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HK40025807B - Method and device for displaying screen of virtual environment, apparatus and medium - Google Patents
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HK40025807B - Method and device for displaying screen of virtual environment, apparatus and medium - Google Patents

Method and device for displaying screen of virtual environment, apparatus and medium Download PDF

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Publication number
HK40025807B
HK40025807B HK42020015746.9A HK42020015746A HK40025807B HK 40025807 B HK40025807 B HK 40025807B HK 42020015746 A HK42020015746 A HK 42020015746A HK 40025807 B HK40025807 B HK 40025807B
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HK
Hong Kong
Prior art keywords
virtual environment
offset
camera model
camera
virtual
Prior art date
Application number
HK42020015746.9A
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Chinese (zh)
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HK40025807A (en
Inventor
魏嘉城
胡勋
粟山东
张翔宇
张勇
张康
Original Assignee
腾讯科技(深圳)有限公司
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Publication date
Application filed by 腾讯科技(深圳)有限公司 filed Critical 腾讯科技(深圳)有限公司
Publication of HK40025807A publication Critical patent/HK40025807A/en
Publication of HK40025807B publication Critical patent/HK40025807B/en

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Description

Method, device, equipment and medium for displaying picture of virtual environment
Technical Field
The embodiment of the application relates to the field of virtual environments, in particular to a method, a device, equipment and a medium for displaying a picture of a virtual environment.
Background
The battle game is a game in which a plurality of user accounts compete in the same scene. Alternatively, the Battle game may be a Multiplayer Online tactical sports game (MOBA).
In a typical MOBA game, a virtual environment screen displayed on a client is a screen obtained by observing a virtual environment with a master virtual character as an observation center. The user can control the main control virtual character to release skills to the designated direction so as to attack the enemy virtual character in the designated direction. When a user controls the main control virtual character to aim towards a specified direction, a direction type skill indicator is displayed on a virtual environment picture and is used for showing an action range after the skill is released to the user, and if the enemy virtual character is located in the action range indicated by the direction type skill indicator, the user controls the main control virtual character to release the skill, and the main control virtual character can attack the enemy virtual character.
When the skill action distance of the main control virtual character is long and exceeds the range of the virtual environment picture, a complete direction type skill indicator cannot be displayed on the virtual environment picture, and a user cannot know the actual action range of the skill and can only aim by feeling, so that the judgment of the user is influenced.
Disclosure of Invention
The embodiment of the application provides a picture display method, a picture display device, equipment and a medium for a virtual environment, which can display a direction-type skill indicator in a more complete mode. The technical scheme is as follows:
in one aspect, a method for displaying a screen of a virtual environment is provided, the method including:
displaying a first virtual environment picture, wherein the first virtual environment picture is obtained by observing the virtual environment by taking a first observation position as an observation center, and the first virtual environment picture comprises a main control virtual role positioned in the virtual environment;
in response to receiving a first pointing instruction generated by a first pointing operation, displaying a direction-type skill indicator pointing to a first direction, wherein the direction-type skill indicator is a pointing sign pointing to the first direction with a position where the main control virtual character is located as a starting point;
displaying a second virtual environment screen, wherein the second virtual environment screen is a screen obtained by observing the virtual environment with a second observation position as an observation center, the second virtual environment screen includes the directional skill indicator, and the second observation position is located in the first direction of the first observation position or in a peripheral side area of the first direction.
In another aspect, there is provided a screen display apparatus of a virtual environment, the apparatus including:
the display module is used for displaying a first virtual environment picture, the first virtual environment picture is obtained by observing the virtual environment by taking a first observation position as an observation center, and the first virtual environment picture comprises a main control virtual role positioned in the virtual environment;
the interaction module is used for receiving the first pointing operation and generating a first pointing instruction;
the display module is further configured to display a direction skill indicator pointing to a first direction in response to receiving a first pointing instruction generated by a first pointing operation, where the direction skill indicator is a pointing sign pointing to the first direction with a position where the main control virtual character is located as a starting point;
the display module is further configured to display a second virtual environment picture, where the second virtual environment picture is a picture obtained by observing the virtual environment with a second observation position as an observation center, the second virtual environment picture includes the directional skill indicator, and the second observation position is located in the first direction of the first observation position or located in a peripheral side area of the first direction.
In another aspect, there is provided a computer device comprising a processor and a memory, the memory having stored therein at least one instruction, at least one program, set of codes, or set of instructions, which is loaded and executed by the processor to implement the screen display method of a virtual environment as described above.
In another aspect, a computer-readable storage medium is provided, in which at least one instruction, at least one program, a set of codes, or a set of instructions is stored, which is loaded and executed by the processor to implement the screen display method of a virtual environment as described above.
The beneficial effects brought by the technical scheme provided by the embodiment of the application at least comprise:
when a user uses the skill control to control the direction type skill indicator to point to a certain direction, the observation center is controlled to move towards the direction pointed by the direction type skill indicator, so that the virtual environment picture does not use the main control virtual character as the observation center any more, the direction type skill indicator can be displayed in a more complete mode, the situation that the direction type skill indicator is too long and is shielded is avoided, the user cannot aim, and the human-computer interaction efficiency is reduced. The user can better judge the action range after the skill is released according to the direction skill indicator displayed on the virtual environment picture, so that the skill release of the user by a subjective assumption mode is reduced, the accuracy of the user in releasing the skill is improved, and the man-machine interaction efficiency of the user in aiming by using the direction skill indicator is improved.
Drawings
In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings needed to be used in the description of the embodiments are briefly introduced below, and it is obvious that the drawings in the following description are only some embodiments of the present application, and it is obvious for those skilled in the art to obtain other drawings based on these drawings without creative efforts.
FIG. 1 is a block diagram of a computer system provided in an exemplary embodiment of the present application;
FIG. 2 is a flowchart of a method for displaying a frame of a virtual environment according to another exemplary embodiment of the present application;
FIG. 3 is a diagram illustrating a virtual environment screen of a screen display method for a virtual environment according to another exemplary embodiment of the present application;
FIG. 4 is a schematic illustration of a skill control use method provided by another exemplary embodiment of the present application;
FIG. 5 is a schematic view of a directional skill indicator provided in another exemplary embodiment of the present application;
FIG. 6 is a diagram illustrating a virtual environment screen of a screen display method for a virtual environment according to another exemplary embodiment of the present application;
fig. 7 is a schematic view of a virtual environment screen of a screen display method of a virtual environment according to another exemplary embodiment of the present application;
fig. 8 is a schematic view of a virtual environment screen of a screen display method of a virtual environment according to another exemplary embodiment of the present application;
fig. 9 is a schematic view of a virtual environment screen of a screen display method of a virtual environment according to another exemplary embodiment of the present application;
fig. 10 is a schematic view of a screen of a virtual environment according to a screen display method of a virtual environment according to another exemplary embodiment of the present application;
FIG. 11 is a flowchart of a method for displaying a frame of a virtual environment according to another exemplary embodiment of the present application;
FIG. 12 is a flowchart of a method for displaying a frame of a virtual environment according to another exemplary embodiment of the present application;
fig. 13 is a schematic view of a virtual environment of a screen display method of the virtual environment according to another exemplary embodiment of the present application;
fig. 14 is a schematic view of a virtual environment of a screen display method of the virtual environment according to another exemplary embodiment of the present application;
FIG. 15 is a flowchart of a method for displaying a frame of a virtual environment according to another exemplary embodiment of the present application;
FIG. 16 is a flowchart of a method for displaying a frame of a virtual environment according to another exemplary embodiment of the present application;
fig. 17 is a schematic view of a virtual environment of a screen display method of the virtual environment according to another exemplary embodiment of the present application;
FIG. 18 is a flowchart of a method for displaying a frame of a virtual environment according to another exemplary embodiment of the present application;
fig. 19 is a schematic view of a virtual environment of a screen display method of the virtual environment according to another exemplary embodiment of the present application;
fig. 20 is a schematic view of a virtual environment of a screen display method of the virtual environment according to another exemplary embodiment of the present application;
FIG. 21 is a flowchart of a method for displaying a frame of a virtual environment according to another exemplary embodiment of the present application;
FIG. 22 is a flowchart of a method for displaying a frame of a virtual environment according to another exemplary embodiment of the present application;
fig. 23 is a schematic view of a screen of a virtual environment of a screen display method of a virtual environment according to another exemplary embodiment of the present application;
FIG. 24 is a flowchart of a method for displaying a frame of a virtual environment, according to another exemplary embodiment of the present application;
fig. 25 is a schematic view of a screen of a virtual environment of a screen display method of a virtual environment according to another exemplary embodiment of the present application;
FIG. 26 is a flowchart of a method for displaying a frame of a virtual environment according to another exemplary embodiment of the present application;
FIG. 27 is a flowchart of a method for displaying a frame of a virtual environment, according to another exemplary embodiment of the present application;
fig. 28 is a schematic view of a virtual environment of a screen display method of the virtual environment according to another exemplary embodiment of the present application;
FIG. 29 is a flowchart of a method for displaying a frame of a virtual environment according to another exemplary embodiment of the present application;
FIG. 30 is a flowchart of a method for displaying a frame of a virtual environment according to another exemplary embodiment of the present application;
FIG. 31 is a block diagram illustrating an algorithm of a screen display method for a virtual environment according to another exemplary embodiment of the present application;
FIG. 32 is a flowchart of a method for displaying a frame of a virtual environment, according to another exemplary embodiment of the present application;
FIG. 33 is an apparatus block diagram of a screen display apparatus of a virtual environment provided by another exemplary embodiment of the present application;
fig. 34 is a block diagram of a terminal provided in another exemplary embodiment of the present application.
Detailed Description
To make the objects, technical solutions and advantages of the present application more clear, embodiments of the present application will be described in further detail below with reference to the accompanying drawings.
First, terms referred to in the embodiments of the present application are briefly described:
virtual environment: is a virtual environment that is displayed (or provided) when an application is run on the terminal. The virtual environment may be a simulated world of a real world, a semi-simulated semi-fictional three-dimensional world, or a purely fictional three-dimensional world. The virtual environment may be any one of a two-dimensional virtual environment, a 2.5-dimensional virtual environment, and a three-dimensional virtual environment. Optionally, the virtual environment is also used for virtual environment engagement between at least two virtual characters, in which virtual resources are available for use by the at least two virtual characters. Optionally, the virtual environment includes a symmetric lower left corner region and an upper right corner region, and the virtual characters belonging to two enemy camps occupy one of the regions respectively, and destroy a target building/site/base/crystal deep in the other region as a winning target.
Virtual roles: refers to a movable object in a virtual environment. The movable object may be at least one of a virtual character, a virtual animal, and an animation character. Alternatively, when the virtual environment is a three-dimensional virtual environment, the virtual characters may be three-dimensional virtual models, each virtual character having its own shape and volume in the three-dimensional virtual environment, occupying a part of the space in the three-dimensional virtual environment. Optionally, the virtual character is a three-dimensional character constructed based on three-dimensional human skeleton technology, and the virtual character realizes different external images by wearing different skins. In some implementations, the virtual role can also be implemented by using a 2.5-dimensional or 2-dimensional model, which is not limited in this application.
The multi-person online tactical competition is as follows: in the virtual environment, different virtual teams belonging to at least two enemy paradigms respectively occupy respective map areas, and compete with one winning condition as a target. Such winning conditions include, but are not limited to: the method comprises the following steps of occupying site points or destroying enemy battle site points, killing virtual characters of enemy battles, guaranteeing the survival of the enemy battles in a specified scene and time, seizing certain resources, and comparing the resource with the resource of the other party in the specified time. The tactical competitions can be carried out by taking a game as a unit, and the map of each tactical competition can be the same or different. Each virtual team includes one or more virtual roles, such as 1, 2, 3, or 5.
The MOBA game: the game is a game which provides a plurality of base points in a virtual environment, and users in different camps control virtual characters to fight in the virtual environment, take the base points or destroy enemy camp base points. For example, the MOBA game may divide the user into two enemy paradigms, and disperse the virtual characters controlled by the user in the virtual environment to compete with each other to destroy or dominate all the points of the enemy as winning conditions. The MOBA game is in the unit of a game, and the duration of the game is from the time of starting the game to the time of reaching a winning condition.
User interface UI (user interface) controls, any visual control or element that can be seen on the user interface of an application, such as controls for pictures, input boxes, text boxes, buttons, labels, etc., some of which UI controls control the release of skills by the master virtual character in response to user operations, such as skill controls. And triggering the skill control by the user to control the master control virtual role to release the skill. The UI control referred to in the embodiments of the present application includes, but is not limited to: skill controls, movement controls.
FIG. 1 is a block diagram illustrating a computer system according to an exemplary embodiment of the present application. The computer system 100 includes: a first terminal 110, a server 120, a second terminal 130.
