CN113398565B - Game control method, game control device, terminal and storage medium - Google Patents
Game control method, game control device, terminal and storage medium Download PDFInfo
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- CN113398565B CN113398565B CN202110801764.0A CN202110801764A CN113398565B CN 113398565 B CN113398565 B CN 113398565B CN 202110801764 A CN202110801764 A CN 202110801764A CN 113398565 B CN113398565 B CN 113398565B
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Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/214—Input 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
- A63F13/2145—Input 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
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/23—Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/52—Controlling the output signals based on the game progress involving aspects of the displayed game scene
- A63F13/525—Changing parameters of virtual cameras
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1068—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted to detect the point of contact of the player on a surface, e.g. floor mat, touch pad
- A63F2300/1075—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted to detect the point of contact of the player on a surface, e.g. floor mat, touch pad using a touch screen
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/30—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
- A63F2300/308—Details of the user interface
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- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Human Computer Interaction (AREA)
- User Interface Of Digital Computer (AREA)
Abstract
The embodiment of the application discloses a game control method, a game control device, a terminal and a storage medium; the graphical user interface comprises a first game scene picture for observing a game scene at a first game view angle, wherein the first game scene picture at least partially comprises virtual characters, the virtual characters are virtual objects controlled by a player through a touch terminal, and the graphical user interface displays a visual field switching control; responding to touch operation for the visual field switching control, and responding to touch operation for the visual field switching control, so as to determine whether a target game event exists in the game scene currently; if the target game event exists, determining a target position according to the target game event; and determining a second game view angle according to the target position, and switching the first game scene picture to a second game scene picture for observing the game scene at the second game view angle. In the embodiment of the application, the user can display the second game scene picture through convenient and efficient operation. Therefore, the interaction efficiency can be improved by the scheme.
Description
Technical Field
The present application relates to the field of computers, and in particular, to a method, an apparatus, a terminal, and a storage medium for game control.
Background
The User Interface (UI) is a medium for performing man-machine interaction and information exchange between the system and the User, and the UI can display the system information in a human acceptable form, so that the User can conveniently and effectively operate the computer to achieve bidirectional man-machine interaction. Often, the UI interface includes a small map, which may indicate the location of the virtual object in the virtual scene (such as a game scene and a simulation scene), so as to guide the user to switch to a screen for observing the virtual object by clicking the identifications.
However, in a game battle, the identifiers of virtual objects controlled by both sides of a friend or foe are closely spaced, and a user may not be able to accurately click on the identifier that he wishes to click on, so that the game view angle of the user may not be able to be quickly switched to a game scene of the battle; in addition, the operation mode is not humanized enough, when a player performs other operations, the operation span of clicking on a small map is large, the operation difficulty is small, and the operation mode does not accord with the operation habit of a user, so that the efficiency of the current mode is low.
Disclosure of Invention
The embodiment of the application provides a game control method, a game control device, a game control terminal and a game control storage medium, which can improve interaction efficiency.
The embodiment of the application provides a game control method, a graphical user interface is provided through a touch terminal, the graphical user interface comprises a first game scene picture for observing a game scene at a first game view angle, the first game scene picture at least partially comprises a virtual character, and the virtual character is a virtual object controlled by a player through the touch terminal, and the method comprises the following steps:
displaying a visual field switching control on a graphical user interface;
responding to touch operation for the visual field switching control, and determining whether a target game event exists in the game scene currently;
if the target game event exists, determining a target position according to the target game event;
and determining a second game view angle according to the target position, and switching the first game scene picture to a second game scene picture for observing the game scene at the second game view angle.
The embodiment of the application also provides a game control device, a graphical user interface is provided through a touch terminal, the graphical user interface comprises a first game scene picture for observing a game scene at a first game view angle, the first game scene picture at least partially comprises a virtual character, and the virtual character is a virtual object controlled by a player through the touch terminal, and the device comprises:
The control unit is used for displaying a visual field switching control on the graphical user interface;
the target unit is used for responding to the touch operation aiming at the visual field switching control and determining whether a target game event exists in the game scene currently or not; if the target game event exists, determining a target position according to the target game event;
and the second view angle unit is used for determining a second game view angle according to the target position and switching the first game scene picture into a second game scene picture for observing the game scene at the second game view angle.
In some embodiments, the apparatus is further to:
and switching the second game scene picture to the first game scene picture in response to the end of the touch operation.
In some embodiments, the target game event comprises at least one of: a battle event, a tower pushing event, a field event, a tower pushing event and a dragon driving event.
In some embodiments, the view switch control includes an identification of a virtual object corresponding to the target game event.
In some embodiments, the view switch control includes an identification of a representative object of the target game event, the representative object being one of a plurality of virtual objects corresponding to the target game event.
In some embodiments, the control unit is configured to:
and responding to the view switching opening instruction, and displaying a view switching control on the graphical user interface.
In some embodiments, the graphical user interface further comprises a minimap, the display content of the minimap containing a first thumbnail of a first game scene screen; the target unit is also for:
and switching the first thumbnail of the small map to a second thumbnail corresponding to the second game scene picture.
In some embodiments, the graphical user interface further comprises a minimap, the method further comprising:
in response to a zoom-in instruction for the minimap, the minimap is zoomed in, and a view switch-on instruction is generated.
In some embodiments, the control unit is configured to:
and changing the skill control displayed on the graphical user interface into a visual field switching control.
In some embodiments, the step "when changing a skill control displayed on the graphical user interface to a view switch control" further comprises:
a zoom-in skill control.
In some embodiments, the apparatus is further to:
and when detecting that the virtual object is in a non-combat state currently, generating a vision switching start instruction.
In some embodiments, the non-combat state includes at least one of: the virtual object is in a dead state, the virtual object is in an unoccupied state, and no enemy exists in a preset distance range of the virtual object.
In some embodiments, the target game event is a game event in which at least two virtual objects in the same game lineup as a virtual object controlled by a player through a touch terminal participate in the same battle.
In some embodiments, the apparatus is further to:
in switching the first game scene view to a second game scene view in which the game scene is observed at a second game viewing angle, the virtual object is controlled to move in the game scene in response to a movement operation for the virtual object.
