CN114817204A - Game map management method, device, equipment and computer readable storage medium - Google Patents

Game map management method, device, equipment and computer readable storage medium Download PDF

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Publication number
CN114817204A
CN114817204A CN202210345974.8A CN202210345974A CN114817204A CN 114817204 A CN114817204 A CN 114817204A CN 202210345974 A CN202210345974 A CN 202210345974A CN 114817204 A CN114817204 A CN 114817204A
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map
game
block
target
scene
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耿振东
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Shenzhen Dameng Longtu Culture Communication Co ltd
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Shenzhen Dameng Longtu Culture Communication Co ltd
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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F16/00Information retrieval; Database structures therefor; File system structures therefor
    • G06F16/20Information retrieval; Database structures therefor; File system structures therefor of structured data, e.g. relational data
    • G06F16/21Design, administration or maintenance of databases
    • G06F16/219Managing data history or versioning
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • A63F13/5372Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for tagging characters, objects or locations in the game scene, e.g. displaying a circle under the character controlled by the player
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • A63F13/5378Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for displaying an additional top view, e.g. radar screens or maps
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F16/00Information retrieval; Database structures therefor; File system structures therefor
    • G06F16/20Information retrieval; Database structures therefor; File system structures therefor of structured data, e.g. relational data
    • G06F16/21Design, administration or maintenance of databases
    • G06F16/215Improving data quality; Data cleansing, e.g. de-duplication, removing invalid entries or correcting typographical errors
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F16/00Information retrieval; Database structures therefor; File system structures therefor
    • G06F16/20Information retrieval; Database structures therefor; File system structures therefor of structured data, e.g. relational data
    • G06F16/23Updating
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F16/00Information retrieval; Database structures therefor; File system structures therefor
    • G06F16/20Information retrieval; Database structures therefor; File system structures therefor of structured data, e.g. relational data
    • G06F16/29Geographical information databases

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Abstract

The invention discloses a game map management method, a game map management device, game map management equipment and a computer readable storage medium, and belongs to the technical field of games. According to the method, original map data are divided into a plurality of original map blocks, the map data are processed in a blocking mode, after a current game level scene is obtained, whether an updated map block exists in a game scene map corresponding to the game level scene is determined, whether the current game scene map needs to be updated is judged, if the updated map block exists, when a client-side is monitored to trigger updating, a target game scene map is determined based on the updated map block and the original map block, the target game scene map is displayed according to a virtual object in the game level scene, the client-side updates the game scene map according to the updated map block, the whole game scene map does not need to be updated completely, the synchronous data quantity of the map of the client-side is reduced, the consumption of network flow is reduced, and the loading speed of the map data is effectively improved.

Description

Game map management method, device, equipment and computer readable storage medium
Technical Field
The present invention relates to the field of game technologies, and in particular, to a method, an apparatus, a device, and a computer-readable storage medium for managing a game map.
Background
With the development of computer science and technology, the network game technology is more mature, and a user can play games at any time through intelligent terminal equipment. During the game, in order for the game user to control the movement of the game characters in a plurality of game scenes, the game user needs to frequently view the game map. The game map is a thumbnail of a game scene. The game player can quickly know the current position of the game character operated by the game player and information such as a route leading to a destination through the game map.
The game map is usually stored in a game server, and when a game player enters a game, the server sends related data corresponding to the game map to a game player client so as to load the client map. Because the data volume of the relevant data corresponding to the game map is large, large network flow is generated during sending, the network bandwidth of the server is occupied, and particularly when the map needs to be updated, the speed of loading the map data by the client is low.
Disclosure of Invention
The invention mainly aims to provide a game map management method, a game map management device, game map management equipment and a computer readable storage medium, and aims to solve the technical problem of how to increase the loading speed of a game map at a client.
In order to achieve the above object, the present invention provides a game map management method, comprising:
dividing original map data into a plurality of original map blocks;
acquiring a current game level scene, and determining whether a game scene map corresponding to the game level scene has an updated map block or not;
if the updated map block exists, when the client-side triggering updating is monitored, determining a target game scene map based on the updated map block and the original map block, and displaying the target game scene map according to a virtual object in the game level scene.