The first terminal 110 is installed and operated with a client 111 supporting a virtual environment, and the client 111 may be a multiplayer online battle program. When the first terminal runs the client 111, a user interface of the client 111 is displayed on the screen of the first terminal 110. The client may be any one of a military Simulation program, a large-flight Shooting Game, a Virtual Reality (VR) application program, an Augmented Reality (AR) program, a three-dimensional map program, a Virtual Reality Game, an Augmented Reality Game, a First-Person Shooting Game (FPS), a Third-Person Shooting Game (TPS), a Multiplayer Online tactical sports Game (MOBA), and a strategy Game (SLG). In the present embodiment, the client is an MOBA game for example. The first terminal 110 is a terminal used by the first user 112, and the first user 112 uses the first terminal 110 to control a first virtual character located in the virtual environment for activity, where the first virtual character may be referred to as a master virtual character of the first user 112. The activities of the first avatar include, but are not limited to: adjusting at least one of body posture, crawling, walking, running, riding, flying, jumping, driving, picking up, shooting, attacking, throwing. Illustratively, the first avatar is a first virtual character, such as a simulated persona or an animated persona.
The second terminal 130 is installed and operated with a client 131 supporting a virtual environment, and the client 131 may be a multiplayer online battle program. When the second terminal 130 runs the client 131, a user interface of the client 131 is displayed on the screen of the second terminal 130. The client may be any one of a military simulation program, a large fleeing and killing shooting game, a VR application program, an AR program, a three-dimensional map program, a virtual reality game, an augmented reality game, an FPS, a TPS, an MOBA, and an SLG, and in this embodiment, the client is an MOBA game as an example. The second terminal 130 is a terminal used by the second user 113, and the second user 113 uses the second terminal 130 to control a second virtual character located in the virtual environment to perform an activity, where the second virtual character may be referred to as a master virtual character of the second user 113. Illustratively, the second avatar is a second virtual character, such as a simulated persona or an animated persona.
Optionally, the first virtual character and the second virtual character are in the same virtual environment. Optionally, the first virtual character and the second virtual character may belong to the same camp, the same team, the same organization, a friend relationship, or a temporary communication right. Alternatively, the first virtual character and the second virtual character may belong to different camps, different teams, different organizations, or have a hostile relationship.
Optionally, the clients installed on the first terminal 110 and the second terminal 130 are the same, or the clients installed on the two terminals are the same type of client on different operating system platforms (android or IOS). The first terminal 110 may generally refer to one of a plurality of terminals, and the second terminal 130 may generally refer to another of the plurality of terminals, and this embodiment is only illustrated by the first terminal 110 and the second terminal 130. The device types of the first terminal 110 and the second terminal 130 are the same or different, and include: at least one of a smartphone, a tablet, an e-book reader, an MP3 player, an MP4 player, a laptop portable computer, and a desktop computer.
Only two terminals are shown in fig. 1, but there are a plurality of other terminals 140 that may access the server 120 in different embodiments. Optionally, one or more terminals 140 are terminals corresponding to the developer, a development and editing platform supporting a client in the virtual environment is installed on the terminal 140, the developer can edit and update the client on the terminal 140, and transmit the updated client installation package to the server 120 through a wired or wireless network, and the first terminal 110 and the second terminal 130 can download the client installation package from the server 120 to update the client.
The first terminal 110, the second terminal 130, and the other terminals 140 are connected to the server 120 through a wireless network or a wired network.
The server 120 includes at least one of a server, a plurality of servers, a cloud computing platform, and a virtualization center. The server 120 is used for providing background services for clients supporting a three-dimensional virtual environment. Optionally, the server 120 undertakes primary computational work and the terminals undertake secondary computational work; alternatively, the server 120 undertakes the secondary computing work and the terminal undertakes the primary computing work; alternatively, the server 120 and the terminal perform cooperative computing by using a distributed computing architecture.
In one illustrative example, the server 120 includes a processor 122, a user account database 123, a combat service module 124, and a user-oriented Input/Output Interface (I/O Interface) 125. The processor 122 is configured to load an instruction stored in the server 121, and process data in the user account database 123 and the combat service module 124; the user account database 123 is configured to store data of user accounts used by the first terminal 110, the second terminal 130, and the other terminals 140, such as a head portrait of the user account, a nickname of the user account, a fighting capacity index of the user account, and a service area where the user account is located; the fight service module 124 is used for providing a plurality of fight rooms for the users to fight, such as 1V1 fight, 3V3 fight, 5V5 fight and the like; the user-facing I/O interface 125 is used to establish communication with the first terminal 110 and/or the second terminal 130 through a wireless network or a wired network to exchange data.
With reference to the above description of the virtual environment and the description of the implementation environment, a screen display method of the virtual environment provided in the embodiment of the present application is described, and an execution subject of the method is exemplified by a client running on a terminal shown in fig. 1. The terminal runs an application program, which is a program supporting a virtual environment.
For example, the screen display method of the virtual environment provided by the present application is applied to an MOBA game.
In the MOBA game, a user can control the master virtual character to release skills by controlling the skill control. One of skill release methods is as follows: the user presses the skill control to call out the wheel disc type virtual rocker of the skill control, slides the wheel disc type virtual rocker to aim at the skill release direction (aiming direction), and releases the wheel disc type virtual rocker to control the main control virtual character to release the skill in the skill release direction. When a user calls out a wheel disc type virtual rocker of the skill control, a direction type skill indicator is displayed in a virtual environment picture, the direction type skill indicator is an arrow type control pointing to the aiming direction by taking the position of a main control virtual character as a starting point, and the length of the arrow is determined according to the distance which can be released by the skill. The direction type skill indicator is used for showing the action range after the skill is released to the user.
For example, if the distance that the skill can be released is too long, a complete direction-type skill indicator cannot be displayed in a virtual environment picture acquired by taking the position of the main control virtual character as the observation center of the camera model, and the user cannot know the action range of the skill by observing the direction-type skill indicator.
Therefore, the application provides a picture display method of a virtual environment, when the direction type skill indicator exceeds a picture of the virtual environment, the camera model is controlled to deviate towards the aiming direction, and a user can see the complete direction type skill indicator. By way of example, the present application provides two camera model migration methods: top box offset and direct offset.
Top frame offset: a field of view decision block is defined in the virtual environment. The shape of the view decision block is determined based on the shape of the terminal display screen (among other factors), and the center of the view decision block is where the camera model is aimed in the virtual environment. Taking a screen of a terminal as a rectangle as an example, taking the position aimed by a camera model in a virtual environment as the center of a view decision block, and determining the length and the width of the view decision block according to the length and the width of the screen, wherein the size of the view decision block is slightly smaller than the screen, the long side of the view decision block is vertical to the observation direction of the camera model, and the short side of the view decision block is parallel to the observation direction of the camera model; or the short side of the vision field decision block is perpendicular to the observation direction of the camera model, and the long side is parallel to the observation direction of the camera model. Illustratively, the field of view decision block moves as the camera model moves within the virtual environment. Illustratively, when the camera model is not shifted, the center of the view decision block is located where the master virtual character is located.
When the user controls the skill control to move the end of the directional skill indicator beyond the view decision block, the client controls the camera model to move towards the aiming direction of the directional skill indicator until the edge of the directional skill indicator is contained within the view decision block. Illustratively, the client determines any point (usually the end) on the direction-type skill indicator as an offset calculation point, when the offset calculation point exceeds the view decision block, the client calculates the vertical offset distance from the offset calculation point to the upper and lower frames or the left and right frames of the view decision block, determines the offset of the camera model according to the vertical offset distance of the offset calculation point in at least one direction and at most two directions, and controls the camera model to offset according to the offset so that the end of the direction-type skill indicator is included in the view decision block.
When the camera model deviates, the tail end of the direction type skill indicator props against the frame of the visual field decision block, at this time, if the user controls the direction type skill indicator to move towards other directions, the tail end of the direction type skill indicator is positioned in the visual field decision block, but the tail end of the direction type skill indicator does not prop against the frame of the visual field decision block, the client controls the camera model to move towards a default position (the position taking the main control virtual character as the observation center), and the tail end of the direction type skill indicator props against the frame of the visual field decision block again until the camera model returns to the default position.
Illustratively, the camera model is controlled to be shifted in a top frame shifting manner, and the camera model has a maximum shifting distance, that is, if the vertical shifting distance calculated according to the shifting calculation point and the view decision block exceeds the maximum shifting distance, the shifting amount of the camera model is not determined according to the vertical shifting distance, but is determined according to the maximum shifting distance, so that the dazzling feeling of the user caused by too large shifting is prevented.
Direct offset: the offset of the camera model is determined according to the included angle alpha formed by the direction type skill indicator and the horizontal direction. Illustratively, the developer will set up an upper offset distance, a lower offset distance, a left offset distance, and a right offset distance for each skill that is offset using a direct offset approach. The upper offset distance, the lower offset distance, the left offset distance, and the right offset distance are given default values. When a user controls a direction type skill indicator to aim at a certain direction, a client acquires an included angle alpha between the direction type skill indicator and the horizontal direction, judges the aiming direction of the direction type skill indicator, if the aiming direction of the direction type skill indicator is the upper right, the right offset of a camera model is cos alpha right offset distance, the upward offset of the camera model is sin alpha upper offset distance, and then the camera model is controlled to offset according to the offset of the camera model.
For example, the client may control the camera model to shift in any one of the two manners, so that the directional skill indicator can be better displayed on the virtual environment screen.
For example, the client may control the camera model to shift in any manner. For example, the client may control the camera model to move towards the offset endpoint at a constant speed, or may control the camera model to do differential motion or smooth damping motion towards the offset endpoint. For example, the way of returning the camera model from the offset position to the default position may be: any one of uniform motion, differential motion and smooth damping motion.
For example, different camera model offset patterns and movement patterns may be used for different skills of the same master virtual character.
Fig. 2 is a flowchart illustrating a screen display method of a virtual environment according to an exemplary embodiment of the present application. The method may be performed by a client running on any of the terminals in fig. 1 described above, the client being a virtual environment enabled client. The method comprises the following steps:
step 201, displaying a first virtual environment picture, where the first virtual environment picture is a picture obtained by observing a virtual environment with a first observation position as an observation center, and the first virtual environment picture includes a master control virtual character located in the virtual environment.
Illustratively, the virtual environment screen is a two-dimensional screen displayed on the client resulting from screen capture of the three-dimensional virtual environment. Illustratively, the shape of the virtual environment screen is determined according to the shape of a display screen of the terminal or according to the shape of a user interface of the client. Taking the display screen of the terminal as a rectangle as an example, the virtual environment picture is also displayed as a rectangle picture.
The first virtual environment screen is a virtual environment screen obtained with a first observation position in the virtual environment as an observation center. The observation center is the center of the virtual environment picture. The observation center corresponds to an observation position in the virtual environment. Taking the virtual environment picture as a rectangular picture as an example, the intersection point of the rectangular diagonal lines in the virtual picture is an observation center, and assuming that the main control virtual character is located at the observation center in the virtual environment picture, the position of the main control virtual character in the virtual environment is an observation position. The viewing position is a coordinate position in the virtual environment. When the virtual environment is a three-dimensional virtual environment, the viewing position is a three-dimensional coordinate. For example, if the ground in the virtual environment is a horizontal plane, the height coordinate of the observation position is 0, and the observation position can be approximately expressed as a two-dimensional coordinate on the horizontal plane.
Different virtual environment pictures can be acquired from the virtual environment by taking different observation positions as observation centers. The first virtual environment screen is a virtual environment screen acquired with the first observation position as an observation center. The second virtual environment screen is a virtual environment screen acquired with the second observation position as the observation center.
A master virtual role is a virtual role controlled by a client. And the client controls the activity of the main control virtual role in the virtual environment according to the received user operation. Illustratively, the activities of the master virtual character in the virtual environment include: walking, running, jumping, climbing, lying down, attacking, skill releasing, prop picking up, message sending.
Skills are an ability to be used or released by a virtual character, to attack a virtual character (including other virtual characters and itself), to produce a diminishing effect, or to produce a gaining effect. The skills include active skills, which are the skills actively used and released by the virtual character, and passive skills, which are the skills automatically triggered when the passive condition is satisfied. For example, the skills mentioned in the embodiment are active skills actively used and released by the user control master virtual character.
