial virtual lens is changed, and the change is rigid, that is, inertia is not caused.
Specifically, the position deviation is calculated first, and then the attitude change parameter is calculated, which is not limited by the above embodiment, and may be flexibly adjusted according to the user's needs, which is not limited by the above calculation sequence, and only needs to ensure that the logics of the previous and subsequent calculation sequences are consistent, and the present application is not limited herein.
The following explains the virtual lens control device of the game provided in the present application with reference to the drawings, where the virtual lens control device of the game can execute the virtual lens control method of any one of the games shown in fig. 1 to 9, and specific implementation and beneficial effects of the virtual lens control device of the game refer to the above description, which is not described again below.
Fig. 10 is a schematic structural diagram of a virtual lens control device of a game according to an embodiment of the present application, and as shown in fig. 10, the device includes: a determination module 201 and a locking module 202, wherein:
a determining module 201, configured to determine a target intra-office virtual role from among at least one intra-office virtual role when it is detected that a view locking trigger condition is satisfied;
a locking module 202, configured to lock a view angle of the virtual character in the target office in response to a view angle locking operation for the virtual character in the target office, so that the controlled virtual character and the virtual character in the target office are kept to be displayed simultaneously in the game screen.
Optionally, the determining module 201 is specifically configured to determine whether an in-office virtual character exists within a preset view range of the controlled virtual character; and if so, determining that the visual angle locking triggering condition is met, and determining the local virtual character closest to the controlled virtual character in the preset visual field range as the target local virtual character.
Optionally, the determining module 201 is specifically configured to make a ray to the three-dimensional game scene with the sight as a starting point, and determine whether an in-office virtual character exists within a preset distance from the ray; and if so, determining that the visual angle locking triggering condition is met, and determining the intra-office virtual character closest to the ray as the target intra-office virtual character.
Optionally, on the basis of the above embodiment, the embodiment of the present application may further provide a virtual lens control apparatus for a game, and an implementation process of the apparatus given in fig. 10 is described as follows with reference to the accompanying drawings. Fig. 11 is a schematic structural diagram of a virtual lens control device of a game according to another embodiment of the present application, and as shown in fig. 11, the device further includes: the display module 203 is configured to display a pre-lock mark at a position corresponding to the virtual character in the target station.
Optionally, the locking module 202 is specifically configured to lock a view of the virtual character in the target station, where the pre-lock mark is displayed, in response to a confirmation operation for the pre-lock mark.
As shown in fig. 11, the apparatus further includes: and the triggering module 204 is configured to trigger a confirmation operation for the pre-lock mark in response to a single-click operation for the lock control.
Optionally, the triggering module 204 is specifically configured to trigger switching of the target intra-office virtual role in the at least one intra-office virtual role in response to a click operation on the lock control.
Optionally, the determining module 201 is specifically configured to determine, in response to a trigger operation of the switching operation, other intra-office virtual roles, except the target intra-office virtual role, within a preset view range of the controlled virtual role; and determining other intra-office virtual roles as new target intra-office virtual roles.
Optionally, the determining module 201 is specifically configured to determine, in response to a trigger operation of the switching operation, other intra-office virtual roles except the target intra-office virtual role within a preset distance of the ray; and determining other intra-office virtual roles as new target intra-office virtual roles.
As shown in fig. 11, the apparatus further includes: a canceling module 205, configured to cancel the view locking of the virtual character in the target office in response to an unlocking operation for the virtual character in the target office.
Optionally, the triggering module 204 is specifically configured to trigger an unlocking operation in response to a long-press operation on the locking control; or when the distance between the virtual character and the controlled virtual character in the target station is greater than the preset locking distance, triggering unlocking operation.
Optionally, the locking module 202 is specifically configured to lock the second virtual lens and the first virtual lens according to the position of the virtual character in the target office, so as to limit the relative movement between the second virtual lens and the first virtual lens; the second virtual lens is an inertial virtual lens, and the first virtual lens is a standard virtual lens.