In some embodiments, determining whether a target game event currently exists in a game scene includes:
when the distance between teammates is smaller than a preset value and the teammates are in a combat state, a target game event exists, the target game event corresponds to the teammates, and the teammates are virtual objects which are in the same game battle with the virtual objects controlled by the player through the touch terminal;
and when the distance between the teammates in the game scene is not smaller than a preset value or the teammates are in a non-combat state, the game scene is a target game event which does not exist currently. A target unit for:
determining the position of each virtual object corresponding to the target game event;
And determining a target position according to the position of each virtual object corresponding to the target game event. The embodiment of the application also provides a terminal, which comprises a memory, wherein a plurality of instructions are stored in the memory, and the processor loads the instructions from the memory to execute the steps in any game control method provided by the embodiment of the application.
Embodiments of the present application also provide a computer scale storage medium storing a plurality of instructions adapted to be loaded by a processor to perform steps in any of the methods of game control provided by embodiments of the present application.
According to the embodiment of the application, the visual field switching control can be displayed on the graphical user interface; responding to touch operation for the visual field switching control, and determining whether a target game event exists in the game scene currently; if the target game event exists, determining a target position according to the target game event; and determining a second game view angle according to the target position, and switching the first game scene picture to a second game scene picture for observing the game scene at the second game view angle.
Because the user often controls the virtual object to release the virtual skill through the skill release area, the visual field switching control is arranged in the graphical user interface, the user can select the target position to be observed directly by triggering the visual field switching control in the graphical user interface without clicking the identification of the virtual object participating in the target game event in the small map, the method has small operation difficulty, is very in line with the operation habit of the user, and the user can accurately trigger the visual field switching control which the user hopes to trigger, so the method is more accurate and simpler to operate. Therefore, the efficiency of the user control picture for display is improved.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings that are needed in the description of the embodiments will be briefly introduced below, it being obvious that the drawings in the following description are only some embodiments of the present application, and that other drawings may be obtained according to these drawings without inventive effort for a person skilled in the art.
FIG. 1a is a prior art interaction diagram;
FIG. 1b is a schematic diagram of a skill set control for a method of game control provided by embodiments of the present application;
FIG. 1c is a schematic view of a field-of-view switching control for a method of game control provided by embodiments of the present application;
FIG. 1d is a flow chart of a method of game control provided by embodiments of the present application;
FIG. 1e is a schematic view of a field-of-view switching control for a method of game control provided by embodiments of the present application;
FIG. 1f is a schematic switching diagram of a method of game control provided in an embodiment of the present application;
FIG. 2a is a UI diagram of a game control method according to an embodiment of the present application applied to a normal mode in a game scene;
FIG. 2b is a UI diagram of a method of game control provided by embodiments of the present application applied to an observation mode in a game scene;
FIG. 3 is a schematic diagram of a game control device according to an embodiment of the present application;
fig. 4 is a schematic structural diagram of a terminal provided in an embodiment of the present application.
Detailed Description
The following description of the embodiments of the present application will be made clearly and fully with reference to the accompanying drawings, in which it is evident that the embodiments described are only some, but not all, of the embodiments of the present application. All other embodiments, which can be made by those skilled in the art based on the embodiments herein without making any inventive effort, are intended to be within the scope of the present application.
The embodiment of the application provides a game control method, a game control device, a terminal and a storage medium.
The game control device can be integrated in an electronic device, and the electronic device can be a terminal, a server and other devices. The terminal can be a mobile phone, a tablet computer, an intelligent Bluetooth device, a notebook computer, a personal computer (Personal Computer, PC) or the like; the server may be a single server or a server cluster composed of a plurality of servers.
In some embodiments, the game control device may be integrated into a plurality of electronic devices, for example, the game control device may be integrated into a plurality of servers, and the game control method of the present application is implemented by the plurality of servers.
In some embodiments, the server may also be implemented in the form of a terminal.
Referring to fig. 1a, currently in an electronic game of the MOBA (Multiplayer Online Battle Arena, multiplayer online tactical competition) type, the identity of a virtual object, such as the identity of player character 01 currently operated by a player, the identity of character 02 currently operated by a teammate, the identity of character 03 currently operated by a teammate, the identity of character 04 currently operated by a enemy, the identity of character 05 currently operated by a enemy, the identity of game monster 06, the identity of defensive tower 07, etc., may be displayed on the minimap 00; when a player participates in a target game event, the player can observe the scene of the target game event by clicking the identification of the player's first character 02 or the identification of the player's second character 03 on the minimap 00 in order to observe the scene of the target game event. The player may also switch to view the screen of game monster 06 by clicking on the logo of game monster 06, switch to view the screen of defensive tower 07 by clicking on the logo of defensive tower 07, and so on.
Since the operations of observing the battle by the player are complex at present, referring to fig. 1b, in one embodiment of the present application, the electronic device may be a mobile terminal, in which an electronic game may be executed, and a graphical user interface is displayed on a screen of the mobile terminal, where the graphical user interface includes an observation of a game scene picture at a first game view angle, the first game scene picture includes a first game scene picture of a virtual character 01 at least partially, and may further include a skill release area 10, the skill release area 10 may include a skill release control 11, a skill release control 12, a skill release control 13, and a skill release control 14, and the first game scene picture is a picture that the virtual character 01 interacts with the virtual scene by adjusting the view angle to an associated position of the virtual character 01, and the virtual character 01 is a virtual object that a user is manipulating.
Then, referring to fig. 1c, if two field wars are currently exploded in the present game, in response to the field switching start command, the field switching control 21 corresponding to the field warfare 1 and the field switching control 22 corresponding to the field warfare 2 may be displayed in the skill application area 10 of the user operation interface. It is assumed that in response to a trigger operation of the user for the vision switching control 21, a target position corresponding to the battle 1 may be determined, and a second game scene picture is displayed, which may be determined according to the positions of the virtual objects 02 and 03 participating in the battle 1, the second game scene picture being obtained by adjusting the angle of view to the target position to observe the virtual objects 02 and 03 in this battle 1.
The following will describe in detail. The numbers of the following examples are not intended to limit the preferred order of the examples.
In this embodiment, a method for controlling a game is provided, as shown in fig. 1d, the specific flow of the method for controlling a game may be as follows:
101. and displaying the visual field switching control on the graphical user interface.
The graphical User Interface comprises a User Interface (UI) and a game scene picture, wherein the UI is a medium for human-computer interaction and information exchange between a system and a User, and the UI can display system information in a human acceptable form, so that the User can conveniently and effectively operate the computer to achieve bidirectional human-computer interaction.
The user operation interface may be composed of visual elements such as controls, text, graphics, images, icons, input boxes, and the like. For example, in some embodiments, a minimap, skill set controls, virtual rockers, scoring panels, and the like may be included in the user interface.