For example, the position of the master virtual character in the virtual environment may be the first observation position or other positions in the virtual environment. For example, in the display method of a virtual environment screen provided in this embodiment, the virtual environment screen is set to always use the master virtual character as the observation center in a default condition, where the default condition refers to that the user does not actively perform a movement or switching behavior in the view angle, for example, the movement or switching behavior in the view angle includes: dragging the map to view surrounding terrain, pressing the minimap to view terrain at a specified position, observing a virtual environment by taking other virtual characters as an observation center after the main control virtual character dies, and controlling the main control virtual character to release at least one behavior in skills to an area outside the current sight range by a user. Illustratively, if the first virtual environment picture is a virtual environment picture acquired under a default condition, the master control virtual character is located at a first observation position; if the first virtual environment frame is a frame in which the user has actively moved from the viewing angle, the master virtual character may not be located at the first observation position, or even the first virtual environment frame may not have the master virtual character.
Illustratively, as shown in fig. 3, a first user interface displayed on a client is provided, the first user interface includes a first virtual environment screen 301, the first virtual environment screen 301 has a master virtual character 302 thereon, the first virtual environment screen 301 has a rectangular shape, a viewing center 303 is located at an intersection of diagonal lines of the rectangular shape, the viewing center 303 corresponds to a first viewing position in the virtual environment, and the master virtual character 302 is located at the first viewing position. Illustratively, UI controls may also be displayed on the first virtual environment screen, such as: the system comprises a mobile control 304, a skill control 305 and an attack control 306, wherein the mobile control 304 is used for controlling the main control virtual character to move, the skill control 305 is used for controlling the main control virtual character to release skills, and the attack control 306 is used for controlling the main control virtual character to attack. Illustratively, the UI control may occlude a portion of the first virtual environment screen 301.
Step 202, in response to receiving a first pointing instruction generated by a first pointing operation, displaying a direction skill indicator pointing to a first direction, where the direction skill indicator is a pointing sign pointing to the first direction with a position where the main control virtual character is located as a starting point.
The first pointing operation is a user operation received by the client, the client generates a first pointing instruction according to the received user operation, and the directional skill indicator is displayed according to the first pointing instruction. Illustratively, the user operation may be an operation on a UI control, a voice operation, an action operation, a text operation, a mouse operation, a keyboard operation, a joystick operation. For example, the client generates a first pointing instruction by recognizing a voice instruction of the user, generates a first pointing instruction by recognizing an action of the user, generates a first pointing instruction by recognizing a text input by the user, and the like. Illustratively, the first pointing operation is a user operation on a skill control.
Illustratively, the skill control is a roulette-style virtual rocker control. As shown in fig. 4, a circular skill control 305 is displayed on the first user interface, and a user can call a wheel disk type virtual rocker 307 of the skill control by pressing the skill control 305, where the wheel disk type virtual rocker is composed of a large circle 308 (a wheel disk portion) and a small circle 309 (a remote sensing portion), the large circle 308 is an operable range of the wheel disk type virtual rocker, the small circle 309 is a position where a finger of the user is currently pressed, and the user can slide the small circle 309 within the range of the large circle 308. Illustratively, the wheel disk type virtual rocker is a direction type rocker, the wheel disk type virtual rocker determines the direction of the user operation according to the direction of the small circle 309 deviating from the center point 310 of the virtual rocker, and controls the master control virtual character to release skills in the same direction in the virtual environment according to the direction. Illustratively, the operation of the user releasing the skill by operating the skill control is: pressing the skill control to call out the wheel disc type virtual rocker, sliding the wheel disc type virtual rocker to the target direction, and releasing the skill by loosening the wheel disc type virtual rocker.
The first pointing instruction includes a first direction. Illustratively, the user controls the directional skill indicator to point in a first direction by moving the skill control to the first direction.
The directional skill indicator is a skill indicator corresponding to a directional skill. Directional skills are skills that are released according to the direction in which the user is aiming. The directional skill indicator is a directional auxiliary sign displayed in a virtual environment. The direction type skill indicator is used for showing the user, and the user operates the corresponding skill release direction in the virtual environment at present, so that the user can aim conveniently. Illustratively, the directional skill indicator is a pointing sign displayed on the floor of the virtual environment starting from the master virtual character. The direction-type skill indicator points in the same direction as the user operates the skill control. That is, the direction skill indicator in the virtual environment coincides with the direction in which the current user controls the wheel disc type virtual joystick to point, and for example, since the virtual environment screen is a projection screen of the virtual environment, the direction of the direction skill indicator displayed on the virtual environment screen may coincide with the direction of the wheel disc type virtual joystick or may deviate somewhat.
Illustratively, the direction-type skill indicator is not only used for indicating the direction, but also for indicating the range of action after the skill release, e.g., the width and length of the direction-type skill indicator are determined according to the width and the farthest distance of the skill release.
Illustratively, the pattern of directional skill indicators varies depending on the directional skill. As shown in fig. 5, three direction type skill indicators corresponding to three different direction type skills are provided, and the directions of the three direction type skill indicators are all 45 degrees obliquely upwards. The corresponding skill in fig. 5 (1) is skill one, and the skill is the skill having the farthest range and released in the direction aimed at by the user. The farthest action distance of the skill one is the radius of the circle 311, the center of the circle 311 is the position of the main control virtual character, and the direction type skill indicator points to any point on the side line of the circle 311 from the center of the original circle 311. When the user controls the main control virtual character to release the skill, the client controls the main control virtual character to release the skill according to the current aiming direction of the user, and the action width of the skill can refer to the width of the direction type skill indicator. If the target of action is within the release range of skill one, the target of action is affected by skill one. The corresponding skill in fig. 5 (2) is the skill two, which has the farthest range of action and automatically locks the action target with reference to the aiming direction of the user. For example, as shown in fig. 5 (2), the current aiming direction of the user is 45 ° obliquely upward, the directional skill indicator displays a fan-shaped range 312 with the direction as a center line, and if the user releases the skill in the current aiming direction, the client automatically locks the action target in the fan-shaped range 312 and uses the skill two on the action target. Illustratively, skill two may have the furthest acting distance as skill one, or may not have the furthest acting distance as skill three. The corresponding skill in fig. 5 (3) is skill three, which is a skill that does not have the farthest range and is released in the direction aimed at by the user. That is, the third skill is a skill that can be released in a full map, and after the master virtual character releases the skill, the skill is projected from the position of the master virtual character in the aiming direction until the virtual character flies out of the virtual environment. Illustratively, as shown in fig. 6, as seen from the minimap 321 at the upper left corner, the range of the virtual environment currently displayed in the virtual environment screen is the range marked by the rectangular box 322 in the minimap, only a part of the directional skill indicator 313 corresponding to the three skills is displayed on the virtual environment screen, the complete directional skill indicator 313 can be seen from the minimap, and the directional skill indicator 313 points to the edge of the minimap from the position where the master virtual character is located.
Illustratively, the goal of a skill includes any three-dimensional model in a virtual environment. For example, avatars controlled by other clients (teammates or opponents), avatars controlled by clients or servers (monsters, animals, plants, etc.), buildings (defense towers, bases, crystals, etc.), virtual vehicles (cars, airplanes, motorcycles, etc.). Illustratively, the effect of the master avatar release technique may also be to place virtual items, e.g., throw traps, mines, view detectors, etc.
Illustratively, as shown in FIG. 7, a directional skill indicator displayed in a user interface is presented. A directional skill indicator 313 is displayed on the virtual environment screen of the user interface, the directional skill indicator 313 being a directional arrow pointing in a first direction 315 at which the skill control 305 is currently aimed, starting from the location where the master virtual character 302 is located. Illustratively, the direction-type skill indicator 313 points in the same direction as the skill control 305. Illustratively, the end of the directional skill indicator 313 lies on a circle 314, the radius of the circle 314 being the furthest distance the skill has acted.
For example, if the first direction pointed by the directional skill indicator 313 is a direction inclined upward as shown in fig. 8, the complete directional skill indicator 313 can be seen in the virtual screen obtained by taking the first position as the observation center, and the user can determine the effect after the skill release according to the range displayed by the directional skill indicator 313. However, if the first direction in which the directional skill indicator points is a downward direction in an oblique direction as shown in fig. 9, the user cannot see the complete directional skill indicator 313 in the virtual environment screen obtained with the first position as the observation center, and cannot determine the effect after the skill release according to the range displayed by the directional skill indicator, and if the end of the directional skill indicator 313 has an enemy virtual character, the user cannot see the enemy virtual character, and cannot perform accurate aiming and release the skill, and can only release the skill by feeling at will. Therefore, the viewing center of the virtual environment screen is moved a distance along the first direction, so that a more complete directional skill indicator can be displayed on the virtual environment screen, via step 203.
And 203, displaying a second virtual environment picture, wherein the second virtual environment picture is a picture obtained by observing the virtual environment by taking the second observation position as an observation center, the second virtual environment picture comprises a direction skill indicator, and the second observation position is positioned in the first direction of the first observation position or on the peripheral side area of the first direction.
The second observation position is a position in the virtual environment corresponding to a center point (observation center) of the second virtual environment screen. Illustratively, the second viewing position is a position moved a distance in the first direction from the first viewing position. Illustratively, the second observation position may also be moved in a circumferential side direction in the first direction, for example, 45 ° in the first direction, and the second observation position is moved in a 50 ° direction from the first observation position. That is, the second observation position is located in the first direction of the first observation position, or on the peripheral side region of the first observation position in the first direction. Assuming that the ray pointing in the first direction with the first viewing position as the starting point is the first ray, the second viewing position is located on the second ray, or the distance from the second viewing position to the first ray is smaller than the threshold. The peripheral side region of the first direction is a set of points whose distance to the first ray is smaller than a threshold value.
For example, from the first virtual environment picture to the second virtual environment picture, the position of the master virtual character in the virtual environment does not change, and if the master virtual character is located at the first observation position in the first virtual environment picture, the position of the master virtual character is still the first observation position if the second virtual environment picture can display the master virtual character.
Illustratively, the second virtual environment screen may be displayed with a full directional skill indicator (the end of which is displayed) or a more full directional skill indicator. Illustratively, a more complete direction-type skill indicator is displayed, in contrast to the situation where the viewing center is not shifted (still taking the first viewing position as the viewing center), a more complete direction-type skill indicator is displayed on the virtual environment screen.
Illustratively, as shown in fig. 10, a second virtual environment screen is shown, and the center of view of the second virtual environment screen 317 is a second viewing position 316. Assuming that the master avatar is located at the first view position 318 in the first virtual environment frame, the second view position 316 is located at the first direction of the first view position 318, and the direction-type skill indicator 313 also points to the first direction, at this time, the complete direction-type skill indicator 313 may be displayed on the virtual environment frame. Illustratively, as shown in fig. 9, on the virtual environment screen with the first observation position as the observation center, the user cannot see the end of the direction-type skill indicator 313, while on the second virtual environment screen with the second observation position as the observation center as shown in fig. 10, the user can see the end of the direction-type skill indicator 313 and the other virtual character 319 at the end, and the user can more accurately control the direction-type skill indicator 313 to aim at the other virtual character 319, thereby releasing the skill to the other virtual character 319.
In summary, according to the method provided in this embodiment, when the user uses the skill control to control the direction-type skill indicator to point to a certain direction, the observation center is controlled to move towards the direction pointed by the direction-type skill indicator, so that the virtual environment picture no longer uses the main control virtual character as the observation center, and thus the virtual environment picture can display the direction-type skill indicator in a more complete manner, thereby preventing the direction-type skill indicator from being too long and being blocked, preventing the user from being unable to aim, and reducing the human-computer interaction efficiency. The user can better judge the action range after the skill is released according to the direction skill indicator displayed on the virtual environment picture, so that the skill release of the user by a subjective assumption mode is reduced, the accuracy of the user in releasing the skill is improved, and the man-machine interaction efficiency of the user in aiming by using the direction skill indicator is improved.
For example, only when the length of the direction skill indicator exceeds the displayable range of the current virtual environment picture, the observation center is controlled to shift to the second observation position, and then the second virtual environment picture is displayed. Illustratively, the offset of the center of view is achieved by controlling the offset of the camera model.
Fig. 11 is a flowchart illustrating a screen display method of a virtual environment according to an exemplary embodiment of the present application. The method may be performed by a client running on any of the terminals in fig. 1 described above, the client being a virtual environment enabled client. Based on the exemplary embodiment shown in fig. 2, step 203 includes step 2031.
Step 2031, in response to the length of the direction skill indicator being greater than the distance threshold, displaying a second virtual environment screen, where the distance threshold is a view threshold of the first virtual environment screen in the first direction with the position of the main control virtual character as a starting point.
Illustratively, the direction-type skill indicator has an end, and the length of the direction-type skill indicator is the distance from the starting point to the end, i.e., the distance from the location of the master virtual character to the end, i.e., the farthest range of action of the skill. Illustratively, when the skill is a full map release skill, the directional skill indicator does not have an end, the length of the directional skill indicator is infinite, and the length of the directional skill indicator must be greater than the distance threshold. Illustratively, when the skill is a full map release skill, the intersection of the directional skill indicator with the map edge may also be determined as the end of the directional skill indicator.
