Method and system for controlling display of the game scene and the recording medium
Abstract
The present invention provides a method and system for controlling the display of a game scene, and a recording medium. The game includes a first game character controlled by a first client 210 and a second game character controlled by a second client 220, wherein the first game character is a first character faction 120) and the second game character belongs to the second character camp 130, the display control method includes displaying first game content including the first game scene 111 in the first client 210. to do; and displaying second game content including a second game scene (112) on the second client (220), wherein the first game scene (111) and the second game scene (112) are mirrored symmetrically do. The display control method of the game scene does not match the resources distributed in the game scene of the mobile terminal confrontation game in the relative positions of the different factions, and furthermore, it is a technical skill that affects the fairness of the confrontation game, the cultivation of strategic habits of the player, and teamwork. solve the problem

Term
10.7 yearsleft in the term
Expires 19 May 2037.
- Priority and filed
- Granted
- Today
- Expires
15 claims: 3 independent, 12 dependent
- 1게임 장면의 디스플레이 제어 방법으로서, 상기 게임 장면은, 제1 클라이언트에 의해 제어되는 제1 게임 캐릭터 및 제2 클라이언트에 의해 제어되는 제2 게임 캐릭터를 포함하고, 상기 제1 게임 캐릭터는 제1 캐릭터 진영에 속하며, 상기 제2 게임 캐릭터는 제2 캐릭터 진영에 속하고, 상기 방법은, 상기 제1 클라이언트에서 제1 게임 장면을 포함한 제1 게임 콘텐츠를 디스플레이하는 단계;및 상기 제2 클라이언트에서 제2 게임 장면을 포함한 제2 게임 콘텐츠를 디스플레이하는 단계를 포함하고, 상기 제1 게임 장면과 상기 제2 게임 장면이 미러링 대칭되며, 상기 제1 게임 장면 및 제2 게임 장면은 모두 제1 캐릭터 진영 기지 및 제2 캐릭터 진영 기지를 포함하고, 상기 제1 클라이언트에서, 제2 캐릭터 진영 기지를 가리키는 상기 제1 캐릭터 진영 기지의 벡터와 상기 제1 클라이언트 스크린의 대각선은 제1 협각을 형성하며, 상기 제2 클라이언트에서, 제1 캐릭터 진영 기지를 가리키는 상기 제2 캐릭터 진영 기지의 벡터와 상기 제2 클라이언트 스크린의 대각선은 제2 협각을 형성하고, 상기 제1 협각과 상기 제2 협각의 차이 값은 a이며, a∈[-45 도, +45 도]이고, 상기 제1 게임 콘텐츠는 제1 게임 전경을 더 포함하고, 상기 제2 게임 콘텐츠는 제2 게임 전경을 더 포함하며, 상기 제1 클라이언트에서 상기 제1 게임 콘텐츠를 디스플레이하기 이전에, 상기 제1 게임 전경의 제1 게임 캐릭터 및 제2 게임 캐릭터에 대해 수평 플립을 진행하거나, 상기 제2 클라이언트에서 상기 제2 게임 콘텐츠를 디스플레이하기 이전에, 상기 제2 게임 전경의 제1 게임 캐릭터 및 제2 게임 캐릭터에 대해 수평 플립을 진행하는 단계를 더 포함하는, 게임 장면의 디스플레이 제어 방법.
- 2청구항 1에 있어서, 상기 제1 클라이언트에서 상기 제1 캐릭터 진영의 공격 방향과 상기 제2 클라이언트에서 상기 제2 캐릭터 진영의 공격 방향이 동일한 게임 장면의 디스플레이 제어 방법.
- 3청구항 1에 있어서, 상기 제1 협각과 상기 제2 협각이 동일한 게임 장면의 디스플레이 제어 방법.
- 4청구항 1에 있어서, 상기 제1 게임 장면 및 상기 제2 게임 장면은 모두 제1 캐릭터 진영 기지 및 제2 캐릭터 진영 기지를 포함하고, 게임이 시작될 때, 상기 제1 캐릭터 진영 기지는 상기 제1 클라이언트 스크린의 제1 위치에 위치하는 것으로 디스플레이되며, 상기 제2 캐릭터 진영 기지는 상기 제2 클라이언트 스크린의 제2 위치에 위치하는 것으로 디스플레이되고, 상기 제1 위치의 제1 클라이언트 스크린에서의 상대 위치와 상기 제2 위치의 제2 클라이언트 스크린에서의 상대 위치가 동일한 게임 장면의 디스플레이 제어 방법.
- 5청구항 1에 있어서, 상기 제1 게임 장면 및 상기 제2 게임 장면의 미러링 대칭은, 상기 제1 게임 장면 및 상기 제2 게임 장면의 미러링 대칭을 포함하고, 미러링 대칭 평면은 제1 게임 장면의 지평면에 평행되는 평면 또는 제2 게임 장면의 지평면에 평행되는 평면인 게임 장면의 디스플레이 제어 방법.
- 6청구항 1에 있어서, 상기 제1 게임 장면 및 상기 제2 게임 장면의 미러링 대칭은, 상기 제1 게임 장면 및 상기 제2 게임 장면의 미러링 대칭을 포함하고, 미러링 대칭 평면은 제1 게임 장면의 지평면 또는 제2 게임 장면의 지평면인 게임 장면의 디스플레이 제어 방법.