As shown in fig. 11, the apparatus further includes: and the correcting module 206 is configured to correct the attitude parameters of the first virtual lens and the second virtual lens.
As shown in fig. 11, the apparatus further includes: a calculation module 207, wherein:
the determining module 201 is specifically configured to determine, according to the position of the controlled virtual character and the position of the second virtual lens in the game world coordinate system, a position deviation of the second virtual lens in the view coordinate system of the controlled virtual character;
a calculating module 207, specifically configured to calculate an attitude change parameter of the first virtual lens according to the position deviation;
the correcting module 206 is specifically configured to correct the pose parameters of the first virtual lens and the second virtual lens according to the pose change parameters.
Optionally, the correcting module 206 is specifically configured to correct the posture parameters of the first virtual lens and the second virtual lens according to the preset screen shaking parameter.
Optionally, the determining module 201 is specifically configured to determine an anchor point correction position corresponding to an anchor point position where the virtual role in the target office is located; so that the game picture displayed in the game picture is displayed according to the anchor point correction position.
Optionally, the determining module 201 is specifically configured to determine the anchor point correction position according to the anchor point position and the relative parameter of the controlled virtual character if the distance between the virtual character in the target office and the controlled virtual character is smaller than a preset distance threshold.
Optionally, the correcting module 206 is specifically configured to, if the anchor point height change of the virtual character in the target office is greater than the preset threshold, adjust the position of the anchor point according to the adjustment range of the preset elevation angle, the adjustment range of the preset anchor point, and the elevation range of the preset elevation angle, so as to obtain the anchor point corrected position.
Optionally, the display module 203 is specifically configured to display a locking mark at a corresponding position of the virtual character in the target office.
The above-mentioned apparatus is used for executing the method provided by the foregoing embodiment, and the implementation principle and technical effect are similar, which are not described herein again.
These above modules may be one or more integrated circuits configured to implement the above methods, such as: one or more Application Specific Integrated Circuits (ASICs), or one or more microprocessors, or one or more Field Programmable Gate Arrays (FPGAs), etc. For another example, when one of the above modules is implemented in the form of a Processing element scheduler code, the Processing element may be a general-purpose processor, such as a Central Processing Unit (CPU) or other processor capable of calling program code. For another example, these modules may be integrated together and implemented in the form of a system-on-a-chip (SOC).
Fig. 12 is a schematic structural diagram of a virtual lens control device of a game according to an embodiment of the present application, where the virtual lens control device of the game may be integrated in a terminal device or a chip of the terminal device.
As shown in fig. 12, the virtual lens control apparatus of the game includes: a processor 501, a storage medium 502, and a bus 503.
The processor 501 is used for storing a program, and the processor 501 calls the program stored in the storage medium 502 to execute the method embodiment corresponding to fig. 1-9. The specific implementation and technical effects are similar, and are not described herein again.
Optionally, the present application also provides a program product, such as a storage medium, on which a computer program is stored, including a program, which, when executed by a processor, performs embodiments corresponding to the above-described method.
In the several embodiments provided in the present application, it should be understood that the disclosed apparatus and method may be implemented in other ways. For example, the above-described apparatus embodiments are merely illustrative, and for example, the division of the units is only one logical division, and other divisions may be realized in practice, for example, a plurality of units or components may be combined or integrated into another system, or some features may be omitted, or not executed. In addition, the shown or discussed mutual coupling or direct coupling or communication connection may be an indirect coupling or communication connection through some interfaces, devices or units, and may be in an electrical, mechanical or other form.
The units described as separate parts may or may not be physically separate, and parts displayed as units may or may not be physical units, may be located in one place, or may be distributed on a plurality of network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of the embodiment.
In addition, functional units in the embodiments of the present application may be integrated into one processing unit, or each unit may exist alone physically, or two or more units are integrated into one unit. The integrated unit can be realized in a form of hardware, or in a form of hardware plus a software functional unit.