The distance threshold is determined according to the field of view of the current virtual environment screen in the first direction, that is, according to the field of view of the first virtual environment screen in the first direction. The distance threshold is used to determine whether the field of view of the current virtual environment view is sufficient to display a complete or more complete directional skill indicator. Illustratively, the visual field range refers to a range of an area of the virtual environment displayed in the current virtual environment screen. Alternatively, the visual field range refers to a range of regions of the virtual environment that can be seen by the user from the current virtual environment screen. For example, since there is a UI control going to and from above the virtual environment screen, the UI control may also block the view range of the current virtual environment screen. Thus, the determination of the distance threshold may also take into account occlusion factors of the UI control in the first direction.
Illustratively, the distance threshold is a distance from a starting point at which the master virtual character is located, along a first direction in which the directional skill indicator points, to an ending point at which a user can see the farthest point from the virtual environment screen. As shown in fig. 8, the length of the line segment 320 from the position of the master avatar as the starting point to the edge of the virtual environment picture along the first direction is the distance threshold. For example, as shown in fig. 6, if the direction of the first direction is blocked by a small map 321, the field of view of the user in the first direction becomes smaller, and the distance threshold value is correspondingly decreased.
Illustratively, the client acquires a virtual environment picture by shooting the virtual environment through a camera model arranged in the virtual environment. As shown in FIG. 12, step 2031 further includes steps 2031-1 to 2031-3.
Step 2031-1, when the length of the direction skill indicator is larger than the distance threshold, acquiring the offset of the camera model, wherein the offset is used for determining the moving direction and the moving distance of the camera model.
The first virtual environment screen and the second virtual environment screen are screens of a virtual environment acquired by a camera model provided in the virtual environment, and the observation center is an intersection point of a ray emitted from a position where the camera model is located in an observation direction and the virtual environment.
The camera model is a model provided in the virtual environment for acquiring a virtual environment picture. For example, the camera model has different setting modes in a default condition, for example, the position of the camera model is bound to the three-dimensional model (head and eye) of the main control virtual character, the shooting direction (observation direction) of the camera model is rotated along with the rotation of the head and eye of the main control virtual character, and the position of the camera model is moved along with the movement of the position of the main control virtual character, so that the virtual environment can be shot at the viewing angle of the main control virtual character, and a virtual environment picture at the first person viewing angle of the main control virtual character is obtained. If the position of the camera model is bound at the position of a fixed distance and a fixed height behind (behind) the main control virtual character, the shooting direction (observation direction) of the camera model is rotated along with the rotation of the main control virtual character body, and the position of the camera model is moved along with the movement of the position of the main control virtual character, so that the virtual environment can be shot at the shoulder-crossing visual angle of the main control virtual character, and the virtual environment picture at the shoulder-crossing visual angle of the main control virtual character is obtained. If the position of the camera model is fixed relative to the position of the main control virtual character, for example, the camera model is located at a position ten meters away from the main control virtual character by ten meters under the main control virtual character (or in the south direction), the position of the camera model is moved along with the movement of the position of the main control virtual character, but the shooting direction is not changed along with the rotation of the head or the body of the main control virtual character, the virtual environment can be shot at the third person-named viewing angle, and a virtual environment picture at the third person-named viewing angle with the main control virtual character as the observation object is obtained. For example, the camera model of the present embodiment captures the virtual environment from a third person's nominal perspective by taking the master virtual character as the observation target by default. For example, the camera model is set to be 10 meters away and 10 meters high right south of the position of the master virtual character, and the master virtual character is photographed in a viewing direction inclined 45 ° downward. If the position of the main control virtual character is (0,0,0), the position of the camera model is (0, -10, 10). For example, as shown in fig. 13, regardless of the position to which the master virtual character 302 moves in the virtual environment, the relative position of the camera model 323 and the master virtual character 302 is fixed, and the shooting direction of the camera model 323 does not change with the orientation of the master virtual character 302. The center of view of the camera model 323 is the intersection 325 of the virtual environment with the ray emitted in the viewing direction 324 from the location where the camera model is located, i.e., the location where the master virtual character 302 is located. For example, fig. 13 is a picture cut out from the virtual environment in a perspective manner, and since two camera models 323 are different from the perspective point, there may be some difference in the shooting direction (viewing direction) of the camera models seen in the picture, but actually the shooting direction (viewing direction) of the camera models in the virtual environment is the same.
For example, the camera model is taken by following the main virtual character by taking the main virtual character as an observation center by default. However, when the user moves or changes the viewing angle, the user may manually change the position of the camera model in the virtual environment, or the client may automatically adjust the position of the camera model according to other operations (e.g., an operation of releasing skills) of the user, so that the virtual environment picture desired by the user is displayed on the client. For example, the manner of changing the camera model to acquire different virtual environment pictures may be: changing the horizontal coordinates of the camera model, changing the height of the camera model, changing the viewing direction of the camera model. Changing the horizontal coordinate of the camera model changes the observation position (observation center in the virtual environment picture) of the camera model to obtain a new virtual environment picture, and the change of the horizontal coordinate only changes the observation position and does not change the size of the field range in the virtual environment picture. Changing the height of the camera model does not change the observation position (observation center in the virtual environment picture) of the camera model but changes the size of the visual field range thereof, and the higher the height of the camera model is, the wider the visual field range is, and the larger the range of the virtual environment displayed by the obtained virtual environment picture is. Changing the pitch angle (angle in the vertical direction) of the camera model changes the observation position and the size of the visual field range of the camera model at the same time, and changing the deflection angle (angle in the horizontal direction) of the camera model changes the observation position of the camera model without changing the size of the visual field range.
For example, the present embodiment obtains different virtual environment frames by controlling the horizontal coordinates of the camera model in the virtual environment, so that a more complete direction-type skill indicator is displayed in the virtual environment frames.
For example, the height of the camera model can be raised while the horizontal coordinate of the camera model is changed, so that the visual field range of the virtual environment picture is further expanded.
Illustratively, a more complete direction-type skill indicator may also be displayed in the virtual environment screen by changing at least one of the focal length, height, yaw angle, and pitch angle of the camera model. For example, the field of view of the camera model is enlarged by the focal length of the camera model, the field of view of the camera model is enlarged by increasing the height of the camera model, a more complete direction-type skill indicator is displayed in the virtual environment screen by controlling the pitch angle of the camera model, the yaw angle, and the direction indicated by the direction-type skill indicator, and so on. For example, the client may display a more complete directional skill indicator in the virtual environment screen in any one or more of the ways provided above to change the camera model.
The offset is the distance and direction that the camera model moves. The offset is the distance and direction that the camera model is offset from the default position, which is the position the camera model is in by default. For example, if the camera model is bound with the main control virtual character as a shooting object (with the position of the main control virtual character as the observation center), the default position of the camera model is determined according to the position of the main control virtual character. For example, if a rectangular coordinate system parallel to the horizontal plane is established, the offset is a direction vector pointing from the default position to the offset position. For example, if the camera model moves from the default position (0,0) to the second camera position (1,1), the offset is (1, 1).
Step 2031-2, controlling the camera model to move from the first camera position to the second camera position according to the offset, the center of view of the camera model at the first camera position being the first view position and the center of view of the camera model at the second camera position being the second view position.
Illustratively, the client changes the horizontal coordinate position of the camera model in the virtual environment according to the offset, so that the camera model moves from the first camera position to the second camera position. Illustratively, the client determines the end point position of the current offset of the camera model according to the offset. For example, the first camera position may be a default position of the camera model, or may be a position where the camera model has been shifted once. If the first camera position is a position at which the camera model has been offset, the total offset by which the camera model is offset to the second camera position is equal to the sum of the first offset by which the camera model is offset from the default position to the first camera position plus the second offset by which the camera model is offset from the first camera position to the second camera position.
For example, as shown in fig. 14, the directional skill indicator 313 points in a direction to the left, and when the camera model is at the first camera position 326, the full directional skill indicator 313 is not visible in the first field of view 327 of the first virtual environment view, the camera model is controlled to move to the second camera position 328, and the full directional skill indicator 313 is visible in the second field of view 329 of the second virtual environment view, which is acquired at the second camera position 328.
The first virtual environment view is acquired by a camera model at a first camera position, and the center of view is a first viewing position. The second virtual environment view is captured by the camera model at the second camera position with the center of view at the second viewing position.
For example, a deviation end point of the camera model may be determined according to the deviation amount, and then the camera model is controlled to slowly move from the deviation start point to the deviation end point according to a preset movement mode, so that the virtual environment picture displayed on the client is a continuously moving picture instead of a instantly jumped picture. As shown in FIG. 15, step 2031-2 further comprises steps 2031-21.
Step 2031-21, controlling the camera model to move from the first camera position to the second camera position in a designated movement manner according to the offset amount, the designated movement manner comprising: any one of uniform motion, differential motion and smooth damping motion.
For example, in order to make the virtual environment pictures displayed on the client have continuity in the process of camera model shifting, the camera model does not directly jump from the first camera position to the second camera position, the camera model moves from the first camera position to the second camera position through many frame pictures, and the client uses different moving modes to calculate the position to which the camera model should move in each frame picture, so that the frame picture is acquired according to the camera model at the position.
For example, the moving manner may be a uniform moving, i.e. controlling the camera model to move to the second camera position at a constant speed. For example, the offset of the camera model is 10 meters, the client needs to control the camera model to move to the target position after 100 frames of pictures, and the camera model needs to move 0.1 meter per frame of pictures.
Illustratively, the movement pattern may also be a differential motion. And determining the position of the camera model in each frame of picture according to the current position, the target position and the movement proportion of the camera model by the differential motion. For example, if the movement ratio is set to 0.1, the client calculates a difference between the position where the camera model of the last frame is located and the target position, and then controls the camera model to move toward the target position by a distance that is 0.1 times the difference. If the target position is 10, and the current position is 0, the camera model moves 10 × 0.1 to 1 to reach the position of 1 next frame, moves (10-1) × 0.1 to 0.9 to reach the position of 1.9 next frame, and moves (10-1.9) × 0.1 to 0.81 to reach the position of 2.71 next frame. Therefore, the movement ratio may be set to vary from 0 to 1, and the camera model moves to the target position when the movement ratio takes 1. The differential motion is a motion in which a moving distance is determined based on a distance difference and a moving ratio.
The movement pattern may also be, for example, a smooth damped motion. The smooth damping motion determines the motion of the movement distance according to a given movement time and a smoothing function. The smoothing function is a black box function. The smoothing function is a function similar to a spring damper.
For example, the client may control the camera model to move using different movement modes for different skills (size of the directional skill indicator, offset, etc.), or may control the camera model to move according to the movement mode selected by the user.
Step 2031-3, displaying a second virtual environment view according to the camera model at the second camera location, the second virtual environment view including the directional skill indicator.
For example, after the camera model moves to the second camera position, the client obtains the picture of the virtual environment through the camera model to obtain a second virtual environment picture.
In summary, the method provided in this embodiment determines whether the length of the directional skill indicator exceeds the first virtual environment picture, and if so, controls the observation center to move to the second direction to obtain the second virtual environment picture, and if not, does not need to move the observation center. By moving the observation center when the direction skill indicator is too long and displaying the direction skill indicator in a more complete mode, a user can observe more direction skill indicators from a virtual environment picture, the problem that the user releases skills in a subjective assumption mode is reduced, the accuracy of releasing the skills of the user is improved, and the man-machine interaction efficiency of skill aiming is improved.
The method provided by the embodiment controls the movement of the camera model to control the movement of the observation center of the virtual environment picture, and when the size of the directional skill indicator exceeds that of the virtual environment picture, the directional skill indicator can be displayed on the virtual environment picture in a more complete manner only by moving the camera model, so that a user can better judge the action range after the skill is released according to the directional skill indicator displayed on the virtual environment picture, thereby reducing the user releasing the skill in a subjective assumption manner, improving the accuracy of the user releasing the skill, and improving the man-machine interaction efficiency of skill aiming.
In the method provided by the embodiment, the camera model is controlled to move from the first camera position to the second camera position by adopting different moving modes, so that the virtual environment picture displayed on the client is a continuously moving picture, and the virtual environment picture is prevented from jumping too fast.
Illustratively, two methods of calculating the offset are given. The first method comprises the following steps: an offset of the camera model is calculated based on the view decision block.
Fig. 16 is a flowchart illustrating a screen display method of a virtual environment according to an exemplary embodiment of the present application. The method may be performed by a client running on any of the terminals in fig. 1 described above, the client being a virtual environment enabled client. Based on the exemplary embodiment shown in FIG. 12, step 2031-1 includes steps 2031-11.
Step 2031-11, in response to the direction skill indicator exceeding the first view decision block, obtaining an offset of the camera model according to a distance that the direction skill indicator exceeds the first view decision block, the first view decision block being a view decision block with the first observation position as a center point.