- 7청구항 1에 있어서, 상기 제1 게임 장면 및 상기 제2 게임 장면의 미러링 대칭은, 상기 제1 게임 장면 및 상기 제2 게임 장면의 미러링 대칭을 포함하고, 미러링 대칭 평면은 제1 게임 장면의 지평면에 수직되는 평면 또는 제2 게임 장면의 지평면에 수직되는 평면인 게임 장면의 디스플레이 제어 방법.
- 8청구항 1에 있어서, 상기 제1 게임 전경과 상기 제2 게임 전경은 미러링 대칭되는 게임 장면의 디스플레이 제어 방법.
- 9청구항 1에 있어서, 상기 제1 게임 전경 및 제2 게임 전경이 미러링 대칭되는 대칭 평면과 상기 제1 게임 장면 및 상기 제2 게임 장면이 미러링 대칭되는 대칭 평면이 동일한 게임 장면의 디스플레이 제어 방법.
- 10청구항 1에 있어서, 상기 제1 클라이언트에서 상기 제1 게임 콘텐츠를 디스플레이하기 이전에, 상기 제1 게임 전경의 각각의 자원 대상에 대해 수평 플립을 진행하거나, 상기 제2 클라이언트에서 상기 제2 게임 콘텐츠를 디스플레이하기 이전에, 상기 제2 게임 전경의 각각의 자원 대상에 대해 수평 플립을 진행하는 단계를 더 포함하는 게임 장면의 디스플레이 제어 방법.
- 11청구항 1에 있어서, 상기 제1 게임 전경과 상기 제2 게임 전경은 모두 지평면에서 위치 이동 가능한 복수의 자원 대상을 포함하는 게임 장면의 디스플레이 제어 방법.
- 12청구항 1에 있어서, 상기 제1 클라이언트에서 상기 제1 게임 콘텐츠를 디스플레이하는 단계는, 상기 제1 클라이언트에서 상기 제1 게임 콘텐츠의 전부 범위를 디스플레이하는 단계;또는 상기 제1 클라이언트에서 상기 제1 게임 콘텐츠의 일부 범위를 디스플레이하는 단계;또는 수신한 동작 명령에 따라 상기 제1 클라이언트에서 디스플레이되는 상기 제1 게임 콘텐츠의 범위 크기를 조절하는 단계를 포함하는 게임 장면의 디스플레이 제어 방법.
- 13게임 장면의 디스플레이 제어 시스템으로서, 상기 시스템은, 제1 게임 캐릭터를 제어하도록 설치된 제1 클라이언트 및 제2 게임 캐릭터를 제어하도록 설치된 제2 클라이언트를 포함하고, 상기 제1 게임 캐릭터는 제1 캐릭터 진영에 속하며, 상기 제2 게임 캐릭터는 제2 캐릭터 진영에 속하고, 상기 제1 클라이언트는 또한, 제1 게임 장면을 포함하는 제1 게임 콘텐츠를 디스플레이하도록 설치되며, 상기 제2 클라이언트는 또한, 제2 게임 장면을 포함하는 제2 게임 콘텐츠를 디스플레이하도록 설치되고, 상기 제1 게임 장면과 상기 제2 게임 장면이 미러링 대칭되며, 상기 제1 게임 장면 및 제2 게임 장면은 모두 제1 캐릭터 진영 기지 및 제2 캐릭터 진영 기지를 포함하고, 상기 제1 클라이언트에서, 제2 캐릭터 진영 기지를 가리키는 상기 제1 캐릭터 진영 기지의 벡터와 상기 제1 클라이언트 스크린의 대각선은 제1 협각을 형성하며, 상기 제2 클라이언트에서, 제1 캐릭터 진영 기지를 가리키는 상기 제2 캐릭터 진영 기지의 벡터와 상기 제2 클라이언트 스크린의 대각선은 제2 협각을 형성하고, 상기 제1 협각과 상기 제2 협각의 차이 값은 a이며, a∈[-45 도, +45 도]이고, 상기 제1 게임 콘텐츠는 제1 게임 전경을 더 포함하고, 상기 제2 게임 콘텐츠는 제2 게임 전경을 더 포함하며, 상기 제1 클라이언트에서 상기 제1 게임 콘텐츠를 디스플레이하기 이전에, 상기 제1 게임 전경의 제1 게임 캐릭터 및 제2 게임 캐릭터에 대해 수평 플립을 진행하거나, 상기 제2 클라이언트에서 상기 제2 게임 콘텐츠를 디스플레이하기 이전에, 상기 제2 게임 전경의 제1 게임 캐릭터 및 제2 게임 캐릭터에 대해 수평 플립을 진행하는, 게임 장면의 디스플레이 제어 시스템.
- 14컴퓨터 프로그램이 저장된 컴퓨터 판독 가능 기록 매체로서, 상기 컴퓨터 프로그램이 프로세서에 의해 실행될 경우 청구항 1 내지 청구항 12 중 어느 한 항에 따른 게임 장면의 디스플레이 제어 방법을 구현하는 컴퓨터 판독 가능 기록 매체.
- 15삭제
Independent claims15
68 paragraphs, as filed
Method and system for controlling display of the game scene, and the recording medium
The present invention relates to a game field, and more particularly, to a method and system for controlling a display of a game scene, and a recording medium.