Optionally, after the step of dividing the original map data into a plurality of original map tiles, the method further includes:
if a map updating instruction is monitored, determining updating data and target map blocks in the original map blocks based on the map updating instruction;
and updating the target map block according to the updating data to generate an updated map block.
Optionally, the step of determining a corresponding target map tile based on the map update instruction comprises:
acquiring a history version number carried by the map updating instruction, and determining a target map block associated with the history version number in all original map blocks;
the step of updating the target map block according to the update data and generating an updated map block comprises:
and establishing a new version number based on the historical version number, performing editing operation on the target map block according to the updating data, and associating the edited target map block with the new version number to obtain an updated map block.
Optionally, after the step of displaying the target game scene map according to the virtual object in the game level scene, the method further includes:
determining whether the new version number meets a version deletion triggering condition or not according to a preset version rule;
and if the new version number accords with the version deletion triggering condition, deleting the original map block associated with the historical version number when a version deletion signal is monitored.
Optionally, the step of determining a target game scene map based on the updated map tiles and the original map tiles comprises:
acquiring original block identifiers of all the original map blocks;
based on the updating block identifiers of the updating map blocks, traversing all the original block identifiers, and determining whether a target block identifier matched with the updating block identifier exists in all the original block identifiers;
if the target block identification exists, replacing the original map block corresponding to the target block identification with the updated map block corresponding to the updated block identification to generate a replacement map block;
and combining the original map blocks which are not replaced with the replaced map blocks to obtain the target game scene map.
Optionally, the step of displaying the target game scene map according to the virtual object in the game level scene includes:
acquiring object information corresponding to a virtual object in the game level scene;
and displaying the target game scene map based on the object information.
Optionally, the step of displaying the target game scene map based on the object information includes:
determining orientation information and position information in the object information in real time, and calculating a rotation angle of the target game scene map based on the orientation information and the position information;
and rotating the target game scene map according to the rotation angle, and displaying the rotated target scene map in real time.
In order to achieve the above object, the present invention also provides a game map management apparatus including:
the map dividing module is used for dividing the original map data into a plurality of original map blocks;
the map updating module is used for acquiring a current game level scene and determining whether an updated map block exists in a game scene map corresponding to the game level scene;
and the map display module is used for determining a target game scene map based on the updated map block and the original map block when the client-side triggering update is monitored if the updated map block exists, and displaying the target game scene map according to the virtual object in the game level scene.
Further, to achieve the above object, the present invention also provides a game map management apparatus including a memory, a processor, and a game map management program stored on the memory and executable on the processor, wherein: the game map management program, when executed by the processor, implements the steps of the game map management method as described above.
Further, to achieve the above object, the present invention also provides a computer-readable storage medium having stored thereon a game map management program which, when executed by a processor, implements the steps of the game map management method as described above.
The invention provides a game map management method, a device, equipment and a computer readable storage medium, which divide original map data into a plurality of original map blocks, carry out block processing on the map data, determine whether an updated map block exists in a game scene map corresponding to a current game level scene after the current game level scene is obtained, so as to judge whether the current game scene map needs to be updated, if the updated map block exists, when a client triggers updating, determine a target game scene map based on the updated map block and the original map block, display the target game scene map according to a virtual object in the game level scene, the client realizes updating the game scene map aiming at the updated map block, does not need to update the whole game scene map, determines the target game scene map, reduces the synchronous data amount of the client map, the consumption of network flow is reduced, and the loading speed of map data is effectively improved.
Drawings
Fig. 1 is a schematic structural diagram of a game map management device of a hardware operating environment according to an embodiment of the present invention;
FIG. 2 is a flowchart illustrating a method for managing a game map according to a first embodiment of the present invention;
FIG. 3 is a schematic structural diagram of a game map management device according to the present invention.
The implementation, functional features and advantages of the objects of the present invention will be further explained with reference to the accompanying drawings.
Detailed Description
It should be understood that the specific embodiments described herein are merely illustrative of the invention and are not intended to limit the invention.
Referring to fig. 1, fig. 1 is a schematic structural diagram of a game map management device in a hardware operating environment according to an embodiment of the present invention.