All the controls described below can be represented in the form of buttons, input boxes, graphics, characters, and the like.
A scene of a game may be composed of virtual objects of virtual characters, buildings, terrain, animals, plants, etc.
Wherein the virtual objects in the game scene may include virtual characters, virtual buildings, virtual props, and the like. For example, the virtual character may include a teammate character operated by teammate, an enemy character operated by an enemy user, an arbitrary call, a virtual monster, a virtual NPC (non-player character), or the like; for example, the virtual building may include virtual defenses towers, virtual spas, virtual revival points, and the like; for example, virtual props may include virtual pets, virtual rides, dropped virtual money bags, and the like.
The virtual object can be set according to the actual requirement. For example, in some embodiments, the virtual object may be set to be a teammate character of the virtual character, the teammate character being a teammate character of the same camp as the virtual character, the teammate character may be a virtual object manipulated by a human being, a virtual object controlled by a computer AI (Artificial Intelligence ), or the like.
The user character is played by the user, and the virtual character can be manipulated by a human user, for example, the user can manipulate the virtual character to interact with the virtual scene, for example, the user can manipulate the virtual character "me" to move in the virtual scene, catch, detect, and the like.
The visual angle refers to the visual angle of a virtual camera lens, and the virtual camera can capture a game world for a player and present the game world on a screen.
In some embodiments, the view angle may be located at an associated position of the virtual character, where the associated position of the virtual character may be formulated according to actual requirements, and the associated position refers to a position that moves along with movement of the virtual character, and the associated position may be an eye, a head top, a back top, and so on of the virtual character.
In some embodiments, a view switch control may be displayed at the graphical user interface in response to the view switch on instruction.
In some embodiments, the graphical user interface further includes a minimap, and thus, the minimap may be enlarged and a view switch on instruction generated in response to a zoom in instruction for the minimap.
In some embodiments, a view switch on command may be generated when it is detected that the virtual object is currently in a non-combat state.
In some embodiments, the non-combat state includes at least one of: the virtual object is in a dead state, the virtual object is in an unoccupied state, and no enemy exists in a preset distance range of the virtual object.
There are various ways to trigger the view switching on command. For example, in some embodiments, the view switch on command is triggered when it is detected that the user continuously taps the back of the mobile terminal multiple times; for example, in some embodiments, a switching control may be included in the UI interface, and when the user is detected to trigger the switching control by clicking, long pressing, tapping, double clicking, multiple clicking, or the like, a view switching opening instruction may be triggered; for example, in some embodiments, when it is detected that the user may shake the mobile terminal to trigger the view switching start instruction, the user may start the view switching in the game setting interface to generate the view switching start instruction, or set the view switching start control in the graphical user interface, obtain the triggering operation of the user on the view switching start control, generate the view switching start instruction, and so on.
In other embodiments, the view switch on command may also be triggered automatically by the terminal, for example, when the terminal detects the occurrence of a target game event (e.g., a battle), the view switch on command is automatically generated.
The target game event is a game event in which at least two virtual objects in the same game battle as the virtual objects controlled by the player through the touch terminal participate in the same battle.
Thus, in some embodiments, step 101 may comprise the steps of:
displaying a switch control in the skill application area;
and responding to the triggering operation of the user on the switching control, and displaying a visual field switching control on the graphical user interface, wherein the visual field switching control is associated with the target game event.
Wherein the target game event is a game event. The game event refers to a special event occurring in a game scene, such as a battle event, a dragon refreshing event, a super soldier generating event, a tower pushing event, a wild event, a tower pushing event, a dragon throwing event and the like.
In some embodiments, there is a corresponding association between the target game event and the view switch control; in some embodiments, the target game event is associated with a plurality of virtual objects.
The graphical user interface displays that the field of view switching control may be correlated to the clan events, which may be in a one-to-one correspondence, for example, referring to fig. 1c, clan 1 may correspond to field of view switching control 21 and clan 2 may correspond to field of view switching control 22.
The target game event is associated with a plurality of virtual objects, for example, referring to fig. 1c, a warfare 1 may be associated with virtual objects 02, 03 simultaneously, and a warfare 2 may be associated with virtual objects 04, 05 simultaneously.
In some embodiments, the association of the view switch control with another target game event may be updated in response to the other target game event.
Another target game event refers to a game event other than the target game event.
For example, when a dragon refresh event occurring in a game scene is monitored, the view switching control corresponding to the team war 1 may be updated to the view switching control corresponding to the dragon refresh event.
In some embodiments, the target game event has associated therewith a plurality of virtual objects, the identity of which may be included in the video switch control, e.g., the names, head-ups, etc., of which may be included in the view switch control.
For example, in some embodiments, for example, the team war, the team friend character B, the team friend character C, and the team friend character D hold, the distance between any two team friend characters in the team scene is smaller than a preset value, and at this time, whether the team friend character B, the team friend character C, and the team friend character D are observed through the association position of the team friend character B, the association position of the team friend character C, or the association position of the team friend character D, so that the three team friend characters can be corresponding to the same field-of-view switching control, and the field-of-view switching control includes the identifications of the three team friend characters.
For example, referring to FIG. 1c, the identity of virtual object 02 and the identity of virtual object 03 combined together are included in view switch control 21.
In some embodiments, when it is detected that the distance between two virtual objects in the game scene is greater than or equal to a preset value, the view switching control including all the virtual object identifiers corresponding to the target game event may be updated to the view switching control corresponding to each virtual object, where the view switching control includes the identifier of the virtual object.
For example, referring to fig. 1e, in some embodiments, when the distance between two virtual objects in the same queue in the UI interface is too large, that is, two virtual objects participating in the same team fight end up battle, the player cannot observe another virtual object through the perspective of one of the virtual objects, the view switching control including the combined virtual object identifier is switched to the view switching control corresponding to each of the two virtual objects.
In some embodiments, the view switch control may include only an identification of a representative object of the target game event, where the representative object is one of a plurality of virtual objects corresponding to the target game event.
Optionally, the representative object is the highest output one of a plurality of virtual objects corresponding to the target game event; optionally, the representative object is the one of the plurality of virtual objects corresponding to the target game event that is most damaged; optionally, the representative object is one of a plurality of virtual objects corresponding to the target game event, which has the highest treatment amount; optionally, the representative object is one of a plurality of virtual objects corresponding to the target game event having a highest hit/death rate.