In general, in a confrontation game such as a MOBA game (Multiplayer Online Battle Arena, abbreviated as MOBA), the bases of two different factions are respectively located at opposite ends of a game scene, and the virtual characters of the two camps are respectively corresponding to each other. It is born from the base, and during the course of the game, it attacks the middle area of the game scene or the enemy base. 1 is a schematic plan view of a game scene of a one-match game, the base 120 of the first character camp is located at one end of the game scene 110, and the base 130 of the second camp is at the other end of the game scene 110. Located.
In the conventional mobile terminal confrontation game, in order to allow the game player to easily operate the mobile terminal by hand, and at the same time to reduce that the operation button of the graphic user interface blocks the game scene, in the process of controlling the display of the game scene, the game is started. In general, the bases of both camps are displayed in the lower left corner of the display screen of the mobile terminal of each camp. For example, in the prior art, Fig. 2 is a schematic diagram of a graphical user interface on the screens of game clients of two different factions at a specific time, and in Figure 2 (a), the base 120 of the first character camp is It is displayed as being located in the lower left corner of the mobile terminal 210 of the first character camp, and in FIG. 2B, the base 130 of the second character is located in the lower left corner of the mobile terminal 220 of the second camp. displayed as Therefore, for the game players of both camps, the virtual characters all start from the lower left corner of the screen and attack toward the enemy base in the game scene.
However, in general, in a confrontation game, a plurality of roads (e.g., "tower", "mid" and "" roads) exist, and different roads often have different strategic positions. In most confrontation games, bots have the most intense contention with special resources distributed. For example, after killing a special wild monster referred to as a "dragon" by the player (eg, the special wild monster located at first resource location 140 in FIGS. and high rewards such as money are distributed, and relatively, the tower has a special wild monster called "baron" by the player (for example, a special wild monster located at the second resource location 150 in FIGS. 1 and 2) There are more, but dragons are refreshed early in the game, so you have to put more troops on bots, and conversely, towers can deploy relatively few troops with relatively few resources. Over time, game players form a kind of strategic habit, and team members easily form teamwork according to this strategic habit. 2 to 3, the following defects exist in the conventional display control method of a game scene. For different factions, the relative positions of the resources distributed in the game scene are not consistent. For example, in FIG. 2A, in the base 120 of the first character camp, the first resource position 140 of the game scene is located in the top direction, and the second resource position 150 is located in the bot direction. However, in FIG. 2B, in the base 130 of the second camp, the second resource location 150 of the game scene is located in the top direction and the first resource location 140 is located in the bot direction. do. This inconsistent situation of resource distribution not only affects the fairness of the confrontation game, but also affects the formation of strategic habits of game players, and also affects teamwork in the team operation game.
An effective solution to the above problem has not yet been proposed.
<p>At least one embodiment of the present invention does not match the positions of resources distributed in the game scene of the mobile terminal confrontation game for different factions, and further affects the fairness of the confrontation game, the cultivation of strategic habits of the game player, and teamwork To solve the technical problems affecting the game scene display control method and system, and a recording medium are provided.</p>
<p>According to an embodiment of the present invention, there is provided a method for controlling the display of a game scene, wherein the game includes a first game character controlled by a first client and a second game character controlled by a second client, The first game character belongs to the first character camp, the second game character belongs to the second character camp, and the method for controlling the display of the game scene includes displaying first game content including the first game scene in the first client step; and displaying, at the second client, second game content including the second game scene, wherein the first game scene and the second game scene are mirrored symmetrically.</p><p>Optionally, the attack direction of the first character camp in the first client and the attack direction of the second character camp in the second client are the same.</p><p>Optionally, the first game scene and the second game scene both include a first character camp base and a second character camp base, and in the first client, the first character camp base includes a vector pointing to the second character camp base and a second The diagonal of the first client screen forms a first narrow angle, and in the second client, a vector in which the second character's faction base points to the first character's faction base and the diagonal of the second client screen form a second narrow angle, the first narrow angle The difference between and the second narrow angle is a, and a∈[-45 degrees, +45 degrees].</p><p>Optionally, the first game scene and the second game scene both include a first character camp base and a second character camp base, and in the first client, the first character camp base includes a vector pointing to the second character camp base and a second The diagonal of the first client screen forms a first narrow angle, and in the second client, a vector in which the second character faction base points to the first character faction base and the diagonal of the second client screen form a second narrow angle, the first narrow angle and the second narrow angle are the same.</p><p>Optionally, both the first game scene and the second game scene include a first character camp base and a second character camp base, and when the game starts, the first character camp base is located at a first position on the first client screen wherein the second character camp base is displayed as being located at a second location on a second client screen, wherein the first location is a relative location on the first client screen and the second location is on a second client screen the relative positions of</p><p>Optionally, the mirroring symmetry of the first game scene and the second game scene includes mirroring symmetry of the first game scene and the second game scene, wherein the mirroring symmetry plane is a plane parallel to the horizon of the first game scene or a second plane A plane parallel to the horizon of the game scene.</p><p>Optionally, the mirroring symmetry of the first game scene and the second game scene includes mirroring symmetry of the first game scene and the second game scene, and the mirroring symmetry plane is a horizontal plane of the first game scene or a horizontal plane of the second game scene am.