The offset is calculated from a view decision block, which is used to represent the field of view of the camera model.
Illustratively, the view decision block is used to represent a field of view of a virtual environment screen displayed in the user interface. Illustratively, the visual field decision block is defined according to the visual field range of the virtual environment picture displayed on the display screen of the terminal. Illustratively, the view decision block is used to circle a range of regions in the virtual environment that are currently visible to the user. For ease of calculation, the field of view decision block is typically provided as a rectangle having an aspect ratio determined from the aspect ratio of the user interface or the aspect ratio of the display screen. For example, if a part of the UI control on the user interface blocks the virtual environment picture, the shape of the view decision block may be set according to the shape of the UI control, for example, as shown in fig. 6, a part of the virtual environment picture may be blocked by a minimap 321, and a polygonal view decision block may be obtained by subtracting a square of the minimap from a rectangle. Illustratively, the view decision block is a rectangular frame which is reduced in proportion to a user interface or a display screen, the reduction proportion can be freely set, and a view decision block which is smaller than a virtual environment picture is arranged, so that a UI control on the virtual environment picture can not be included in the view range, and the accuracy of the view range described by the view decision block is improved. For example, as shown in FIG. 17, the view decision block 330 is slightly smaller than the virtual environment screen.
Illustratively, the view decision block is a rectangular frame that is not visible on the virtual environment screen and is disposed in the three-dimensional virtual environment. That is, the user cannot see the view decision block on the virtual environment screen. Illustratively, the view decision block is centered on the viewing position of the current camera model, parallel to the horizontal plane and the bezel line is perpendicular/parallel to the viewing direction of the camera model. That is, the view decision block is a projection area of a virtual environment screen drawn on the floor of the virtual environment.
For example, a field of view decision block with a first viewing position as a center point is named a first field of view decision block, and a field of view decision block with a second viewing position as a center point is named a second field of view decision block.
For example, when the direction skill indicator exceeds the first view decision block, the client determines that the user cannot see the complete direction skill indicator from the virtual environment screen, and then determines the offset of the camera model according to the distance that the direction skill indicator exceeds the first view decision block. For example, if the direction skill indicator exceeds the view decision block by 1 meter, the client controls the camera model to move 1 meter in the first direction, so that the direction skill indicator can be wrapped in the view decision block, and the user can see the complete direction skill indicator in the virtual environment picture.
Illustratively, as shown in FIG. 18, given a method for obtaining an offset according to the view decision block, steps 2031-11 further include steps 401 through 403. A method of controlling retraction of a camera model that has been shifted according to a view decision block is also presented, comprising steps 501 to 503 after step 2031-3.
Step 401, obtaining an offset calculation point of the direction skill indicator, wherein the offset calculation point is determined based on the end of the direction skill indicator.
The offset calculation point is used for judging the relative position relationship between the direction type skill indicator and the visual field judgment frame. Illustratively, a point arbitrarily selected from the skill indicator is used as a reference point (offset calculation point) for determining whether the direction-type skill indicator exceeds the visual field determination box. And if the offset calculation point is positioned outside the visual field judgment frame, further calculating the distance of the direction type skill indicator beyond the visual field judgment frame based on the offset calculation point. Illustratively, the offset calculation point is a point located at or near the end of the directional skill indicator. For example, when the skill of the direction-type skill indicator is a skill released from the full map, and the direction-type skill indicator does not have an end, a point where the distance from the starting point is constant may be taken as the offset calculation point. Alternatively, it is understood that the end of the direction skill indicator is an intersection with the boundary of the virtual environment, and a point at which the distance to the end is constant is taken as the offset calculation point.
Illustratively, as shown in fig. 17, the end 331 of the direction skill indicator 313 is determined as the offset calculation point.
Step 402, in response to the offset calculation point being outside the first view decision block, calculates an overrun distance for the offset calculation point to overrun the first view decision block.
For example, if the offset calculation point is outside the first view determination box, a more complete direction-type skill indicator cannot be displayed on the first virtual environment screen.
And calculating the offset of the camera model according to the offset calculation point and the first view judgment frame. For example, a connection line between the position of the main control virtual character and the offset calculation point and an intersection point of the first view judgment frame may be taken, a distance from the offset calculation point to the intersection point may be calculated, a distance that the directional skill indicator exceeds the view judgment frame may be obtained, and then the camera model may be moved to the first direction by the distance.
For example, if a rectangular coordinate system parallel to the ground is established in a direction parallel to/perpendicular to the frame line of the field-of-view determination frame, the frame line of the field-of-view determination frame is expressed as four straight lines in the form of x ═ a and y ═ b on the rectangular coordinate system, and the lateral vertical distance and the longitudinal vertical distance from the offset calculation point to the frame line of the first field-of-view determination frame are calculated using the coordinates of the offset calculation point. For example, if the coordinates of the offset calculation point are (3,4), the vertical offset distance from the offset calculation point to the first field-of-view determination frame is 4-1-3, the horizontal offset distance is 3-2-1, and the excess distance is represented by a vector of (1,3), the client may control the camera model to move (1,3) to the second camera position.
In step 403, the excess distance is determined as the offset of the camera model.
The client uses the excess distance calculated in step 402 as the offset of the camera model, and calculates the second camera position according to the first camera position and the offset. Illustratively, when the offset is a direction vector, the second camera position is obtained by adding the offset to the first camera position.
Step 501, in response to receiving a second direction instruction generated by a second direction operation, displaying a directional skill indicator changing from pointing in a first direction to pointing in a second direction.
Illustratively, after the camera model has been offset to a second camera position according to the direction skill indicator pointing in the first direction, the user controls the direction skill indicator to point in a second direction, wherein the offset calculation point of the direction skill indicator in the first direction intersects the second field of view decision block and the direction skill indicator pointing in the second direction is located within the second field of view decision block. That is, when the directional skill indicator no longer exactly abuts on the boundary of the user field of view, the client controls the position of the camera model to be pulled back to the default position, so that the directional skill indicator always exactly abuts on the boundary of the user field of view until the camera model is pulled back to the default position.
For example, as shown in fig. 19, changing the directional skill indicator from the original first direction 333 to the second direction 334 changes the offset calculation point from just above the border line of the second field of view decision block 332 to being within the second field of view decision block 332. Alternatively, the directional skill indicator retracts inward 335, becoming shorter in length and thus positioning the offset calculation point within the second field of view decision block 332. The client needs to control the camera model to retract to the default position so that the offset calculation point is always located on the border line of the view decision block until the camera model returns to the default position.
Step 502, in response to the offset calculation point of the directional skill indicator pointing in the second direction being within the second view decision block, controlling the camera model to move from the second camera position in a direction towards a default camera position to a third camera position, the second view decision block being a view decision block with the second observation position as a center point, the default camera position being a position of the camera model in the virtual environment when the camera model is not offset.
Illustratively, the camera model is controlled to move from the second camera position in a direction toward the default camera position to a third camera position in response to the offset calculation point of the directional skill indicator pointing in the second direction being re-located within the second field of view decision block. That is, when the directional skill indicator changes from pointing in a first direction to pointing in a second direction, the tip of the directional skill indicator no longer bears against the second field of view decision block but instead is pulled back within the second field of view decision block, controlling the camera model to pull back in the direction of the default camera position.
Illustratively, the default camera position is the default position described above. The offset calculation point is located within the second view decision block is: the offset calculation point is located within the second view decision block and not on the bounding line of the second view decision block.
Illustratively, the client controls the camera position to retract to the default camera position until the offset calculation point again comes to rest on the border line of the view decision block at the current position, and then stops moving the camera position. Or, until the camera model moves back to the default camera position, the camera position is stopped.
For example, when the offset calculation point is within the second field of view decision block as shown in fig. 19, the camera model is controlled to move to the default position until it is moved to the third camera position, as shown in fig. 20, so that the offset calculation point again comes to lie on the bounding box line of the third field of view decision block 336.
Step 503, displaying a third virtual environment picture according to the camera model located at the third camera position, the third virtual environment picture including the directional skill indicator.
Wherein the viewing center of the camera model at the third camera position is a third viewing position, the offset calculation point of the directional skill indicator in the third virtual environment picture intersects with an edge line of a third view decision block, and the third view decision block is a view decision block having the third viewing position as a center point.
For example, if the offset calculation point of the direction-type skill indicator pointing in the third direction exceeds the second field of view decision block, the offset of the camera model continues to be calculated in the manner described above. And continuously controlling the camera model to deflect outwards so that the deflection calculation point does not exceed the visual field decision block.
For example, if the user controls the master control virtual character to release the skill, or the user cancels the aiming operation, the client sets the offset of the camera model to zero, and controls the camera model to return to the default camera position.
In summary, in the method provided in this embodiment, by setting the field-of-view decision block in the virtual environment, when the directional skill indicator exceeds the field-of-view decision block, the vertical distance that the directional skill indicator exceeds the field-of-view decision block is calculated, and the offset of the movement of the camera model is determined according to the vertical distance, so that the directional skill indicator is displayed in a more complete manner on the virtual environment picture acquired after the camera model moves, the shielding of the UI control is prevented from affecting the display of the directional skill indicator, and a user can better judge the action range after the skill is released according to the directional skill indicator displayed on the virtual environment picture, thereby reducing the user's ability release by subjective assumption, improving the accuracy of the user's ability to release, and improving the human-computer interaction efficiency of skill aiming.
According to the method provided by the embodiment, by arranging the visual field decision block, when the direction type skill indicator exceeds the visual field decision block, the observation center of the camera model is moved, so that the direction type skill indicator is displayed on the virtual environment picture in a more complete mode, and the man-machine interaction efficiency of skill aiming is improved.
In the method provided by this embodiment, when the user controls the direction-type skill indicator to move in another direction again, so that the end of the direction-type skill indicator is located within the view field decision block and is not intersected with the border, the camera model is controlled to move to the default camera position before the camera model does not deviate, and the camera model is pulled back, so that the end of the direction-type skill indicator is intersected with the edge of the view field decision block all the time until the camera model returns to the default camera position. Therefore, when the tail end of the direction type skill indicator exceeds the original virtual environment picture, the camera model is controlled to shift, when the tail end portion of the direction type skill indicator retracts, the camera model is controlled to retract synchronously, and on the premise that the direction type skill indicator is completely displayed, the position of the camera model is close to the original position as much as possible. The spring type camera model can also realize the effects of deviation and retraction, the continuity of the deviation of the camera model when a user rotates the direction type skill indicator is improved, and the operation and the observation of the user are facilitated.
The second method comprises the following steps: the offset of the camera model is calculated based on a first direction, which is the direction in which the directional skill indicator points.
Fig. 21 is a flowchart illustrating a screen display method of a virtual environment according to an exemplary embodiment of the present application. The method may be performed by a client running on any of the terminals in fig. 1 described above, the client being a virtual environment enabled client. Based on the exemplary embodiment shown in FIG. 12, step 2031-1 comprises step 2031-12.
Step 2031-12, in response to the length of the directional skill indicator being greater than the distance threshold, obtaining an offset of the camera model according to the first direction and a fixed offset distance, the fixed offset distance being any value.
The offset is calculated from the first direction. The fixed offset distance is a preset offset distance. For example, the fixed offset distance is ten meters, the client controls the camera model to move ten meters in the first direction to the second camera position directly according to the first direction pointed by the directional skill indicator.
Illustratively, in order to more accurately control the offset distances of the camera model in all directions, respective fixed offset distances are respectively set in four directions, namely, up, down, left and right. As shown in fig. 22, step 2031-12 further comprises steps 601-603.
Step 601, when the length of the direction type skill indicator is larger than the distance threshold, acquiring a first included angle between a first direction and an x axis of a ground coordinate system, wherein the ground coordinate system is a rectangular coordinate parallel to the ground and established according to the observation direction of the camera model by taking the position of the main control virtual character as an origin.
Illustratively, the ground coordinate system is a rectangular coordinate system which is parallel to the ground (horizontal plane) of the virtual environment, with the position of the master virtual character as an origin, with a rightward direction perpendicular to the viewing direction of the camera model as an x-axis positive semi-axis, and with a forward direction parallel to the viewing direction as a y-axis positive semi-axis.
Illustratively, the first angle is an angle between the first direction and the horizontal direction. The horizontal direction is a direction perpendicular to the viewing direction of the camera model and parallel to the horizontal plane. Illustratively, the first included angle is in a range of 0 ° to 90 °. For example, the value range of the first included angle may also be 0 ° to 360 °, but the corresponding sine value and cosine value need to be absolute values.
For example, as shown in fig. 23, the virtual environment screen includes a first direction pointed by the direction skill indicator 313 and a first angle α with respect to the horizontal direction.