As shown in fig. 1, the game map management apparatus may include: a processor 1001, such as a Central Processing Unit (CPU), a communication bus 1002, a user interface 1003, a network interface 1004, and a memory 1005. Wherein a communication bus 1002 is used to enable connective communication between these components. The user interface 1003 may include a Display screen (Display), an input unit such as a Keyboard (Keyboard), and the optional user interface 1003 may also include a standard wired interface, a wireless interface. The network interface 1004 may optionally include a standard wired interface, a WIreless interface (e.g., a WIreless-FIdelity (WI-FI) interface). The Memory 1005 may be a Random Access Memory (RAM) Memory, or may be a Non-Volatile Memory (NVM), such as a disk Memory. The memory 1005 may alternatively be a storage device separate from the processor 1001.
Those skilled in the art will appreciate that the configuration shown in fig. 1 does not constitute a limitation of the game map management apparatus, and may include more or less components than those shown, or some components in combination, or a different arrangement of components.
As shown in fig. 1, a memory 1005, which is a kind of computer-readable storage medium, may include therein an operating system, a data storage module, a network communication module, a user interface module, and a game map management program.
In the game map management device shown in fig. 1, the network interface 1004 is mainly used for data communication with other devices; the user interface 1003 is mainly used for data interaction with a user; the processor 1001 and the memory 1005 in the game map management apparatus of the present invention may be provided in the game map management apparatus that calls the game map management program stored in the memory 1005 through the processor 1001 and executes the game map management method provided by the embodiment of the present invention.
An embodiment of the present invention provides a game map management method, and referring to fig. 2, fig. 2 is a flowchart illustrating a first embodiment of the game map management method according to the present invention.
In this embodiment, the game map management method includes:
step S100, dividing original map data into a plurality of original map blocks;
in this embodiment, it should be noted that a game map in a game is usually stored in a game server, a game player selects a game level after entering the game, and according to different game levels, the game server sends game map data corresponding to the game level to a client, so that the client can load and run the game map data. When map data is updated, a server often needs to store a whole update map, and a client needs to acquire the whole game map when data synchronization is performed, if only a certain small part in the game map needs to be updated and replaced, or if the map part changes due to the fact that a player operates a certain small area in the game map according to a game scene needs to be synchronized in real time, more repeated data are stored according to a traditional mode, and the data synchronization amount is large. Therefore, in the invention, the map data is divided and updated aiming at the single map block, so that the repeated data storage is reduced, the server storage and resources are reasonably utilized, the data synchronization amount is reduced, the transmission time is saved, and the game map data updating efficiency is improved.
Specifically, the original map data refers to map data before map division, and the original map data is divided into a plurality of original map blocks. The map division can be carried out according to different elements in the game scene map; the map may be divided by dividing the area position of the game scene map.
Step S200, acquiring a current game level scene, and determining whether a game scene map corresponding to the game level scene has an updated map block or not;
in this embodiment, it should be noted that after the game map is divided into maps, the update of the game scene map is performed according to the map blocks, and when the game map is updated, the map blocks to be updated may have corresponding update map blocks; specifically, when a player enters a game, a game level scene entered by the player is acquired, and whether an update map block for updating a game scene map exists in the game level scene is determined.
Step S300, if the updated map block exists, when the client-side triggering updating is monitored, determining a target game scene map based on the updated map block and the original map block, and displaying the target game scene map according to a virtual object in the game level scene.
In this embodiment, it should be noted that the triggering update of the client refers to triggering an operation of updating the game map data, for example, an update version exists before the client enters a game level, and when a game player at the client enters the scene interface of the game level, the update is triggered; for another example, when a game player modifies a game map, the modification of the game map by the player is monitored to trigger updating. The target game scene map is a game map displayed on the game client after the game scene map is updated, and the virtual object is an operation object of the game player in the game, such as a game character. After the client triggers updating, the client loads the updated map blocks according to the original map blocks, partial updating of the game scene map is achieved, and the target game scene map is obtained. Specifically, when an updated map block is detected, whether trigger updating exists at a client is judged, if trigger updating exists, a target game scene map of the client is determined according to the updated map block and an original map block, after the target game scene map is determined, relevant information of a virtual object in a game level scene is acquired, and the target game scene map is displayed according to the relevant information of the virtual object.