</p><p>Optionally, the mirroring symmetry of the first game scene and the second game scene includes mirroring symmetry of the first game scene and the second game scene, wherein the mirroring symmetry plane is a plane or a second plane perpendicular to the horizon of the first game scene A plane perpendicular to the horizon of the game scene.</p><p>Optionally, the first game content further includes a first game foreground, and the second game content further includes a second game foreground, wherein the first game foreground and the second game foreground are mirrored symmetrically.</p><p>Optionally, a symmetry plane in which the first game scene and the second game scene are mirrored is the same as a plane of symmetry in which the first game scene and the second game scene are mirrored.</p><p>Optionally, a horizontal flip is performed for each resource object of the first game foreground before displaying the first game content in the first client, or a second game foreground before displaying the second game content in the second client A horizontal flip is performed for each resource target of</p><p>Optionally, a horizontal flip is performed on the first game character and the second game character of the first game foreground before displaying the first game content on the first client, or before displaying the second game content on the second client Then, a horizontal flip is performed on the first game character and the second game character in the second game foreground.</p><p>Optionally, both the first game foreground and the second game foreground include a plurality of resource objects that are movable in a horizontal plane.</p><p>Optionally, displaying the first game content at the first client includes: displaying a full range of the first game content at the first client; or displaying a partial range of the first game content in the first client; or adjusting the range size of the first game content displayed on the first client according to the received operation command.</p><p>At least one embodiment of the present invention further provides a system for controlling the display of a game scene, the system comprising: a first client installed to control a first game character and a second client installed to control a second game character;, the first game character belongs to the first character camp, the second game character belongs to the second character camp, the first client is also installed to display the first game content including the first game scene, The second client is also installed to display a second game content including a second game scene, and the first game scene and the second game scene are mirrored symmetrically.</p><p>At least one embodiment of the present invention provides a computer-readable recording medium storing a computer program executed by a processor to implement the method for controlling the display of the game scene according to any one of the above.</p>
<p>In at least one embodiment of the present invention, a first game character belonging to a first character camp controls a first game scene displayed on a first client to play a game, and a second game character belonging to a second character camp Controls the second game scene displayed on the second client to play the game, that is, controls game characters belonging to two different character camps, respectively, to develop the game in a game scene that is mirrored and symmetrical to each other, mobile terminal confrontation It solves the technical problem in which the resources distributed in the game scene of the type game do not match in the relative positions of different factions, and further affects the fairness of the confrontation game, the cultivation of strategic habits of the players, and teamwork.</p>
BRIEF DESCRIPTION OF THE DRAWINGS The drawings, which are a part of and constitute a part of the present invention, are provided to provide a further understanding of the present invention, and exemplary embodiments of the present invention and its description are intended to explain the present invention and are not intended to unduly limit the present invention. it is not In the drawing, 1 is a schematic diagram of a game scene of a one-match game according to the related art. Fig. 2 is a schematic diagram of a graphical user interface on the screens of game clients of two different camps according to the related art; 3 is a flowchart of a method for controlling a display of a game scene according to an embodiment of the present invention. 4 is a schematic plan view of a game scene according to an embodiment of the present invention. 5 is a schematic diagram of a first game scene and a second game scene that are mirroring symmetric to each other, and a display of the same in a client according to an embodiment of the present invention.
Hereinafter, in conjunction with the accompanying drawings of the embodiments of the present invention, in order for those skilled in the art to better understand the technical solutions of the present invention, the technical solutions of the embodiments of the present invention will be clearly and completely described, The described embodiments are only partial embodiments of the present invention and not all embodiments. All other embodiments obtained by those skilled in the art without needing to strive for inventive step according to the embodiments of the present invention fall within the protection scope of the present invention.
It should be understood that the terms "first", "second", etc. in the specification, claims, and accompanying drawings of the present invention are used to distinguish similar objects, and are not used to describe a specific order or precedence order. It is to be understood that the data so used will be interchanged where appropriate, that the embodiments of the invention described herein may be implemented in a different order than shown or described herein. Also, the forgiveness "comprising", "including" and any variations thereof are intended to cover inclusive, not exclusive, for example, a process, method, system, product, or apparatus comprising a series of steps or units is not explicitly stated. It is not necessarily limited to those steps or units explicitly listed, but may include explicitly listed processes, methods, products or equipment, or other steps or units unique to them.
One embodiment of the present invention provides an embodiment of a method for controlling the display of a game scene, wherein the steps shown in the flowchart of the accompanying drawings may be executed, for example, in a computer system capable of executing computer instructions, and showing a logical sequence in the flowchart However, in some instances, the steps shown or described may be performed in a different order.
3 is a flowchart of a method for controlling the display of a game scene according to an embodiment of the present invention, wherein the game includes a first game character controlled by a first client and a second game character controlled by a second client, and, wherein the first game character belongs to the first character camp, the second game character belongs to the second character camp, and as shown in FIG. 3, the method for controlling the display of the game scene includes the following steps can do.
Step S32, the first client displays the first game content including the first game scene.
Step S34, the second client displays the second game content including the second game scene, wherein the first game scene and the second game scene are mirrored.