Step 602, determining a fixed offset distance corresponding to the first direction according to a quadrant or a coordinate axis where the first direction is located in the ground coordinate system.
Illustratively, a positive y-axis half axis of the ground coordinate system is taken as the upper side, a negative y-axis half axis is taken as the lower side, a positive x-axis half axis is taken as the right side, and a negative x-axis half axis is taken as the left side. If the first direction is located in the first quadrant, corresponding to the upper offset distance and the right offset distance; if the first direction is located in the second quadrant, corresponding to the upper offset distance and the left offset distance; if the first direction is located in the third quadrant, corresponding to a lower offset distance and a left offset distance; if the first direction is located in the fourth quadrant, corresponding to a lower offset distance and a right offset distance; if the first direction is located on the positive half axis of the x axis, the right offset distance is corresponded to; if the first direction is located on the x-axis negative half shaft, the left offset distance is corresponded to; if the first direction is located on the positive half shaft of the y axis, the upward offset distance is corresponded; and if the first direction is located on the negative half axis of the y-axis, the lower offset distance is corresponded.
Step 603, determining the offset of the camera model according to the first included angle and the fixed offset distance corresponding to the first direction.
For example, after obtaining the fixed offset distance corresponding to the first direction, the client may directly control the camera model to move by the fixed offset distance. For example, if the fixed offset distance for yining in the first direction comprises a right offset distance of 10 meters and an upper offset distance of 10 meters, then the offset is (10, 10).
For example, the client may further refine the offset according to the sine value and the cosine value of the first included angle.
Illustratively, the fixed offset distance includes at least one of a longitudinal fixed offset distance and a lateral fixed offset distance. Wherein longitudinally fixing the offset distance comprises: at least one of an upper offset distance and a lower offset distance; the laterally fixed offset distance includes: at least one of a left offset distance and a right offset distance. As shown in fig. 24, step 603 further includes steps 6031 to 6033.
In step 6031, in response to the fixed offset distance corresponding to the first direction comprising a longitudinal fixed offset distance, determining a product of the longitudinal fixed offset distance and a sine of the first included angle as the longitudinal offset distance.
If the fixed offset distance corresponding to the first direction has a fixed offset distance in the longitudinal direction, for example, an upper offset distance or a lower offset distance, the client multiplies the fixed offset distance in the longitudinal direction by the sine value of the first included angle to obtain the longitudinal offset distance of the camera model.
Step 6032, in response to the fixed offset distance corresponding to the first direction comprising a lateral fixed offset distance, determining a product of the lateral fixed offset distance and a cosine value of the first angle as the lateral offset distance.
If the fixed offset distance corresponding to the first direction has a fixed offset distance in the transverse direction, for example, a left offset distance or a right offset distance, the client multiplies the fixed offset distance in the transverse direction by the cosine value of the first included angle to obtain the transverse offset distance of the camera model.
At step 6033, at least one of the lateral offset distance and the longitudinal offset distance is determined as an offset amount of the camera model.
For example, as shown in fig. 23, the first angle is 30 °, the first direction is directed to the upper right, the upward shift distance is preset to 4, and the right shift distance is preset to 2, then the lateral shift distance is 2 × cos30 ° ≈ 1.732, and the longitudinal shift distance is 4 × sin30 ° ≈ 2, and then the shift amount of the camera model is (1.732, 2).
As shown in fig. 25, if the first angle is 0 °, the first direction is directed to the right, and the right offset distance is preset to 4, the lateral offset distance is 4 × cos0 °, the vertical offset distance is 4 × sin0 ° and 0, and the offset amount of the camera model is (4, 0).
In summary, in the method provided in this embodiment, a designated vertical and horizontal offset distance is set for each skill, when a user releases the skill in a certain direction, a first included angle between the direction and the horizontal direction is obtained, the direction is decomposed into at least one direction and at most two directions in the vertical and horizontal directions, and then the offset of the camera model is determined by using the product of the offset distance in the one or two directions and the sine value or cosine value of the first corner, so that the camera model is offset toward the skill release direction, a more complete directional skill indicator can be displayed in a virtual picture, and the accuracy of user aiming is improved.
By way of example, an exemplary embodiment is also presented in which the user moves the position of the camera model by other means, and moves the position of the camera model based on the directional skill indicator, with both offsets being combined to offset the camera model.
Fig. 26 is a flowchart illustrating a screen display method of a virtual environment according to an exemplary embodiment of the present application. The method may be performed by a client running on any of the terminals in fig. 1 described above, the client being a virtual environment enabled client. Based on the exemplary embodiment shown in FIG. 12, step 2031-1 includes steps 2031-13 and steps 2031-14.
Step 2031-13, acquiring a skill offset and a global offset of the camera model, wherein the skill offset is determined according to a control instruction of the directional skill indicator, and the global offset is determined according to at least one camera control instruction of a map dragging instruction, a small map viewing instruction and a specified virtual unit viewing angle instruction.
The skill offset is an offset calculated by at least one of the two offset calculation methods provided in the above embodiments. The skill offset is an offset generated to display a more complete directional skill display on the virtual environment screen. For example, as shown in fig. 27, the skill offset amount includes an offset amount calculated by the top frame offset 701, an offset amount calculated by the direct offset 702, and an offset amount calculated by the designated offset 703. Wherein the top box offset 701 is an offset calculated based on the view decision block; the direct offset 702 is an offset calculated based on the first direction and a fixed offset distance; the specified offset 703 is a specific offset manner formulated for certain specific skills. For example, as shown in fig. 28, if the skill action range is a fan shape, the skill indicator 704 is displayed as a fan shape, and the user can always make the edge of the fan shape tangent to or intersect the edge of the virtual environment screen by specifying an offset when aiming using the skill indicator 704.
The global offset is an offset generated according to other operations by the user that can control the movement of the camera model position. For example, as shown in fig. 29, the approach of global offset generation includes: dragging the map and minimap 705, making teammate view at death 706, fixing the lens at a certain unit 707 on the map, following the bullet 708. For example, the user switches the view angle by dragging the map and the minimap. And after the main control virtual character dies, the virtual environment is continuously observed from the view of teammates. The perspective is locked on some three-dimensional model in the virtual environment, e.g. a defensive tower, a crystal, etc., grass, ground. The angle of view is followed by the released bullet.
Illustratively, the client uses two separate calculation modules to respectively calculate the skill offset and the global offset of the camera model, and finally sums the two offsets calculated by the two calculation modules to obtain the final offset of the camera model. And then controlling the camera model to shift according to the finally obtained shift.
Step 2031-14, determining the sum of the skill offset and the global offset as the offset of the camera model.
In summary, in the method provided in this embodiment, the global offset and the skill offset are respectively used to calculate the respective offset of the camera model, then the final offset of the camera model is determined according to the sum of the two offsets, when the user drags the camera model by sliding the map and releases the skill to make the direction-type skill indicator exceed the virtual environment screen, the camera model integrates the two offsets generated by the above two operations to determine the position of the final camera model, so that the offset effects of the camera models generated by different operations are separately calculated and finally superimposed, thereby simplifying the calculation difficulty and reducing the probability of calculation errors.
Fig. 30 is a flowchart illustrating a screen display method of a virtual environment according to an exemplary embodiment of the present application. The method may be performed by a client running on any of the terminals in fig. 1 described above, the client being a virtual environment enabled client. First, in step 801, a user controls the master virtual character to use skills and actively aim according to a direction-type skill indicator displayed on a virtual environment interface. Then, in step 802, the client controls the lens aiming point to move according to the direction-type skill indicator, so that a more complete direction-type skill indicator is displayed in the virtual environment picture. Finally, in step 803, when the skill is successfully released or the user cancels the release of the skill, the lens is controlled to return to the position.
Fig. 31 is a schematic diagram illustrating an algorithm module of a screen display method for implementing the virtual environment according to an exemplary embodiment of the present application.
Cameraactionutility 804: a lens module toolset for externally providing interfaces for respective operating lenses, comprising: move, rotate, lift lens, etc.
CameraController 805: and a lens controller for managing various data of the camera (lens) and providing respective interfaces inside the lens module.
CameraAction 806: a lens scheme for providing a motion scheme of a camera model, comprising: differential motion, smooth damped motion, uniform motion, etc.
MoveComponent (mobile component): and processing the lens shift, acquiring scheme parameters from the CameraAction, and moving the lens (a camera model) every frame until a destination point is reached. Illustratively, MoveComponent includes LocalMoveComponent 807 and GlobalmoveComponent 808. LocalMoveComponent is used to control the movement of the skill offset and GlobalmoveComponent is used to control the movement of the global offset.
SetLocalPosOff (track return) 809: for controlling the offset based on the skill offset back to the default camera position.
SetGlobalPosOff (global return) 810: for controlling the shifting back to the default camera position based on the global offset.
For example, the method for displaying the virtual environment picture provided by this embodiment further has a waiting time when the position of the camera model moves, and the camera model is controlled to move after the waiting time elapses. Fig. 32 is a flowchart illustrating a screen display method of a virtual environment according to an exemplary embodiment of the present application. The method may be performed by a client running on any of the terminals in fig. 1 described above, the client being a virtual environment enabled client. In step 811, the client waits for an offset input and for the user to invoke operation of the directional skill indicator. In step 812, the client confirms that the camera model needs to be shifted, and waits for the delay time of the shift. And step 813, after the delay time is over, controlling the camera model to shift. And 814, the client confirms that the camera model needs to return to the original position, and waits for the delay time of returning to the original position. And step 815, after the delay time is over, controlling the camera model to return, and waiting for the offset input again.
In summary, in the method provided in this embodiment, by adding the delay time before controlling the camera model to shift, the camera model is not immediately controlled to shift when the camera model needs to shift, so that there is buffering time visually, and a better picture effect is achieved.
The above embodiments describe the above method based on the application scenario of the game, and the following describes the above method by way of example in the application scenario of military simulation.
The simulation technology is a model technology which reflects system behaviors or processes by simulating real world experiments by using software and hardware.
The military simulation program is a program specially constructed for military application by using a simulation technology, and is used for carrying out quantitative analysis on sea, land, air and other operational elements, weapon equipment performance, operational actions and the like, further accurately simulating a battlefield environment, presenting a battlefield situation and realizing the evaluation of an operational system and the assistance of decision making.
In one example, soldiers establish a virtual battlefield at a terminal where military simulation programs are located and fight in a team. The soldier controls a virtual object in the virtual battlefield environment to perform at least one operation of standing, squatting, sitting, lying on the back, lying on the stomach, lying on the side, walking, running, climbing, driving, shooting, throwing, attacking, injuring, reconnaissance, close combat and other actions in the virtual battlefield environment. The battlefield virtual environment comprises: at least one natural form of flat ground, mountains, plateaus, basins, deserts, rivers, lakes, oceans and vegetation, and site forms of buildings, vehicles, ruins, training fields and the like. The virtual object includes: virtual characters, virtual animals, cartoon characters, etc., each virtual object having its own shape and volume in the three-dimensional virtual environment occupies a part of the space in the three-dimensional virtual environment.
Based on the above situation, in one example, soldier a controls virtual object a to move in a virtual environment, when soldier a controls virtual object a to aim in a certain direction, a direction indicator corresponding to the aiming operation is displayed in a virtual environment picture, and when the direction indicator exceeds the display range of the current virtual environment picture, the camera model is controlled to move for a certain distance in the aiming direction, so that a more complete direction indicator is displayed in the virtual environment picture.
In summary, in this embodiment, the image display method of the virtual environment is applied to a military simulation program, so that the soldier can better refer to the direction indicator during aiming, the aiming accuracy is improved, and the soldier can obtain better training.
In the following, embodiments of the apparatus of the present application are referred to, and for details not described in detail in the embodiments of the apparatus, the above-described embodiments of the method can be referred to.
Fig. 33 is a block diagram of a screen display apparatus of a virtual environment according to an exemplary embodiment of the present application.
The device comprises:
a display module 901, configured to display a first virtual environment picture, where the first virtual environment picture is a picture obtained by observing the virtual environment with a first observation position as an observation center, and the first virtual environment picture includes a master virtual role located in the virtual environment;
an interaction module 902, configured to receive a first pointing operation and generate a first pointing instruction;
the display module 901 is further configured to, in response to receiving a first pointing instruction generated by a first pointing operation, display a directional skill indicator pointing in a first direction, where the directional skill indicator is a pointing sign pointing in the first direction with a position where the main control virtual character is located as a starting point;
the display module 901 is further configured to display a second virtual environment picture, where the second virtual environment picture is a picture obtained by observing the virtual environment with a second observation position as an observation center, the second virtual environment picture includes the directional skill indicator, and the second observation position is located in the first direction of the first observation position or located in a peripheral side area of the first direction.