In some embodiments, the view switch control may be displayed in the graphical user interface in response to a computer-generated view switch open instruction.
There are various ways in which the computer automatically generates the view switching on command. For example, in some embodiments, the computer may automatically generate the view switch on command every predetermined period of time; for example, in some embodiments, the computer may automatically generate the view switch on command when a preset game event is detected to occur, where the preset game event may include a battle event, a virtual character being knocked out other enemy character event, a virtual character return to the city event, a virtual character transfer event, a virtual character purchasing equipment event, and so forth.
For example, in some embodiments, when it is detected that there is no enemy character in the vicinity of the virtual character and the virtual character is stationary for a period of time, the computer may automatically generate a view switch on instruction.
For example, in some embodiments, whether the virtual character controlled by the player through the touch terminal is currently in a non-combat state is detected, and if so, a view switching start instruction is generated.
Wherein the non-combat state may include at least one of: the virtual object is in a dead state, the virtual object is in an unoccupied state, and no enemy exists in a preset distance range of the virtual object.
In some embodiments, to facilitate user operation and improve user experience, a field of view switching control corresponding to the virtual object may be displayed in a skill application area of the user operation interface.
For example, in some embodiments, a skill control displayed on a graphical user interface may be changed to a view switch control.
In some embodiments, the skill control may also be enlarged when changing the skill control displayed on the graphical user interface to a view switch control. The enlarged visual field switching control is more beneficial to users to observe the marks on the clear visual field switching control, so that accurate switching is realized.
The shape and size of the skill applying area may be set according to practical requirements, for example, the skill applying area may be a rectangular area, a circular area, a square area, and the like.
In some embodiments, the field of view switching control contains an identification of the target object. The visual field switching control can be expressed in a button mode, and the visual field switching control can comprise an identity mark of the virtual object, such as a name, an avatar, a code symbol and the like of the virtual object.
In some embodiments, the target game event is a game event in which at least two virtual objects in the same game lineup as a virtual object controlled by a player through a touch terminal participate in the same battle.
For example, the target game event may be a battle comprising at least two virtual objects participating in the same game play, and the object identification of the virtual objects may be a character avatar corresponding to the virtual objects.
The view switching control can be placed randomly in the skill application area, for example, the view switching control can be arranged and displayed in a dot matrix form in the skill application area, and the arrangement method can be left alignment, right alignment, upper alignment, lower alignment, middle alignment and the like.
In some embodiments, a skill-applying control may be included in the skill-applying area that may be used to manipulate the virtual character to apply skill in the virtual scene.
For example, referring to fig. 1b, in some embodiments, the screen of the mobile terminal may display a screen including a user operation interface and a first game scene screen, where the user operation interface may include a skill in the application area 10, and the skill in the application area 10 may include a skill in application control 11, a skill in application control 12, a skill in application control 13, and a skill in application control 14.
When the user triggers the skill applying control 11, the virtual character 01 can apply the virtual skill (energy wave) corresponding to the skill applying control 11; when the user triggers the skill application control 12, the virtual character 01 can apply the virtual skill corresponding to the skill application control 12 [ anti-armor ]; when the user triggers the skill applying control 13, the virtual character 01 can apply the virtual skill (defending state) corresponding to the skill applying control 13; when the user triggers the skill application control 14, the virtual character 01 may apply the virtual skill corresponding to the skill application control 14 [ common attack ].
Thus, in some embodiments, the step of displaying a field of view switching control corresponding to a virtual object in a skill application area of a user operated interface may comprise the steps of:
(1) Determining a control position of a skill applying control in the skill applying area;
(2) Canceling the display of the skill application control in the skill application area;
(3) And displaying a view switching control corresponding to the target game event at the control position.
For example, referring to fig. 1b, in some embodiments, the control position of skill application control 11 is (2000, 100), the control position of skill application control 12 is (2100, 200), the control position of skill application control 13 is (2200, 100), and the control position of skill application control 14 is (2300, 300); the display of these skill set controls may be omitted from the skill set area and the view switch control 21 corresponding to target game event 1 may be displayed at control location (2100, 100) and the view switch control 22 corresponding to target game event 2 may be displayed at control location (2100, 200).
In some embodiments, if the number of target game events is greater than the number of skill set controls, then a view switch control corresponding to the additional target game event may be additionally displayed at a preset location in the skill set area.
In some embodiments, if the number of target game events is less than the number of skill set controls, the display of redundant skill set controls may be eliminated.
In some embodiments, after the step of displaying the view switching control corresponding to the target game event at the control position, the method may further include the following steps:
in response to the view switch off instruction, cancelling display of the view switch control in the skill application area;
and displaying the skill applying control at the control position.
In some embodiments, the view switch off command may be generated by the same trigger mode of operation as the view switch on command.
For example, in some embodiments, the view switch close instruction may be generated by a finger of the view switch control being triggered again. For example, when responding to the touch operation of the visual field switching control for the first time, generating a visual field switching opening instruction so as to display the visual field switching control in the skill applying area; upon again responding to the touch operation of the visual field switching control, a visual field switching closing instruction is generated, so that the display of the visual field switching control is canceled in the skill applying area.
In some embodiments, the view switch close instruction may be generated by a different trigger mode of operation than the view switch control. For example, when the view switching control is clicked, a view switching open instruction is generated so that the view switching control is displayed in the skill application area; when the visual field switching control is double-clicked, a visual field switching closing instruction is generated, so that the display visual field switching control is canceled in the skill applying area.
For example, referring to fig. 1f, a skill release control may be included in the skill release area, and a view switching open control [ see fig. 1f ] may be included in the user operation interface, and when the user clicks the view switching open control [ see fig ], the view switching control is displayed in the skill release area, and the view switching close control [ skill ] is displayed in the user operation interface; when the user clicks the view switch off [ skill ], a skill release control is displayed in a skill release area.
In some embodiments, the view switch on control and/or the view switch off control may be displayed in a skill application area of the user interface.
102. And responding to touch operation aiming at the visual field switching control, and determining that a target game event exists in the game scene currently.
In some embodiments, the target game event comprises at least one of: a warfare event, a tower pushing event, a field event, a dragon driving event. Alternatively, the target game event may be a team and warfare event.
In some embodiments, the step of determining whether a target game event currently exists in the game scene may include the steps of:
when the distance between teammates is smaller than a preset value and the teammates are in a combat state, a target game event exists, the target game event corresponds to the teammates, and the teammates are virtual objects which are in the same game battle with the virtual objects controlled by the player through the touch terminal;
When the distance between teammates in the game scene is not less than a preset value or the teammates are in a non-combat state, the game scene is a target game event which does not exist currently.