In an embodiment of the present invention, the game is a mobile terminal MOBA game, and the game includes a first character camp (eg, a red faction) and a second character camp (eg, a blue faction), and a second The first character faction includes one or more first game characters (eg, champions), and the second character faction includes one or more second game characters.
The number of game characters of the first character faction and the second character faction may be the same (eg, the number of game characters are all 1, 3, 5, or other equal numbers), or may not be the same (eg For example, a first character faction includes 3 game characters, and a second character faction includes 5 game characters).
Each game player competes in a game scene by controlling their respective game characters through a game client of a mobile terminal, wherein the first game character controlled by the first client belongs to the first character camp, and is played by the second client The controlled second game character belongs to the second character camp.
4 is a schematic plan view of a game scene according to an embodiment of the present invention, wherein the game scene is a first character camp base 120, a second character camp base 130, a first resource location 140, and a second resource location 150. Here, the first character camp base 120 and the second character camp base 130 are located at both ends of the game scene, respectively. In the game, a first resource is located at a first resource location 140, and a second resource is located at a second resource location 150. The first resource may be a special wild monster called "dragon" by the game player, and the second resource may be a special wild monster called "baron" by the game player. After a game character defeats or annihilates a dragon or a baron, the game character or a part/all game characters of the camp to which the game character belongs can obtain a large amount of experience and rewards such as money. The first resource may be “gold mine”, and the second resource may be “silver mine”, and through excavation of gold and silver mines in the game, the game character or part/all game characters of the faction to which the game character belongs are mass You can get rewards such as experience and money. The first resource and the second resource may be different types of resources, and the game character contends for the first resource and the second resource through a path such as defeat, extinction, excavation, etc. Let some/all game characters get rewards such as experience and money.
To facilitate explanation and calculation, a coordinate system is constructed in the schematic diagram of FIG. 4, the direction in which the first character camp base 120 points to the second camp base is the X direction, and the first character camp base 120 and the second The midpoint of the connecting line of the camp base 130 was taken as the coordinate origin, and the direction perpendicular to the X-direction passing through the origin was defined as the Z-direction. As shown in Fig. 4, preferentially, the XZ plane is the horizontal plane of the game scene, passing through the origin and perpendicular to the paper, and the outward direction is the Y direction.
When viewed from a position in the positive direction of the Y-axis in FIG. 4, a schematic diagram of the game scene plane as shown in FIG. 5 (a) can be seen. As shown in Fig. 5 (a), in the game scene plan schematic diagram (the first game scene 111), the first resource location 140 is the direction indicated by the dotted arrow (the first character camp base 120) is located on the left side of the second camp base 130), and the second resource location 150 is located on the right side of the direction indicated by the dotted arrow.
When viewed from a position in the negative direction of the Y-axis of FIG. 4, a schematic diagram of the game scene plane as shown in FIG. 5(c) can be seen. As shown in Fig. 5 (c), in the game scene plan schematic diagram (first game scene 112), the first resource location 140 is the direction indicated by the dotted arrow (second character camp base 130) is located on the left side of the first camp base 120) and the second resource location 150 is located on the right side of the direction indicated by the dotted arrow.
The first game scene 111 shown in Fig. 5(a) and the second game scene 112 shown in Fig. 5(c) are mirrored and symmetrical, and the XZ plane shown in Fig. 4 is the symmetry plane..
As shown in Fig. 5 (b), the first client 210 displays the first game scene 111, and as shown in Fig. 5 (d), the second game scene at the second client 112, wherein the first game character controlled by the first client belongs to the second character faction, and the second game character controlled by the second client belongs to the second character camp. In Fig. 5 (b), in the character of the first character camp, the first resource location 140 is the "mid" attack direction of the game character of the first character camp (the direction indicated by the dotted arrow / the base of the first character camp) (120) is located on the left side of the second camp base 130), and the second resource location 150 is located on the right side of the "mid" attack direction of the game character of the first character camp. In Fig. 5(d), in the character of the second character's camp, the first resource location 140 is also the "mid" attack direction of the game character of the second character's camp (the direction indicated by the dotted arrow / the base of the second character's camp) (130) is located on the left side of the first camp base 120), and the second resource location 150 is also located on the right side of the "mid" attack direction of the game character of the second character camp.
Therefore, by making the resources distributed in the game scene match the relative positions of the different factions, the fairness of the confrontation game is improved, and it is also helpful in cultivating strategic habits and teamwork of the players.
It should be noted that FIG. 5B is a schematic plan view of a first game scene displayed on the first client, and FIG. 5D is a schematic plan view of a second game scene displayed on the second client. In general, in actual game display control, a three-dimensional effect such as 2.5D, 3D, etc. may be exhibited.
Optionally, the mirroring symmetry of the first game scene and the second game scene includes mirroring symmetry of the first game scene and the second game scene, wherein the mirroring symmetry plane is a plane parallel to the horizon of the first game scene or a second plane 2 It is a plane parallel to the horizon of the game scene. Preferably, the mirroring symmetry plane is the horizon of the first game scene or the horizon of the second game scene.
For example, Fig. 4 is a schematic plan view of a game scene, the game scene is the first game scene, a plane parallel to the XZ plane is a mirroring symmetry plane, preferably, the XZ plane is a mirroring symmetry plane,, obtain a second game scene that is mirrored and symmetrical to the first game scene. For a point (x1, y1, z1) of the first game scene, the coordinates corresponding to its second game scene are (x2, y2, z2), where:
x2 = x1,
y2 = -y1 + k,
z2 = z1, where k is a predetermined constant.