In an optional embodiment, the display module 901 is further configured to display the second virtual environment picture in response to that the length of the directional skill indicator is greater than a distance threshold, where the distance threshold is a threshold of a field of view of the first virtual environment picture in the first direction with a position where the main virtual character is located as a starting point.
In an alternative embodiment, the first virtual environment picture and the second virtual environment picture are pictures of the virtual environment acquired by a camera model provided in the virtual environment, and the observation center is an intersection point of a ray emitted from a position where the camera model is located along an observation direction and the virtual environment; the device further comprises:
an obtaining module 903, configured to obtain an offset of the camera model in response to that the length of the directional skill indicator is greater than a distance threshold, where the offset is used to determine a moving direction and a moving distance of the camera model;
a control module 904 for controlling movement of the camera model from a first camera position to a second camera position in accordance with the offset, the centre of view of the camera model at the first camera position being the first viewing position and the centre of view of the camera model at the second camera position being the second viewing position;
the display module 901 is further configured to display the second virtual environment picture according to the camera model located at the second camera position, where the second virtual environment picture includes the directional skill indicator.
In an alternative embodiment, the offset is calculated according to a view decision block for representing a view of the camera model;
the obtaining module 903 is further configured to obtain the offset of the camera model according to a distance that the directional skill indicator exceeds a first view decision block in response to the directional skill indicator exceeding the first view decision block, where the first view decision block is a view decision block with the first observation position as a center point.
In an optional embodiment, the apparatus further comprises:
the obtaining module 903 is further configured to obtain an offset calculation point of the directional skill indicator, where the offset calculation point is determined based on an end of the directional skill indicator;
a calculation module 905 for calculating an overrun distance of the offset calculation point out of the first view decision block in response to the offset calculation point being outside the first view decision block;
a determining module 906 for determining the excess distance as the offset of the camera model.
In an optional embodiment, the interaction module 902 is further configured to receive a second pointing operation to generate a second pointing instruction;
the display module 901 is further configured to, in response to receiving a second direction instruction generated by a second direction operation, display that the directional skill indicator changes from pointing in the first direction to pointing in a second direction;
the control module 904 further for controlling the camera model to move from the second camera position in a direction toward a default camera position to a third camera position in response to the offset calculation point of the directional skill indicator pointing in the second direction being within a second view decision block, the second view decision block being a view decision block centered at the second viewing position, the default camera position being a position in the virtual environment at which the camera model would be located if the camera model were not offset;
the display module 901 is further configured to display a third virtual environment picture according to the camera model located at the third camera position, where the third virtual environment picture includes the directional skill indicator;
wherein the viewing center of the camera model at the third camera position is a third viewing position, the offset computation point of the directional skill indicator in the third virtual environment view intersects an edge of a third field of view decision block, the third field of view decision block being a field of view decision block centered at the third viewing position.
In an alternative embodiment, the offset is calculated from the first direction;
the obtaining module 903 is further configured to, in response to that the length of the directional skill indicator is greater than a distance threshold, obtain an offset amount of the camera model according to the first direction and a fixed offset distance, where the fixed offset distance is an arbitrary numerical value.
In an optional embodiment, the apparatus further comprises:
the obtaining module 903 is further configured to obtain a first included angle between the first direction and an x-axis of a ground coordinate system, where the ground coordinate system is a rectangular coordinate parallel to the ground and established according to an observation direction of the camera model, with the position of the master control virtual character as an origin;
a determining module 906, configured to determine, according to a quadrant or a coordinate axis of the first direction in the ground coordinate system, a fixed offset distance corresponding to the first direction;
the determining module 906 is further configured to determine the offset of the camera model according to the first included angle and the fixed offset distance corresponding to the first direction.
In an alternative embodiment, the fixed offset distance comprises at least one of a longitudinal fixed offset distance and a lateral fixed offset distance; the device further comprises:
the calculation module 905 determines, as a lateral offset distance, a product of the lateral fixed offset distance and a cosine value of the first included angle in response to the fixed offset distance corresponding to the first direction comprising the lateral fixed offset distance;
the calculation module 905 determines a product of the longitudinal fixed offset distance and a sine value of the first included angle as a longitudinal offset distance in response to the fixed offset distance corresponding to the first direction comprising the longitudinal fixed offset distance;
the determining module 906 configured to determine at least one of the lateral offset distance and the longitudinal offset distance as the offset amount of the camera model.
In an optional embodiment, the control module 904 is further configured to control the camera model to move from the first camera position to the second camera position in a specified movement manner according to the offset, where the specified movement manner includes: any one of uniform motion, differential motion and smooth damping motion.
In an optional embodiment, the apparatus further comprises:
the obtaining module 903 is further configured to obtain a skill offset and a global offset of the camera model, where the skill offset is determined according to a control instruction of a directional skill indicator, and the global offset is determined according to at least one camera control instruction of a map dragging instruction, a small map viewing instruction, and a specified virtual unit view angle instruction;
a determination module 906 for determining a sum of the skill offset and the global offset as the offset of the camera model.
It should be noted that: the screen display device of the virtual environment provided in the above embodiment is only exemplified by the division of the above functional modules, and in practical applications, the above function allocation may be completed by different functional modules according to needs, that is, the internal structure of the device may be divided into different functional modules to complete all or part of the above described functions. In addition, the image display device of the virtual environment and the image display method embodiment of the virtual environment provided by the above embodiments belong to the same concept, and specific implementation processes thereof are detailed in the method embodiments and are not described herein again.
The application also provides a terminal, which comprises a processor and a memory, wherein at least one instruction is stored in the memory, and the at least one instruction is loaded and executed by the processor to realize the picture display method of the virtual environment provided by the above method embodiments. It should be noted that the terminal may be a terminal as provided in fig. 34 below.
Fig. 34 shows a block diagram of a terminal 2900 according to an exemplary embodiment of the present application. The terminal 2900 may be: a smart phone, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III, motion video Experts compression standard Audio Layer 3), an MP4 player (Moving Picture Experts Group Audio Layer IV, motion video Experts compression standard Audio Layer 4), a notebook computer, or a desktop computer. The terminal 2900 might also be referred to by other names such as user equipment, portable terminal, laptop terminal, desktop terminal, and so forth.
Generally, the terminal 2900 includes: a processor 2901, and a memory 2902.
The processor 2901 may include one or more processing cores, such as a 4-core processor, an 8-core processor, or the like. The processor 2901 may be implemented in at least one hardware form of a DSP (Digital Signal Processing), an FPGA (Field-Programmable Gate Array), and a PLA (Programmable Logic Array). The processor 2901 may also include a main processor, which is a processor for Processing data in an awake state, also called a Central Processing Unit (CPU), and a coprocessor; a coprocessor is a low power processor for processing data in a standby state. In some embodiments, the processor 2901 may be integrated with a GPU (Graphics Processing Unit) that is responsible for rendering and drawing the content that the display screen needs to display. In some embodiments, the processor 2901 may further include an AI (Artificial Intelligence) processor for processing computing operations related to machine learning.
Memory 2902 may include one or more computer-readable storage media, which may be non-transitory. Memory 2902 can also include high speed random access memory, as well as non-volatile memory, such as one or more magnetic disk storage devices, flash memory storage devices. In some embodiments, a non-transitory computer readable storage medium in the memory 2902 is used to store at least one instruction for execution by the processor 2901 to implement a method for screen display of a virtual environment as provided by method embodiments herein.
In some embodiments, the terminal 2900 may also optionally include: a peripheral interface 2903 and at least one peripheral. The processor 2901, memory 2902, and peripheral interface 2903 may be connected by bus or signal lines. Various peripheral devices may be connected to peripheral interface 2903 by buses, signal lines, or circuit boards. Specifically, the peripheral device includes: at least one of a radio frequency circuit 2904, a touch display 2905, a camera 2906, an audio circuit 2907, a positioning component 2908, and a power source 2909.
Peripheral interface 2903 may be used to connect at least one peripheral associated with an I/O (Input/Output) to processor 2901 and memory 2902. In some embodiments, processor 2901, memory 2902, and peripheral interface 2903 are integrated on the same chip or circuit board; in some other embodiments, any one or both of the processor 2901, the memory 2902, and the peripheral interface 2903 may be implemented on separate chips or circuit boards, which are not limited by this embodiment.
Radio Frequency circuit 2904 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The radio frequency circuit 2904 communicates with communication networks and other communication devices via electromagnetic signals. The rf circuit 2904 converts an electrical signal into an electromagnetic signal to transmit, or converts a received electromagnetic signal into an electrical signal. Optionally, the radio frequency circuit 2904 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a subscriber identity module card, and so forth. Radio frequency circuitry 2904 may communicate with other terminals via at least one wireless communication protocol. The wireless communication protocols include, but are not limited to: the world wide web, metropolitan area networks, intranets, generations of mobile communication networks (2G, 3G, 4G, and 5G), Wireless local area networks, and/or WiFi (Wireless Fidelity) networks. In some embodiments, the radio frequency circuit 2904 may also include NFC (Near Field Communication) related circuits, which are not limited in this application.
The display screen 2905 is used to display a UI (User Interface). The UI may include graphics, text, icons, video, and any combination thereof. When the display 2905 is a touch display, the display 2905 also has the ability to capture touch signals on or over the surface of the display 2905. The touch signal may be input to the processor 2901 as a control signal for processing. At this point, display 2905 may also be used to provide virtual buttons and/or virtual keyboards, also referred to as soft buttons and/or soft keyboards. In some embodiments, the display 2905 may be one, providing the front panel of the terminal 2900; in other embodiments, the display 2905 may be at least two, each disposed on a different surface of the terminal 2900 or in a folded design; in still other embodiments, the display 2905 may be a flexible display disposed on a curved surface or on a folded surface of the terminal 2900. Even further, the display 2905 may be arranged in a non-rectangular irregular pattern, i.e., a shaped screen. The Display 2905 may be made of LCD (Liquid Crystal Display), OLED (Organic Light-Emitting Diode), or the like.
Camera assembly 2906 is used to capture images or video. Optionally, camera assembly 2906 includes a front camera and a rear camera. Generally, a front camera is disposed at a front panel of the terminal, and a rear camera is disposed at a rear surface of the terminal. In some embodiments, the number of the rear cameras is at least two, and each rear camera is any one of a main camera, a depth-of-field camera, a wide-angle camera and a telephoto camera, so that the main camera and the depth-of-field camera are fused to realize a background blurring function, and the main camera and the wide-angle camera are fused to realize panoramic shooting and VR (Virtual Reality) shooting functions or other fusion shooting functions. In some embodiments, camera assembly 2906 may also include a flash. The flash lamp can be a monochrome temperature flash lamp or a bicolor temperature flash lamp. The double-color-temperature flash lamp is a combination of a warm-light flash lamp and a cold-light flash lamp, and can be used for light compensation at different color temperatures.
The audio circuitry 2907 may include a microphone and a speaker. The microphone is used for collecting sound waves of a user and the environment, converting the sound waves into electric signals, and inputting the electric signals to the processor 2901 for processing, or inputting the electric signals to the radio frequency circuit 2904 for realizing voice communication. The microphones may be provided in a plurality, respectively, at different positions of the terminal 2900 for stereo sound collection or noise reduction purposes. The microphone may also be an array microphone or an omni-directional pick-up microphone. The speaker is used to convert electrical signals from the processor 2901 or the radio frequency circuit 2904 into sound waves. The loudspeaker can be a traditional film loudspeaker or a piezoelectric ceramic loudspeaker. When the speaker is a piezoelectric ceramic speaker, the speaker can be used for purposes such as converting an electric signal into a sound wave audible to a human being, or converting an electric signal into a sound wave inaudible to a human being to measure a distance. In some embodiments, audio circuitry 2907 may also include a headphone jack.
The positioning component 2908 is operable to locate a current geographic Location of the terminal 2900 for navigation or LBS (Location Based Service). The Positioning component 2908 may be based on the GPS (Global Positioning System) in the united states, the beidou System in china, or the galileo System in russia.
A power supply 2909 is used to power the various components within the terminal 2900. The power source 2909 may be alternating current, direct current, disposable or rechargeable. When the power source 2909 includes a rechargeable battery, the rechargeable battery may be a wired rechargeable battery or a wireless rechargeable battery. The wired rechargeable battery is a battery charged through a wired line, and the wireless rechargeable battery is a battery charged through a wireless coil. The rechargeable battery may also be used to support fast charge technology.
In some embodiments, the terminal 2900 also includes one or more sensors 2910. The one or more sensors 2910 include, but are not limited to: an acceleration sensor 2911, a gyro sensor 2912, a pressure sensor 2913, a fingerprint sensor 2914, an optical sensor 2915, and a proximity sensor 2916.