The integrated unit implemented in the form of a software functional unit may be stored in a computer readable storage medium. The software functional unit is stored in a storage medium and includes several instructions for enabling a computer device (which may be a personal computer, a server, or a network device) or a processor (processor) to perform some steps of the methods according to the embodiments of the present application. And the aforementioned storage medium includes: a U disk, a removable hard disk, a Read-Only Memory (ROM), a Random Access Memory (RAM), a magnetic disk or an optical disk, and other various media capable of storing program codes.

Claims (22)

1. A virtual lens control method of a game is characterized in that a terminal device provides a graphical user interface, the graphical user interface comprises a game picture determined by virtually shooting a three-dimensional game scene through a virtual lens, the three-dimensional game scene comprises a controlled virtual character and at least one in-office virtual character, and the method comprises the following steps:
when detecting that a visual angle locking triggering condition is met, determining a target intra-office virtual role in the at least one intra-office virtual role;
and responding to the view locking operation aiming at the virtual character in the target office, and locking the view of the virtual character in the target office so as to enable the controlled virtual character and the virtual character in the target office to be displayed simultaneously in the game picture.
2. The method of claim 1, wherein determining a target intra-office avatar among the at least one intra-office avatar upon detecting that a view lock trigger condition is satisfied, further comprises:
determining whether an in-office virtual character exists in a preset visual field range of the controlled virtual character;
and if so, determining that the visual angle locking triggering condition is met, and determining the local virtual character closest to the controlled virtual character in the preset visual field range as the target local virtual character.
3. The method of claim 1, wherein a sight is further displayed in the graphical user interface, and wherein determining a target intra-office avatar among the at least one intra-office avatar upon detecting that a view lock trigger condition is satisfied further comprises:
making a ray to the three-dimensional game scene by taking a sight bead as a starting point, and determining whether an in-office virtual character exists within a preset distance from the ray;
and if so, determining that the visual angle locking triggering condition is met, and determining the intra-office virtual character closest to the ray as the target intra-office virtual character.
4. The method according to any one of claims 1 to 3, wherein upon detecting that the view angle lock trigger condition is satisfied, after determining a target intra-office virtual character among the at least one intra-office virtual character, the method further comprises:
and displaying a pre-locking mark at a position corresponding to the virtual character in the target office.
5. The method of claim 4, wherein the view locking the virtual character in the target office in response to the view locking operation for the virtual character in the target office comprises:
and responding to the confirmation operation aiming at the pre-locking mark, and locking the view angle of the virtual character in the target station with the pre-locking mark.
6. The method of claim 5, wherein the graphical user interface further comprises: and after the pre-locking mark is displayed at the position corresponding to the virtual character in the target station, the method further comprises the following steps:
and triggering a confirmation operation aiming at the pre-locking mark in response to the single-click operation aiming at the locking control.
7. The method of claim 6, wherein after the perspective lock on the virtual character within the target office, the method further comprises:
and responding to the single click operation aiming at the locking control, and triggering to switch the target intra-office virtual role in the at least one intra-office virtual role.
8. The method of claim 2, wherein after the view locking for the virtual character in the target office, the method further comprises:
responding to the trigger operation of the switching operation, and determining other in-office virtual roles except the target in-office virtual role in the preset visual field range of the controlled virtual role;
and determining the other intra-office virtual roles as new target intra-office virtual roles.
9. The method of claim 3, wherein after the view locking for the virtual character in the target office, the method further comprises:
responding to the trigger operation of the switching operation, and determining other intra-office virtual roles except the target intra-office virtual role within the preset distance of the ray;
and determining the other intra-office virtual roles as new target intra-office virtual roles.
10. The method of claim 1, wherein after the view locking for the virtual character in the target office, the method further comprises:
and in response to the unlocking operation aiming at the virtual role in the target office, canceling the view angle locking of the virtual role in the target office.