A plane parallel to the plane of the horizon of the first game scene or parallel to the plane of the horizon of the second game scene is the first game scene and the second game scene of the mirroring symmetry plane, and the coordinates in the XZ plane/horizontal plane coincide. it can be seen that Preferably, when k = 0, that is, the mirroring symmetry plane is the horizon of the first game scene or the horizon of the second game scene (XZ plane is the mirroring symmetry plane).
For example, in the first resource location 140, the coordinates of the XZ plane in the first game scene are (x1, z1), and the coordinates of the XZ plane in the second game scene are equally (x1, z1). The first client controls the first game character to move from the origin position (0, 0) of the XZ plane to the first resource position 140 (x1, z1) in the first game scene according to the received operation control command, The first game character moves from the origin position of the XZ plane to the first resource position 140 also in the second game scene. In the coordinate display of the movement process, in the first game scene, the first game character moves from the (0, 0) position to the (x1, z1) position, and similarly, in the second game scene, the first game character The character moves from position (0, 0) to position (x1, z1).
Optionally, the mirroring symmetry of the first game scene and the second game scene includes mirroring symmetry of the first game scene and the second game scene, wherein the mirroring symmetry plane is not parallel to the horizon of the first game scene or is a second It is not parallel to the plane of the game scene. For example, the mirroring symmetry plane is a plane perpendicular to the horizon of the first game scene or a plane perpendicular to the horizon of the second game scene.
For example, FIG. 4 is a plan schematic diagram of a game scene, and the game scene is the first game scene, passing the dotted line 410 of FIG. 4 (the angle between the dotted line 410 and the positive X-axis is + 135 degrees/-45 degrees), and also take a plane perpendicular to the XZ plane as a mirroring symmetry plane, thereby obtaining a second game scene with mirror symmetry with the first game scene. At one point (x1, y1, z1) of the first game scene, the coordinates corresponding to the second game scene are (x2, y2, z2), where
x2 = -z1,
y2 = y1,
z2 = -x1.
A plane that is not parallel to the plane of the first game scene or a plane that is not parallel to the plane of the second game scene is the first game scene and the second game scene of the mirroring symmetry plane, and the coordinates in the XZ plane/horizontal plane coincide Able to know.
For example, in the first resource location 140, the coordinates of the XZ plane in the first game scene are (x1, z1), and the coordinates of the XZ plane in the second game scene are (-z1, -x1). The first client controls the first game character to move from the origin position (0, 0) of the XZ plane to the first resource position 140 (x1, z1) in the first game scene according to the received operation control command, The first game character moves from the origin position of the XZ plane to the first resource position 140 also in the second game scene. In the coordinate display of the movement process, in the first game scene, the first game character moves from the (0, 0) position to the (x1, z1) position, and similarly, in the second game scene, the first game character The character moves from position (0, 0) to position (-z1, -x1).
It should be noted that, since the XZ plane is the mirroring symmetry plane of the first game scene and the second game scene, the amount of calculation is small, and the XZ plane/horizontal plane coordinates and operation control logic are consistent, which is a preferred embodiment.
Optionally, the first game scene comprises a first character camp base and a second character camp base, and the second game scene includes a first character camp base and a second character camp base, and when the game starts, The first character faction base is displayed as being located in a first location on the first client screen, and the second character faction base is displayed as being positioned in a second location on the second client screen, wherein the first location is the first location. The relative position on the client screen and the second position coincide with the relative position on the second client screen.
For example, when the game starts, the first character camp base 120 is displayed as being located in the lower left corner of the first client 210 screen, and the second character camp base 130 is the second client 220. It is displayed as being located in the lower left corner of the screen, or when the game starts, the first character camp base 120 is displayed as being positioned in the lower right corner of the first client 210 screen, and the second character camp base 120 is displayed. 130 is displayed as being located in the lower right corner of the second client 220 screen, or, when the game starts, the first character camp base 120 is located in the lower middle of the first client 210 screen is displayed, and the second character's camp base 130 is displayed as being located in the middle lower part of the second client 220 screen.
Optionally, an attack direction of the first character camp in the first client and an attack direction of the second character camp in the second client are the same.
For example, as shown in FIG. 5B, the first character camp base 120 is displayed as being located in the lower left corner of the first client 210 screen, and the game character of the first character camp is displayed. Starting from the lower left corner of the first client screen, the first client screen attacks toward the second character camp base 130 of the game scene, and as shown in FIG. 5 (d), the second character camp base (130) is displayed as being located in the lower left corner of the second client 220 screen, and the game character of the second character camp starts from the lower left corner of the screen, and the first character camp base of the game scene in the first client screen (120) to attack.
Optionally, the first game comprises a first character camp base and a second character camp base, and the second game comprises a first character camp base and a second character camp base, wherein in the first game scene A vector in which the first character camp base points to the second character camp base and the diagonal of the first client screen form a first narrow angle, and the second character camp base in the second game scene points to the first character camp base The diagonal of the vector and the second client screen forms a second included angle, and the difference between the first and second included angles is a, where a ∈ [-45 degrees, +45 degrees], preferably, the second The first narrow angle and the second narrow angle are the same.