The acceleration sensor 2911 can detect the magnitude of acceleration on three coordinate axes of the coordinate system established with the terminal 2900. For example, the acceleration sensor 2911 may be used to detect components of the gravitational acceleration in three coordinate axes. The processor 2901 may control the touch display 2905 to display a user interface in a landscape view or a portrait view according to the gravitational acceleration signal collected by the acceleration sensor 2911. The acceleration sensor 2911 may also be used for acquisition of motion data of a game or a user.
The gyro sensor 2912 may detect a body direction and a rotation angle of the terminal 2900, and the gyro sensor 2912 may collect a 3D motion of the user with respect to the terminal 2900 in cooperation with the acceleration sensor 2911. The processor 2901, based on data collected by the gyro sensor 2912, may perform the following functions: motion sensing (such as changing the UI according to a user's tilting operation), image stabilization at the time of photographing, game control, and inertial navigation.
The pressure sensor 2913 may be disposed on a side bezel of the terminal 2900 and/or on a lower layer of the touch display 2905. When the pressure sensor 2913 is disposed on the side frame of the terminal 2900, a user's holding signal to the terminal 2900 may be detected, and the processor 2901 performs left-right hand recognition or shortcut operation according to the holding signal collected by the pressure sensor 2913. When the pressure sensor 2913 is disposed at the lower layer of the touch display 2905, the processor 2901 controls the operability control on the UI interface according to the pressure operation of the user on the touch display 2905. The operability control comprises at least one of a button control, a scroll bar control, an icon control and a menu control.
The fingerprint sensor 2914 is used to collect a fingerprint of the user, and the processor 2901 identifies the user according to the fingerprint collected by the fingerprint sensor 2914, or the fingerprint sensor 2914 identifies the user according to the collected fingerprint. Upon recognizing that the user's identity is a trusted identity, the processor 2901 authorizes the user to perform relevant sensitive operations including unlocking the screen, viewing encrypted information, downloading software, paying for, and changing settings, etc. The fingerprint sensor 2914 may be provided on the front, rear, or side of the terminal 2900. When a physical key or vendor Logo is provided on the terminal 2900, the fingerprint sensor 2914 may be integrated with the physical key or vendor Logo.
The optical sensor 2915 is used to collect the ambient light intensity. In one embodiment, the processor 2901 may control the display brightness of the touch display 2905 based on the ambient light intensity collected by the optical sensor 2915. Specifically, when the ambient light intensity is high, the display luminance of the touch display 2905 is turned up; when the ambient light intensity is low, the display brightness of touch display 2905 is turned down. In another embodiment, the processor 2901 may also dynamically adjust the shooting parameters of the camera assembly 2906 based on the ambient light intensity collected by the optical sensor 2915.
The proximity sensor 2916, also called a distance sensor, is generally provided on the front panel of the terminal 2900. The proximity sensor 2916 is used to collect the distance between the user and the front of the terminal 2900. In one embodiment, the processor 2901 controls the touch display 2905 to switch from a bright screen state to a dark screen state when the proximity sensor 2916 detects that the distance between the user and the front of the terminal 2900 gradually decreases; when the proximity sensor 2916 detects that the distance between the user and the front surface of the terminal 2900 gradually becomes larger, the processor 2901 controls the touch display 2905 to switch from the breath screen state to the bright screen state.
Those skilled in the art will appreciate that the configuration shown in fig. 34 is not intended to be limiting of terminal 2900, and may include more or fewer components than shown, or some components may be combined, or a different arrangement of components may be employed.
The memory further includes one or more programs, the one or more programs being stored in the memory, and the one or more programs include a screen display method for performing the virtual environment provided in the embodiments of the present application.
The application provides a computer-readable storage medium, wherein at least one instruction is stored in the storage medium, and the at least one instruction is loaded and executed by the processor to implement the picture display method of the virtual environment provided by the above method embodiments.
The present application further provides a computer program product, which when running on a computer, causes the computer to execute the method for displaying a screen of a virtual environment provided by the above method embodiments.
The above-mentioned serial numbers of the embodiments of the present application are merely for description and do not represent the merits of the embodiments.
It will be understood by those skilled in the art that all or part of the steps for implementing the above embodiments may be implemented by hardware, or may be implemented by a program instructing relevant hardware, where the program may be stored in a computer-readable storage medium, and the above-mentioned storage medium may be a read-only memory, a magnetic disk or an optical disk, etc.
The above description is only exemplary of the present application and should not be taken as limiting, as any modification, equivalent replacement, or improvement made within the spirit and principle of the present application should be included in the protection scope of the present application.

Claims (14)

1. A method for displaying a screen in a virtual environment, the method comprising:
displaying a first virtual environment picture, wherein the first virtual environment picture is obtained by observing the virtual environment by taking a first observation position as an observation center, and the first virtual environment picture comprises a main control virtual role positioned in the virtual environment;
in response to receiving a first pointing instruction generated by a first pointing operation, displaying a direction-type skill indicator pointing to a first direction, wherein the direction-type skill indicator is a pointing sign pointing to the first direction with a position where the main control virtual character is located as a starting point;
displaying a second virtual environment screen, where the second virtual environment screen is a screen obtained by observing the virtual environment with a second observation position as an observation center, the second virtual environment screen includes the directional skill indicator, and the second observation position is located in the first direction of the first observation position or in a peripheral side region of the first direction;
wherein the first virtual environment picture and the second virtual environment picture are pictures of the virtual environment acquired by a camera model provided in the virtual environment, an observation center of the camera model at a first camera position is the first observation position, an observation center of the camera model at a second camera position is the second observation position, the second camera position is obtained by changing a horizontal coordinate position of the camera model in the virtual environment, and a yaw angle and a pitch angle of the camera model are kept unchanged.
2. The method of claim 1, wherein said displaying a second virtual environment screen comprises:
and when the length of the direction skill indicator is larger than a distance threshold value, displaying the second virtual environment picture, wherein the distance threshold value is a view threshold value of the first virtual environment picture in the first direction by taking the position of the main control virtual character as a starting point.
3. The method according to claim 1 or 2, wherein the first virtual environment picture and the second virtual environment picture are pictures of the virtual environment acquired by a camera model provided in the virtual environment, and the observation center is an intersection point of a ray emitted from a position where the camera model is located in an observation direction and the virtual environment;
the displaying the second virtual environment screen in response to the length of the directional skill indicator being greater than a distance threshold includes:
when the length of the direction skill indicator is larger than a distance threshold value, acquiring the offset of the camera model, wherein the offset is used for determining the moving direction and the moving distance of the camera model;
controlling movement of the camera model from a first camera position to a second camera position in accordance with the offset, the centre of view of the camera model at the first camera position being the first viewing position and the centre of view of the camera model at the second camera position being the second viewing position;
displaying the second virtual environment view according to the camera model at the second camera location, the second virtual environment view including the directional skill indicator.
4. A method according to claim 3, wherein the offset is calculated according to a view decision block for representing the field of view of the camera model;
the obtaining an offset of the camera model in response to the length of the directional skill indicator being greater than a distance threshold comprises:
in response to the directional skill indicator exceeding a first field of view decision block, obtaining the offset for the camera model according to a distance the directional skill indicator exceeds the first field of view decision block, the first field of view decision block being a field of view decision block centered at the first viewing position.
5. The method of claim 4 wherein the obtaining the offset for the camera model based on the distance the directional skill indicator is beyond a first field of view decision block in response to the directional skill indicator exceeding the first field of view decision block comprises:
obtaining an offset calculation point for the directional skill indicator, the offset calculation point being determined based on an end of the directional skill indicator;
in response to the offset calculation point being outside the first view decision block, calculating an excess distance that the offset calculation point exceeds the first view decision block;
determining the excess distance as the offset of the camera model.
6. The method of claim 5, further comprising:
in response to receiving a second directional instruction generated by a second directional operation, displaying the directional skill indicator changing from pointing in the first direction to pointing in a second direction;
controlling the camera model to move in a direction from the second camera position to a default camera position to a third camera position in response to the offset calculation point of the directional skill indicator pointing in the second direction being located within a second field of view decision block, the second field of view decision block being a field of view decision block centered at the second viewing position, the default camera position being a position in the virtual environment at which the camera model would be located if the camera model were not offset;
displaying a third virtual environment view according to the camera model at the third camera location, the third virtual environment view including the directional skill indicator;
wherein the viewing center of the camera model at the third camera position is a third viewing position, the offset computation point of the directional skill indicator in the third virtual environment view intersects an edge of a third field of view decision block, the third field of view decision block being a field of view decision block centered at the third viewing position.
7. The method of claim 3, wherein the offset is calculated from the first direction;
the obtaining an offset of the camera model in response to the length of the directional skill indicator being greater than a distance threshold comprises:
and when the length of the direction skill indicator is larger than a distance threshold value, acquiring the offset of the camera model according to the first direction and a fixed offset distance, wherein the fixed offset distance is any numerical value.
8. The method of claim 7, wherein the obtaining the offset for the camera model based on the first direction and a fixed offset distance comprises:
acquiring a first included angle between the first direction and an x axis of a ground coordinate system, wherein the ground coordinate system is a rectangular coordinate parallel to the ground and established according to the observation direction of the camera model by taking the position of the master control virtual character as an origin;
determining a fixed offset distance corresponding to the first direction according to a quadrant or a coordinate axis of the first direction in the ground coordinate system;
and determining the offset of the camera model according to the first included angle and the fixed offset distance corresponding to the first direction.
9. The method of claim 8, wherein the fixed offset distance comprises at least one of a longitudinal fixed offset distance and a lateral fixed offset distance;
determining the offset of the camera model according to the first included angle and the fixed offset distance corresponding to the first direction includes:
in response to the fixed offset distance corresponding to the first direction comprising the lateral fixed offset distance, determining a product of the lateral fixed offset distance and a cosine value of the first included angle as a lateral offset distance;
in response to the fixed offset distance corresponding to the first direction comprising the longitudinal fixed offset distance, determining a product of the longitudinal fixed offset distance and a sine of the first included angle as a longitudinal offset distance;
determining at least one of the lateral offset distance and the longitudinal offset distance as the offset of the camera model.
10. A method according to claim 3, wherein said controlling movement of the camera model from a first camera position to a second camera position according to the offset amount comprises:
controlling the camera model to move from the first camera position to the second camera position in a specified movement manner according to the offset, wherein the specified movement manner comprises: any one of uniform motion, differential motion and smooth damping motion.
11. The method of claim 3, wherein the obtaining an offset for the camera model comprises:
acquiring skill offset and global offset of the camera model, wherein the skill offset is determined according to a control instruction of a directional skill indicator, and the global offset is determined according to at least one camera control instruction of a map dragging instruction, a small map viewing instruction and a specified virtual unit viewing angle instruction;
determining a sum of the skill offset and the global offset as the offset of the camera model.
12. An apparatus for displaying a screen in a virtual environment, the apparatus comprising:
the display module is used for displaying a first virtual environment picture, the first virtual environment picture is obtained by observing the virtual environment by taking a first observation position as an observation center, and the first virtual environment picture comprises a main control virtual role positioned in the virtual environment;
the interaction module is used for receiving the first pointing operation and generating a first pointing instruction;
the display module is further configured to display a direction skill indicator pointing to a first direction in response to receiving a first pointing instruction generated by a first pointing operation, where the direction skill indicator is a pointing sign pointing to the first direction with a position where the main control virtual character is located as a starting point;
the display module is further configured to display a second virtual environment picture, where the second virtual environment picture is a picture obtained by observing the virtual environment with a second observation position as an observation center, the second virtual environment picture includes the directional skill indicator, and the second observation position is located in the first direction of the first observation position or located in a peripheral side area of the first direction;
wherein the first virtual environment picture and the second virtual environment picture are pictures of the virtual environment acquired by a camera model provided in the virtual environment, an observation center of the camera model at a first camera position is the first observation position, an observation center of the camera model at a second camera position is the second observation position, the second camera position is obtained by changing a horizontal coordinate position of the camera model in the virtual environment, and a yaw angle and a pitch angle of the camera model are kept unchanged.
13. A computer device comprising a processor and a memory, the memory having stored therein at least one instruction, at least one program, a set of codes, or a set of instructions, the at least one instruction, the at least one program, the set of codes, or the set of instructions being loaded and executed by the processor to implement a method of screen display of a virtual environment as claimed in any one of claims 1 to 11.
14. A computer-readable storage medium, having stored therein at least one instruction, at least one program, a set of codes, or a set of instructions, which is loaded and executed by a processor to implement the screen display method of a virtual environment according to any one of claims 1 to 11.
HK42020015746.9A 2020-09-10 Method and device for displaying screen of virtual environment, apparatus and medium HK40025807B (en)

Publications (2)

Publication Number Publication Date
HK40025807A HK40025807A (en) 2020-12-31
HK40025807B true HK40025807B (en) 2022-05-13

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