In the embodiment of the invention, the original map data is divided into a plurality of original map blocks, the block processing of the map data is carried out, after the current game level scene is obtained, whether a game scene map corresponding to the game level scene has an updated map block or not is determined, to determine whether the current game scene map needs to be updated, if there is an updated map block, determining a target game scene map based on the updated map tile and the original map tile when it is monitored that the client triggers an update, the target game scene map is displayed according to the virtual object in the game level scene, the client updates the game scene map aiming at the updated map block, the whole game scene map does not need to be updated completely, the target game scene map is determined, the synchronous data volume of the client map is reduced, the consumption of network flow is reduced, and the loading speed of map data is effectively improved.
Further, based on the first embodiment of the game map management method of the present invention, a second embodiment of the game map management method of the present invention is provided, where in the step S100, after the step of dividing the original map data into a plurality of original map blocks, the method further includes:
step a, if a map updating instruction is monitored, determining updating data and target map blocks in each original map block based on the map updating instruction;
and b, updating the target map block according to the updating data to generate an updated map block.
In this embodiment, it should be noted that, after the original map data is divided, each original map block that is stored and divided is stored in a storage module of the game server, and the stored original map block is updated in real time according to the map update instruction to generate an updated map block, so that the updated map block can be loaded in real time after the client triggers the update. The map updating instruction refers to an operation instruction issued by a game administrator when updating a game map, for example, an operation instruction for a game developer to upgrade a game scene map of a game in a later maintenance process of the game. The map updating instruction comprises or corresponds to map block information needing to be updated and updating data for updating the game scene map. The target map block refers to a map block which needs to be updated in all the original map blocks. Specifically, after a map updating instruction is monitored, the map updating instruction is analyzed and converted to determine target map blocks needing to be updated in all original map blocks, and corresponding updating data is acquired according to the map updating instruction. Based on the update data and the determined target map block, an updated map block is obtained.
In the embodiment, the stored original map blocks are updated in real time through the map updating instruction, the effectiveness of the map data is ensured, the target map blocks are determined according to the map updating instruction so as to update the map data of the game scene, the whole game scene map does not need to be processed, the storage of the updated data is reduced, and the storage resources of the server are effectively saved.
Further, the step of determining a corresponding target map tile based on the map update instructions comprises:
step c, acquiring a history version number carried by the map updating instruction, and determining a target map block associated with the history version number in all the original map blocks;
specifically, the step of updating the target map block according to the update data and generating an updated map block includes:
and d, establishing a new version number based on the historical version number, performing editing operation on the target map block according to the updating data, and associating the edited target map block with the new version number to obtain the updated map block.
In this embodiment, it should be noted that after the original map data is divided, each obtained original map block is provided with a version number, and different identifiers can be carried in different version numbers of the original map blocks, for example, the initialized version number of the original game scene map corresponding to the original map data is V1, if there are three divided original map blocks, if the divided original map blocks use lowercase letters a, b, and c as the identifier of the map block, the version numbers of the three original map blocks are Va1, Vb1, and Vc1, respectively. The original map blocks can be distinguished by different original map block version numbers. The historical version number refers to the version number of each original map block before updating. Specifically, the map update instruction carries a history version number of an original map block that needs to be version-updated, and the original map block associated with the history version number determined according to the history version number is a target map block.
The new version number refers to a version number corresponding to the updated original map block, and the version number is determined according to the historical version number, for example, the historical version number is Va1, and the new version number is determined to be Va2, and the new version number will continue the identifier in the historical version number. Specifically, a new version number corresponding to the history version number is determined, the target map block is edited according to the obtained updating data, and the edited target map block is associated with the new version number to obtain the updated map block.
In the embodiment, the original map blocks are distinguished through the version numbers, so that the positions needing to be updated in the game scene map can be accurately positioned, and the updating accuracy of the game scene map is improved.