For example, when teammates A, B, C are less than 10 meters apart and teammates A, B, C are in a combat state, a team of combat events can be determined to exist in the game scene, which corresponds to teammates A, B, C.
103. If the target game event exists, a target position is determined according to the target game event.
The touch operation may be a single click, touch, double click, long press, etc.
For example, referring to fig. 1c, in response to a trigger operation of the user on the view switching control 21, a position corresponding to the virtual object 02 or the virtual object 03 corresponding to the view switching control 21 may be determined as the target position; in response to a trigger operation of the user on the view switching control 22, a position corresponding to the virtual object 04 or the virtual object 05 corresponding to the view switching control 22 may be determined as a target position.
In some embodiments, step 103 may comprise the steps of:
determining the position of each virtual object corresponding to the target game event;
and determining a target position according to the position of each virtual object corresponding to the target game event.
In some embodiments, a target object may be randomly determined from a plurality of virtual objects corresponding to a target game event, and a position of the target object may be taken as a target position.
In some embodiments, a target position may be obtained by calculating a position of each virtual object corresponding to the target game event, so that all virtual objects corresponding to the target game event can be seen in the second game scene frame determined according to the target position.
In some embodiments, the target location may be averaged from the location of each virtual object corresponding to the target game event.
104. And determining a second game view angle according to the target position, and switching the first game scene picture to a second game scene picture for observing the game scene at the second game view angle.
Multiple identical target game events may occur simultaneously in a game scenario, e.g., multiple warfare events may occur simultaneously in a game scenario; in addition, a plurality of different types of target game events can also occur simultaneously in the game scene, for example, a battle event, a wild event, a dragon event, and the like can exist simultaneously in the game scene.
In some embodiments, each target game event may correspond to only one view switch control. For example, when there are multiple team and war events simultaneously in a game scene, only one view switch control may be displayed in the graphical user interface: "burst team events"; for example, when there are a warfare event, a wild event, a dragon event in the game scene at the same time, 3 view switching controls may be displayed in the graphical user interface: "sudden team events", "sudden dragon events" and "sudden field events".
Alternatively, each time a touch operation of the view switching control for one game target game event is responded, the viewing angle may be automatically switched once to view each such game target game event.
Wherein, alternatively, the switching sequence of the viewing angles may be ordered in order of the intensity of the battle event from high to low. The intensity degree can be determined according to the skill release frequency, the large number of times of release, the number of times of killing, the number of times of death, the number of participants and other parameters of the virtual object in the battle event.
For example, in some embodiments, the switching order may be ordered in order of the number of virtual objects participating in the group combat event from a greater to lesser number. For example, if a game scene includes a 4-person battle event, a 7-person battle event, and a 5-person battle event, the player switches to a screen for viewing the 7-person battle event when clicking the view switching control for the first time, switches to a screen for viewing the 5-person battle event when clicking the view switching control for the second time, and switches to a screen for viewing the 4-person battle event when clicking the view switching control for the third time.
After the screen is switched, the content of the game small map also changes adaptively, so in some embodiments, the graphical user interface further comprises a small map, and the display content of the small map comprises a first thumbnail of a first game scene screen;
In some embodiments, the graphical user interface may further include a minimap, the display of which may contain a first thumbnail of a first game scene screen;
thus, the first thumbnail of the minimap may also be switched to a second thumbnail corresponding to the second game scene picture at step 104.
In some embodiments, the minimap may also be enlarged in response to a zoom-in instruction for the minimap, and a view switch on instruction generated.
In some embodiments, step 104 may be to effect a screen switch by eliminating the display of the first game scene screen and displaying the second game scene screen.
In some embodiments, the second game scene view may be switched to the first game scene view in response to an end of the touch operation.
In some embodiments, a thumbnail viewing area may be included in the user interface and step 104 may be displaying a second game scene screen in the thumbnail viewing area.
To enable a user to observe the effects of teammate characters while controlling movement of the user character, in some embodiments, movement of the virtual object in the game scene is controlled in response to a movement operation for the virtual object in switching the first game scene view to a second game scene view that observes the game scene at a second game perspective.
From the above, the embodiment of the application can display the visual field switching control on the graphical user interface; responding to touch operation for the visual field switching control, and determining a target position according to the association relation between the visual field switching control and the target game event; according to the target position, the user can control the virtual object to release the virtual skills through the skill release area, so that in the embodiment of the application, the visual field switching control can be arranged in the skill release area, the user can select a target game event to be observed directly by triggering the visual field switching control in the skill release area without clicking the mark of the virtual object in the small map. Therefore, the interaction efficiency is improved by the scheme. A second game view angle is determined, and the first game scene picture is switched to a second game scene picture in which the game scene is observed at the second game view angle.
Because the user often controls the virtual object to release the virtual skill through the skill release area, in the embodiment of the application, the visual field switching control can be set in the skill release area, the user can select the target game event to be observed directly by triggering the visual field switching control in the skill release area without clicking the mark of the virtual object in the small map. Therefore, the interaction efficiency is improved by the scheme.
The method described in the above embodiments will be described in further detail below.
The interaction scheme provided by the embodiment of the application can be applied to various electronic game scenes. For example, a MOBA-type mobile game is taken as an example, and the method of the embodiment of the present application is described in detail.
In the interaction scheme provided by the embodiment of the application, the player can control the virtual rocker by the left hand to control the player character controlled by the player to move in the game scene, and select the virtual object control by the right hand in the skill applying area, so that the corresponding teammate character is observed. The game control method specifically comprises the following steps:
the player may turn on the convenient view function in the game setting, and referring to fig. 2a, a view switch turn-on control may appear in the user interface that has turned on the convenient view function [ see fig. ].
In the normal mode, a view switch open control may appear in the user interface [ see fig. ].
And (II) the player can click the view switching opening control (see figure) by the right hand while controlling the player character to move by the left hand, and the player can enter the observation mode from the normal mode after clicking.
Referring to fig. 2b, in this observation mode, the skill buttons (i.e., skill placement controls) all become avatar buttons that contain the characters corresponding to the teammates involved in team combat, forming a total avatar button.
In some embodiments, this total avatar button may be magnified by a preset factor, e.g., 1.5 times the original skill button size, to make the avatar display clearer.