For example, as shown in (b) of FIG. 5, a vector (a dotted arrow direction in FIG. 5 (b)) in which the first character camp base 120 points to the second character camp base 130 and the The diagonal of the first client screen forms a first narrow angle, and as shown in FIG. (d) and the diagonal of the second client screen (in the direction of the dotted arrow in d) form a second included angle, preferably, the first and second included angles are the same, that is, the difference between the first and second included angles. a is zero. Therefore, the first narrow angle and the second narrow angle are the same, so that both sides of the confrontation camp can obtain a consistent display and operation experience. Preferably, the difference value a between the first and second narrow angles may be, for example, a preset range such as a∈[-45 degrees, +45 degrees].
Optionally, the first game content further includes a first game foreground, and the second game content further includes a second game foreground, wherein the first game foreground and the second game foreground are mirrored symmetrically.
Optionally, both the first game foreground and the second game foreground include a plurality of resource objects that are movable in a horizontal plane.
A game scene contains a plurality of resource objects (scene resource objects) such as ground, mountains, stones, flowers, grass, trees, buildings, etc., which are relatively fixed in the horizon/XZ plane, and the game scene is located in the horizon/XZ plane It typically contains multiple resource targets (foreground resource targets) such as movable (non-fixed) champions, minions, wild monsters, barons, dragons, and skill release effects.
Optionally, the mirroring symmetry of the first game foreground and the second game foreground comprises mirroring symmetry of the first game foreground and the second game foreground, wherein the plane of symmetry of the mirroring symmetry of the first game foreground and the second game foreground and The symmetry planes of the mirroring symmetry of the first game scene and the second game scene are the same. Preferably, the horizon/XZ plane is the mirroring symmetry plane, and mirroring processing is performed on the game scene and the game foreground, so that the first game content and the second game content that are mirroring symmetric to each other can be obtained, and in the first client Display the first game content and display the second game content on the second client.
Optionally, before displaying the first game content in the first client, performing a horizontal flip for each resource object of the first game foreground, or before displaying the second game content in the second client, the second game A horizontal flip is performed for each resource object in the foreground.
Optionally, optionally, before displaying the first game content in the first client, a horizontal flip is performed on the first game character and the second game character of the first game foreground, or the second game content in the second client Before displaying, horizontal flips are performed on the first game character and the second game character in the second game foreground.
For example, in one game character before mirroring symmetry processing, the game character holds a weapon in its right hand, but after performing the mirroring symmetry processing, the game character holds a weapon in its left hand. In order to avoid situations where the display of the foreground resource target caused by mirroring symmetry processing is inconsistent (especially inconsistent champions controlled by the game player in the foreground resource target), each foreground resource in the game foreground after mirroring symmetry processing Horizontal flip processing is performed on the target or horizontal flip processing is performed only on the champion controlled by the game player in the foreground resource target (since the game player is the most sensitive to the inconsistency of the champion controlled by the game player), and the horizontal flip process In, each foreground resource object keeps its coordinates in the horizontal plane/XZ plane unchanged so that each foreground resource object flips horizontally along the longitudinal axis on the screen, so that the game character holds the weapon with its right hand and thus the game character/ Maintains the consistency of the display of the foreground resource object.
Optionally, displaying the first game content at the first client includes: displaying a full range of the first game content at the first client; or displaying a partial range of the first game content in the first client; or adjusting the range size of the first game content displayed on the first client according to the received operation command. The displaying of the second game content on the second client may include: displaying a full range of the second game content on the second client; or displaying a partial range of the second game content on the second client; or adjusting the range size of the second game content displayed on the second client according to the received operation command.
For example, the first game content is displayed on the first client, and the display screen of the first client can always display the full range of the first game content (eg, for a game in which the game content range is relatively small). there is; always display some range of the first game content (eg, for a game in which the game content range is relatively large) on the display screen of the first client; Alternatively, the first client may adjust the size of the range of the first game content that is always displayed on the display screen of the first client according to the received operation command. Similarly, the second game content is displayed at the second client, and the display screen of the second client can always display the full range of the second game content (eg, for a game in which the game content range is relatively small); always display some range of the second game content (eg, for a game in which the game content range is relatively large) on the display screen of the second client; Alternatively, the second client may adjust the size of the range of the second game content displayed on the display screen of the second client according to the received operation command.
According to an embodiment of the present invention, there is further provided a system for displaying a game scene, wherein the system may include a first client installed to control a first game character and a second client installed to control a second game character wherein the first game character belongs to a first character faction, and the second game character belongs to a second character camp, wherein the first client is configured to display first game content that also includes a first game scene; installed, and the second client is also installed to display a second game content including a second game scene, wherein the first game scene and the second game scene are mirrored symmetrically.
According to an embodiment of the present invention, there is further provided a computer-readable recording medium storing a program product that can implement the method described above in the present specification. In some possible embodiments, each aspect of the present invention may be implemented in the form of a program product comprising a program code, and when the program product is executed in a terminal device, the program code is transmitted to the terminal device by the " for performing the steps according to various exemplary aspects of the present invention described in the "Exemplary Methods" section. The computer-readable recording medium can use a portable compact disk read-only memory (CD-ROM), contains program code, and can be executed in a terminal device such as a personal computer. However, the program product of the present invention is not limited thereto, and in the present specification, the readable recording medium may be any tangible medium containing or storing a program, and the program is an instruction execution system, apparatus or It may be used by the device or may be used in combination therewith.