11. The method of claim 10, wherein the graphical user interface further comprises: and after the visual angle of the virtual role in the target office is locked, the method further comprises the following steps:
triggering an unlocking operation in response to a long-press operation aiming at the locking control; or,
and when the distance between the virtual character in the target office and the controlled virtual character is greater than a preset locking distance, triggering unlocking operation.
12. The method of claim 1, wherein said perspective locking of said virtual character within said target office comprises:
locking a second virtual lens and a first virtual lens according to the position of the virtual role in the target office to limit the relative movement of the second virtual lens and the first virtual lens; the second virtual lens is an inertial virtual lens, and the first virtual lens is a standard virtual lens.
13. The method of claim 12, wherein after locking the second virtual lens and the first virtual lens according to the position of the virtual character in the target office, the method further comprises:
and correcting the attitude parameters of the first virtual lens and the second virtual lens.
14. The method of claim 13, wherein before locking the second virtual lens and the first virtual lens according to the position of the virtual character in the target office, the method further comprises:
determining the position deviation of the second virtual lens under the visual coordinate system of the controlled virtual character according to the position of the controlled virtual character and the position of the second virtual lens in the game world coordinate system;
the correcting the attitude parameters of the first virtual lens and the second virtual lens includes:
calculating an attitude change parameter of the first virtual lens according to the position deviation;
and correcting the attitude parameters of the first virtual lens and the second virtual lens according to the attitude change parameters.
15. The method of claim 13, wherein the modifying the pose parameters of the first virtual lens and the second virtual lens comprises:
and correcting the attitude parameters of the first virtual lens and the second virtual lens according to preset screen shaking parameters.
16. The method of claim 1, wherein the method further comprises:
determining an anchor point correction position corresponding to the anchor point position of the virtual role in the target office; so that the game picture displayed in the game picture is displayed according to the anchor point correction position.
17. The method of claim 16, wherein the determining the modified anchor point position corresponding to the anchor point position of the virtual character in the target office comprises:
and if the distance between the virtual role in the target office and the controlled virtual role is smaller than a preset distance threshold, determining the anchor point correction position according to the anchor point position and the relative parameters of the controlled virtual role.
18. The method of claim 16, wherein the determining the modified anchor point position corresponding to the anchor point position of the virtual character in the target office comprises:
if the height change of the anchor point of the virtual character in the target office is larger than a preset threshold value, adjusting the position of the anchor point according to the adjusting range of a preset elevation angle, the adjusting range of the preset anchor point and the elevation range of the preset elevation angle to obtain the anchor point correction position.
19. The method of claim 1, wherein after the view locking for the virtual character in the target office, the method further comprises:
and displaying a locking mark at the corresponding position of the virtual role in the target office.
20. An apparatus for controlling a virtual lens of a game, the apparatus comprising: a determination module and a locking module, wherein:
the determining module is used for determining a target intra-office virtual role in at least one intra-office virtual role when detecting that a visual angle locking triggering condition is met;
and the locking module is used for responding to the view angle locking operation aiming at the virtual character in the target office, and locking the view angle of the virtual character in the target office so as to enable the controlled virtual character and the virtual character in the target office to be displayed simultaneously in a game picture.
21. A virtual lens control apparatus for a game, the apparatus comprising: a processor, a storage medium and a bus, the storage medium storing machine-readable instructions executable by the processor, the processor and the storage medium communicating via the bus when a virtual lens control device of the game is operated, the processor executing the machine-readable instructions to perform the method of any one of claims 1 to 19.
22. A storage medium, characterized in that the storage medium has stored thereon a computer program which, when being executed by a processor, performs the method of any of the preceding claims 1-19.
CN202111521808.0A 2021-12-13 2021-12-13 Virtual lens control method, device, equipment and storage medium of game Pending CN114225398A (en)

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