When the player clicks the view switch close control [ skill ] in the observation mode, the player can return to the normal mode from the observation mode.
And (III) the player can control the player character to move by the left hand and press the general head portrait button by the right hand for a long time, and the picture can be switched to a battle picture so that the player can observe all teammates participating in the team battle.
And fourthly, when the player stops pressing the general head portrait button for a long time, the picture can be switched back to the picture of the player character so that the player can continuously control the player character to play the game.
As can be seen from the above, in the embodiment of the present application, when the player controls the player character to move, the player can observe the current situation of the teammate character through the right-hand skill key, so that the teammate can be more quickly and conveniently watched in the MOBA game; in addition, the player can more conveniently track and observe different players through the scheme, so that the situation on the field can be quickly followed, and the condition of teammates can be better observed. Therefore, the scheme can improve interaction efficiency.
In order to better implement the above method, the embodiment of the present application further provides a game control device, where the game control device may be specifically integrated in an electronic device, and the electronic device may be a terminal, a server, or other devices. The terminal can be a mobile phone, a tablet personal computer, an intelligent Bluetooth device, a notebook computer, a personal computer and other devices; the server may be a single server or a server cluster composed of a plurality of servers.
For example, in the present embodiment, a method of the embodiment of the present application will be described in detail by taking a specific integration of a game control device into a mobile terminal as an example.
For example, as shown in fig. 3, the game control device may provide a graphical user interface through a touch terminal, where the graphical user interface includes a first game scene screen for viewing a game scene at a first game viewing angle, the first game scene screen at least partially includes a virtual character, and the virtual character is a virtual object controlled by a player through the touch terminal, and the device includes:
a control unit 301, configured to display a field of view switching control on a graphical user interface;
the target unit 302 is configured to determine, in response to a touch operation for the field of view switching control, whether a target game event currently exists in the game scene; if the target game event exists, determining a target position according to the target game event;
The second view unit 303 is configured to determine a second game view according to the target position, and switch the first game scene frame to a second game scene frame for observing the game scene at the second game view.
In some embodiments, the apparatus is further to:
and switching the second game scene picture to the first game scene picture in response to the end of the touch operation.
In some embodiments, the apparatus is further to:
and in response to the target game event, updating the association relation between the visual field switching control and the target game event.
In some embodiments, the view switch control includes an identification of a virtual object corresponding to the target game event.
In some embodiments, the view switch control includes an identification of a representative object of the target game event, the representative object being one of a plurality of virtual objects corresponding to the target game event.
In some embodiments, the control unit is configured to:
and responding to the view switching opening instruction, and displaying a view switching control on the graphical user interface.
In some embodiments, the graphical user interface further comprises a minimap, the display content of the minimap containing a first thumbnail of a first game scene screen; the target unit is also for:
And switching the first thumbnail of the small map to a second thumbnail corresponding to the second game scene picture.
In some embodiments, the graphical user interface further comprises a minimap, the method comprising:
in response to a zoom-in instruction for the minimap, the minimap is zoomed in, and a view switch-on instruction is generated.
In some embodiments, the control unit is configured to:
and changing the skill control displayed on the graphical user interface into a visual field switching control.
In some embodiments, the step "when changing a skill control displayed on the graphical user interface to a view switch control" further comprises:
a zoom-in skill control.
In some embodiments, the apparatus is further to:
and when detecting that the virtual object is in a non-combat state currently, generating a vision switching start instruction.
In some embodiments, the non-combat state includes at least one of: the virtual object is in a dead state, the virtual object is in an unoccupied state, and no enemy exists in a preset distance range of the virtual object.
In some embodiments, the target game event is a game event in which at least two virtual objects in the same game lineup as a virtual object controlled by a player through a touch terminal participate in the same battle.
In some embodiments, the apparatus is further to:
in switching the first game scene view to a second game scene view in which the game scene is observed at a second game viewing angle, the virtual object is controlled to move in the game scene in response to a movement operation for the virtual object.
In some embodiments, the control unit is configured to:
when the distance between at least two virtual objects in the same game play scene, which are controlled by the player through the touch terminal, and the virtual objects are in the same game play scene is smaller than a preset value, and a target game event exists, determining a combined virtual object identifier for representing the at least two virtual objects;
displaying a visual field switching control containing a combined virtual object identifier on a graphical user interface;
a target unit for:
responding to touch operation for the visual field switching control, if the visual field switching control acted by the touch operation comprises a combined virtual object, determining that the visual field switching control has an association relationship with at least two virtual objects, and determining the position of one virtual object in the at least two virtual objects as a target position.
In some embodiments, the apparatus is further to:
when the distance between at least two virtual objects in the game scene is detected to be greater than or equal to a preset value, switching the visual field switching control containing the combined virtual object identification into the visual field switching control corresponding to each virtual object in the at least two virtual objects, wherein the visual field switching control contains the virtual object identification.
In the implementation, each unit may be implemented as an independent entity, or may be implemented as the same entity or several entities in any combination, and the implementation of each unit may be referred to the foregoing method embodiment, which is not described herein again.
As can be seen from the above, the game control device of the present embodiment displays the visual field switching control on the graphical user interface by the control unit; the target unit responds to touch operation for the visual field switching control, and a target position is determined according to the association relation between the visual field switching control and the target game event; and determining a second game view angle according to the target position by the second view angle unit, and switching the first game scene picture into a second game scene picture for observing the game scene at the second game view angle.
Therefore, the interaction efficiency can be improved.
Correspondingly, the embodiment of the application also provides a computer device, which can be a terminal or a server, wherein the terminal can be a terminal device such as a smart phone, a tablet computer, a notebook computer, a touch screen, a virtual machine, a personal computer, a personal digital assistant (Personal Digital Assistant, PDA) and the like.
As shown in fig. 4, fig. 4 is a schematic structural diagram of a computer device provided in an embodiment of the present application, where the computer device 400 includes a processor 401 having one or more processing cores, a memory 402 having one or more computer readable storage media, and a computer program stored in the memory 402 and executable on the processor. The processor 401 is electrically connected to the memory 402. It will be appreciated by those skilled in the art that the computer device structure shown in the figures is not limiting of the computer device and may include more or fewer components than shown, or may combine certain components, or a different arrangement of components.
Processor 401 is a control center of computer device 400 and connects the various portions of the entire computer device 400 using various interfaces and lines to perform various functions of computer device 400 and process data by running or loading software programs and/or modules stored in memory 402 and invoking data stored in memory 402, thereby performing overall monitoring of computer device 400.