The program product may be used in any combination of one or a plurality of readable media. The readable medium may be a readable signal medium or a readable recording medium. The readable recording medium may be, but is not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, device or component, or any combination thereof. More specific examples (not exhaustive list) of readable recording media include, but are not limited to, single or multiple conductor electrical connections, portable disks, hard disks, random access memory (RAM), read only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), optical fiber, portable compact disk read-only memory (CD-ROM), optical storage, magnetic storage, or any suitable combination of the foregoing.
The numbers of the embodiments of the present invention are for illustrative purposes only, and do not represent advantages and disadvantages of the embodiments.
In the above embodiment of the present invention, the focus of the description for each embodiment is different, and parts not described in detail in a specific embodiment may refer to related descriptions of other embodiments.
In a plurality of embodiments provided by the present invention, it should be understood that the disclosed technology may be implemented in other ways. Here, the above-described device embodiment is only a schematic, for example, the division of the unit may be a logic function division, and may be a separate division aspect when actually implemented, for example, a plurality of units or modules are combined may be implemented, may be integrated into other systems, or some features may be ignored or not implemented. On the other hand, the mutual or direct coupling or communicative connection shown or discussed may be an indirect coupling or communicative connection via some interface, unit or module, and may be in electrical or other form.
The unit described as the separation member may or may not be physically separated, and the member indicated as a unit may or may not be a physical unit, that is, it may be located in one location or a plurality of may be distributed in units of According to actual needs, some or all of the units may be selected to implement the purpose of this embodiment solution.
In addition, each functional unit of each embodiment of the present invention may be integrated into one processor unit, each unit may exist alone physically, and two or two or more units may be integrated into one unit. The integrated unit may be implemented in the form of a hard drive, or may be implemented in the form of a program function unit.
When the integrated unit is implemented in the form of a software functional unit and sold or used as a standalone product, it may be stored in a computer-readable recording medium. Based on this understanding, the technical solution of the present invention or the part contributing to the prior art, or all or part of the technical solution is essentially implemented in the form of software, the computer program product may be stored in a recording medium, and the computer and a plurality of instructions for causing a device (which may be a personal computer, a service terminal, a network device, etc.) to perform all or part of the method of each embodiment of the present invention.
The above description is only a preferred embodiment of the present invention, and those of ordinary skill in the art to which the present invention pertains can make improvements and modifications under the premise that does not deviate from the principles of the present invention, and such improvements and modifications are also of the present invention. It should be noted that this should be considered as the scope of protection.
As described above, the method and system for controlling the display of the game scene and the recording medium provided by the embodiment of the present invention have the effect of effectively ensuring the fairness of the confrontation game, the cultivation of the player's strategic habit, and the teamwork.
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Every citation, both ways
| Document | Relation | Office | Cited during |
|---|---|---|---|
| JP2014217654A | Cites | Japan | Search report |
| “도타 2_맵 (r60 판) - 나무위키”, 인터넷 나무위키 게시글(2017.02.09.) | Non-patent | – | Search report |
14 members in 6 offices
Priority claims2
| Document | Office | Kind | Date |
|---|---|---|---|
| 20197035547 | Republic of Korea | A | |
| 2017085167 | China | W |
Members14
| Document | Office | Kind | |
|---|---|---|---|
| WO2018209707A1 | World Intellectual Property Organization (WIPO) | A1 | |
| KR20190141769A | Republic of Korea | A | |
| GB201916294D0 | United Kingdom | D0 | |
| GB2575610A | United Kingdom | A | |
| US2020061468A1 | United States of America | A1 | |
| JP2020510491A | Japan | A | |
| BR112019024175A2 | Brazil | A2 | |
| US2020368618A1 | United States of America | A1 | |
| US10888781B2 | United States of America | B2 | |
| JP7053652B2 | Japan | B2 | |
| KR20220046696A | Republic of Korea | A | |
| KR102392978B1 | Republic of Korea | B1 | |
| US11413529B2 | United States of America | B2 | |
| KR102499897B1This record | Republic of Korea | B1 |
5 legal events, as the office reported them to INPADOC
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| Full renewal or maintenance fee paidU11 | U11 | |
| Written decision to grantGRNT | GRNT | |
| Decision to grant or registration of patent rightE701 | E701 | |
| Notification of reason for refusalE902 | E902 | |
| Divisional application of patentA107 | A107 |
Numbers
- Publication
- 10-2499897
- Application
- 1020227010161
Titles4
- Korean
- 게임 장면의 디스플레이 제어 방법 및 시스템, 기록매체
- English
- Method and system for controlling display of the game scene, and the recording medium
- Unlabeled
- 게임 장면의 디스플레이 제어 방법 및 시스템, 기록매체{Method and system for controlling display of the game scene, and the recording medium}
- Unlabeled
- Method and system for controlling display of the game scene, and the recording medium
Classification
- CPC, 5
- A63F13/56
- A63F13/92
- A63F13/5252
- A63F13/332
- A63F13/45
- IPC, 3
- A63F13 56
- A63F13 332
- A63F13 45