In the embodiment of the present application, the processor 401 in the computer device 400 loads the instructions corresponding to the processes of one or more application programs into the memory 402 according to the following steps, and the processor 401 executes the application programs stored in the memory 402, so as to implement various functions:
Displaying a visual field switching control on a graphical user interface;
responding to touch operation for the visual field switching control, and determining a target object according to the association relation between the visual field switching control and the virtual object;
and determining a second game view angle according to the position of the target object in the game scene, and switching the first game scene picture to a second game scene picture for observing the game scene at the second game view angle.
The specific implementation of each operation above may be referred to the previous embodiments, and will not be described herein.
Optionally, as shown in fig. 4, the computer device 400 further includes: a touch display 403, a radio frequency circuit 404, an audio circuit 405, an input unit 406, and a power supply 407. The processor 401 is electrically connected to the touch display 403, the radio frequency circuit 404, the audio circuit 405, the input unit 406, and the power supply 407, respectively. Those skilled in the art will appreciate that the computer device structure shown in FIG. 4 is not limiting of the computer device and may include more or fewer components than shown, or may be combined with certain components, or a different arrangement of components.
The touch display 403 may be used to display a graphical user operation interface and receive an operation instruction generated by a user acting on the graphical user operation interface. The touch display screen 403 may include a display panel and a touch panel. Wherein the display panel may be used to display information entered by a user or provided to a user as well as various graphical user interfaces of a computer device, which may be composed of graphics, text, icons, video, and any combination thereof. Alternatively, the display panel may be configured in the form of a liquid crystal display (LCD, liquid Crystal Display), an Organic Light-Emitting Diode (OLED), or the like. The touch panel may be used to collect touch operations on or near the user (such as operations on or near the touch panel by the user using any suitable object or accessory such as a finger, stylus, etc.), and generate corresponding operation instructions, and the operation instructions execute corresponding programs. Alternatively, the touch panel may include two parts, a touch detection device and a touch controller. The touch detection device detects the touch azimuth of a user, detects a signal brought by touch operation and transmits the signal to the touch controller; the touch controller receives touch information from the touch detection device, converts it into touch point coordinates, and sends the touch point coordinates to the processor 401, and can receive and execute commands sent from the processor 401. The touch panel may overlay the display panel, and upon detection of a touch operation thereon or thereabout, the touch panel is passed to the processor 401 to determine the type of touch event, and the processor 401 then provides a corresponding visual output on the display panel in accordance with the type of touch event. In the embodiment of the present application, the touch panel and the display panel may be integrated into the touch display screen 403 to implement the input and output functions. In some embodiments, however, the touch panel and the touch panel may be implemented as two separate components to perform the input and output functions. I.e. the touch-sensitive display 403 may also implement an input function as part of the input unit 406.
In this embodiment, the processor 401 executes the virtual application program to generate a graphical user operation interface on the touch display screen 403, where the virtual scene on the graphical user operation interface includes at least one skill control area, and the skill control area includes at least one skill control. The touch display screen 403 is configured to present a graphical user operation interface and receive an operation instruction generated by a user acting on the graphical user operation interface.
The radio frequency circuitry 404 may be used to transceive radio frequency signals to establish wireless communications with a network device or other computer device via wireless communications.
The audio circuitry 405 may be used to provide an audio interface between a user and a computer device through speakers, microphones, and so on. The audio circuit 405 may transmit the received electrical signal after audio data conversion to a speaker, where the electrical signal is converted into a sound signal for output; on the other hand, the microphone converts the collected sound signals into electrical signals, which are received by the audio circuit 405 and converted into audio data, which are processed by the audio data output processor 401 and sent via the radio frequency circuit 404 to, for example, another computer device, or which are output to the memory 402 for further processing. The audio circuit 405 may also include an ear bud jack to provide communication of the peripheral ear bud with the computer device.
The input unit 406 may be used to receive input numbers, character information, or user characteristic information (e.g., fingerprint, iris, facial information, etc.), and to generate keyboard, mouse, joystick, optical, or trackball signal inputs related to user settings and function control.
The power supply 407 is used to power the various components of the computer device 400. Alternatively, the power supply 407 may be logically connected to the processor 401 through a power management system, so as to implement functions of managing charging, discharging, and power consumption management through the power management system. The power supply 407 may also include one or more of any of a direct current or alternating current power supply, a recharging system, a power failure detection circuit, a power converter or inverter, a power status indicator, and the like.
Although not shown in fig. 4, the computer device 400 may further include a camera, a sensor, a wireless fidelity module, a bluetooth module, etc., and will not be described herein.
In the foregoing embodiments, the descriptions of the embodiments are emphasized, and for parts of one embodiment that are not described in detail, reference may be made to related descriptions of other embodiments.
As can be seen from the above, the computer device provided in this embodiment may display the view switching control on the graphical user interface; responding to touch operation for the visual field switching control, and determining a target position according to the association relation between the visual field switching control and the target game event; and determining a second game view angle according to the target position, and switching the first game scene picture to a second game scene picture for observing the game scene at the second game view angle.
Those of ordinary skill in the art will appreciate that all or a portion of the steps of the various methods of the above embodiments may be performed by instructions, or by instructions controlling associated hardware, which may be stored in a computer-readable storage medium and loaded and executed by a processor.
To this end, embodiments of the present application provide a computer readable storage medium having stored therein a plurality of computer programs that can be loaded by a processor to perform steps in any of the methods of game control provided by embodiments of the present application. For example, the computer program may perform the steps of:
displaying a visual field switching control on a graphical user interface;
responding to touch operation for the visual field switching control, and determining whether a target game event exists in the game scene currently;
if the target game event exists, determining a target position according to the target game event;
and determining a second game view angle according to the target position, and switching the first game scene picture to a second game scene picture for observing the game scene at the second game view angle.
The specific implementation of each operation above may be referred to the previous embodiments, and will not be described herein.
Wherein the storage medium may include: read Only Memory (ROM), random access Memory (RAM, random Access Memory), magnetic or optical disk, and the like.
Because the computer program stored in the storage medium may execute steps in any game control method provided in the embodiments of the present application, the beneficial effects that any game control method provided in the embodiments of the present application may be achieved are described in detail in the previous embodiments, which are not described herein.
The above describes in detail a game control method, apparatus, storage medium and computer device provided in the embodiments of the present application, and specific examples are applied to illustrate the principles and embodiments of the present application, where the above description of the embodiments is only for helping to understand the method and core ideas of the present application; meanwhile, those skilled in the art will have variations in the specific embodiments and application scope in light of the ideas of the present application, and the present description should not be construed as limiting the present application in view of the above.
Claims (15)
1. A method of game control, wherein a graphical user interface is provided by a touch terminal, the graphical user interface comprising a first game scene view from a first game perspective, the first game scene view at least partially containing a virtual character, the virtual character being a virtual object controlled by a player through the touch terminal, the method comprising:
Displaying a visual field switching control on the graphical user interface;
responding to the touch operation aiming at the visual field switching control, and determining that a target game event exists when the distance between teammates is smaller than a preset value and the teammates are in a battle state, wherein the target game event corresponds to the teammates, and the teammates are virtual objects in the same game battle with virtual objects controlled by players through the touch terminal; when the distance between the teammates in the game scene is not smaller than a preset value or the teammates are in a non-combat state, determining that a target game event does not exist in the game scene currently; the visual field switching control comprises an identification of a representative object of the target game event, wherein the representative object is one of a plurality of virtual objects corresponding to the target game event;
if the target game event exists, determining the position of each virtual object corresponding to the target game event; determining a target position according to the position of each virtual object corresponding to the target game event;
and determining a second game view angle according to the target position, and switching the first game scene picture into a second game scene picture for observing a game scene at the second game view angle.
2. The method of claim 1, wherein the target game event comprises at least one of: a warfare event, a tower pushing event, a field event, a dragon driving event.
3. The method according to claim 1, wherein the method further comprises:
and switching the second game scene picture to the first game scene picture in response to the end of the touch operation.
4. The method of claim 1, wherein displaying a view switch control on the graphical user interface comprises:
and responding to a visual field switching opening instruction, and displaying the visual field switching control on the graphical user interface.
5. The method of claim 1, wherein the graphical user interface further comprises a minimap, the minimap display containing a first thumbnail of the first game scene screen;
if the target game event exists, after determining a target position according to the target game event, the method further comprises:
and switching the first thumbnail of the small map to a second thumbnail corresponding to the second game scene picture.
6. The method of claim 4, wherein the graphical user interface further comprises a minimap, the method further comprising:
In response to a zoom-in instruction for the minimap, the minimap is zoomed in, and a view switch-on instruction is generated.
7. The method of claim 1, wherein displaying a view switch control on the graphical user interface comprises:
and changing the skill control displayed on the graphical user interface into the visual field switching control.
8. The method of claim 7, wherein when the skill control displayed on the graphical user interface is changed to a view switch control, the method further comprises:
the skill controls are enlarged.
9. The method according to claim 4, wherein the method further comprises:
and when detecting that the virtual object is in a non-combat state currently, generating a visual field switching opening instruction.
10. The method of claim 9, wherein the non-combat state comprises at least one of: the virtual object is in a death state, the virtual object is in an unoccupied state, and no enemy exists in the preset distance range of the virtual object.
11. The method of claim 1, wherein the target game event is a game event in which at least two virtual objects in the same game lineup as a virtual object controlled by a player through the touch terminal participate in the same battle.
12. The method according to claim 1, wherein the method further comprises:
and in the process of switching the first game scene picture to a second game scene picture for observing the game scene at the second game view angle, controlling the virtual object to move in the game scene in response to the movement operation for the virtual object.
13. A game control apparatus, wherein a graphical user interface is provided through a touch terminal, the graphical user interface including a first game scene view from a first game perspective, the first game scene view including at least partially therein a virtual character, the virtual character being a virtual object controlled by a player through the touch terminal, the apparatus comprising:
the control unit is used for displaying a visual field switching control on the graphical user interface;
the target unit is used for responding to the touch operation of the visual field switching control, when the distance between teammates is smaller than a preset value and the teammates are in a battle state, determining that a target game event exists, wherein the target game event corresponds to the teammates, and the teammates are virtual objects in the same game battle with the virtual objects controlled by the player through the touch terminal; when the distance between the teammates in the game scene is not smaller than a preset value or the teammates are in a non-combat state, determining that a target game event does not exist in the game scene currently; the visual field switching control comprises an identification of a representative object of the target game event, wherein the representative object is one of a plurality of virtual objects corresponding to the target game event; if the target game event exists, determining the position of each virtual object corresponding to the target game event; determining a target position according to the position of each virtual object corresponding to the target game event;
And the second view angle unit is used for determining a second game view angle according to the target position and switching the first game scene picture into a second game scene picture for observing a game scene at the second game view angle.
14. A terminal comprising a processor and a memory, the memory storing a plurality of instructions; the processor loads instructions from the memory to perform the steps in the method of game control as claimed in any one of claims 1 to 12.
15. A computer readable storage medium storing a plurality of instructions adapted to be loaded by a processor to perform the steps in the method of game control of any one of claims 1 to 12.
Priority Applications (1)
Application Number | Priority Date | Filing Date | Title |
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CN202110801764.0A CN113398565B (en) | 2021-07-15 | 2021-07-15 | Game control method, game control device, terminal and storage medium |
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CN113694529B (en) * | 2021-09-23 | 2024-07-16 | 网易(杭州)网络有限公司 | Game picture display method and device, storage medium and electronic equipment |
CN113827969A (en) * | 2021-09-27 | 2021-12-24 | 网易(杭州)网络有限公司 | Interaction method and device for game objects |
CN113797527B (en) * | 2021-09-30 | 2023-07-14 | 腾讯科技(深圳)有限公司 | Game processing method, device, equipment, medium and program product |
CN114210067B (en) * | 2021-12-07 | 2023-07-25 | 腾讯科技(深圳)有限公司 | Virtual prop control method and device, storage medium and electronic equipment |
CN114225399A (en) * | 2021-12-13 | 2022-03-25 | 网易(杭州)网络有限公司 | Method and device for switching scenes in game, electronic equipment and readable storage medium |
CN115120975A (en) * | 2022-06-17 | 2022-09-30 | 网易(杭州)网络有限公司 | Information processing method, storage medium, and electronic apparatus |
CN117753004A (en) * | 2022-09-16 | 2024-03-26 | 腾讯科技(成都)有限公司 | Message display method, device, equipment, medium and program product |
CN116999810A (en) * | 2022-10-14 | 2023-11-07 | 腾讯科技(深圳)有限公司 | Virtual object control method and device, storage medium and electronic equipment |
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