Further, after the step of displaying the target game scene map according to the virtual object in the game level scene, the method further includes:
step e, determining whether the new version number meets the version deletion triggering condition or not according to a preset version rule;
and f, if the new version number meets the version deletion triggering condition, deleting the original map block associated with the historical version number when a version deletion signal is monitored.
In this embodiment, it should be noted that after an original map block in a game scene map is updated, the original map block before being updated may be deleted synchronously during updating; and the game scene map can be stored continuously to avoid the situation that the game scene map cannot be rolled back after being updated. In this embodiment, the storage condition of the original map block before being updated is limited by a preset version rule, where the preset version rule refers to a deletion rule set by a manager according to an actual situation for the original map block before being updated, and is triggered by deleting the new version number. For example, the original map blocks corresponding to any historical version number are not stored in the preset version rule, and after the updated map blocks associated with the new version number are determined, the new version number is considered to meet the deletion triggering condition, a version deletion signal is triggered, and the original map blocks which are not updated are directly deleted; and setting an original map block corresponding to the stored historical version number in the preset version rule, and after determining that the updated map block associated with the new version number does not meet the version deletion trigger condition, continuously storing the original map block which is not updated.
Specifically, after the new version number is determined, whether the new version number meets a version deletion trigger condition is judged according to a preset version rule, and when the new version number meets the version deletion trigger condition, an original map block associated with the historical version number is deleted according to a triggered version deletion signal.
It is understood that the preset version rule may also be a limit version distance limiting the new version number from the farthest historical version number, so as to determine whether the new version meets the deletion trigger condition according to whether the actual version distance exceeds the limit version distance. Wherein the most remote history version number is the history version number existing in the server and farthest from the new version number. For example, the preset version rule limits the version distance between the new version number and the farthest history version number to be 10, when the new version number is Va12 and the farthest history version number is Va1, the version distance is 11, and the version distance 11 exceeds the limit distance 10, and the deletion trigger condition is considered to be met. Upon determining that the deletion trigger condition is met, a version delete signal will be triggered.
In the embodiment, the deletion triggering condition is limited through the changeable preset version rule, the original map block before updating is flexibly processed, the updating backspacing capacity of the game scene map is increased, and the effectiveness of game map management is improved.
Further, the step of determining a target game scene map based on the updated map tiles and the original map tiles comprises:
step g, acquiring original block identifiers of all the original map blocks;
step h, traversing each original block identifier based on an update block identifier of the update map block, and determining whether a target block identifier matched with the update block identifier exists in each original block identifier;
step i, if the target block identification exists, replacing the original map block corresponding to the target block identification with the updated map block corresponding to the updated block identification to generate a replacement map block;
and j, combining the original map blocks which are not replaced with the replaced map blocks to obtain a target game scene map.
In this embodiment, it should be noted that, after the client triggers updating, the client needs to update the local game scene map, and the target game scene map is determined by replacing the updated map block with the local original map block. The original block identifier refers to a block identifier corresponding to an original map block, and the block identifier is used for distinguishing different map blocks. The update block identifier refers to a block identifier corresponding to the update map block. The target game scene map refers to an updated game scene map. Specifically, original block identifiers of all original map blocks are obtained, after an updated map block is determined, traversal is performed on all the original block identifiers according to the updated block identifiers of the updated map block to determine whether a target block identifier matching the updated block identifier exists in all the original block identifiers, when the target block identifier is traversed, the original map block corresponding to the target block identifier is replaced by the updated map block corresponding to the updated block identifier to obtain a replacement map block, and the replacement map block is recombined with other original map blocks which are not updated to obtain the target game scene map. If the original block identifier matched with the original map block matched with the update block identifier cannot be traversed, the replacement operation is not carried out, and a log of the replacement failure is reported.
In the embodiment, the client replaces the original map blocks in the game scene map through the block identifiers to obtain the target game scene map, the original map blocks which are not updated do not need to be synchronously loaded, the network flow consumption is reduced, and the loading efficiency of the game scene map of the client is effectively improved.
Further, the step of displaying the target game scene map according to the virtual object in the game level scene comprises:
step k, acquiring object information corresponding to the virtual object in the game level scene;
and step l, displaying the target game scene map based on the object information.
In this embodiment, it should be noted that, when a game player plays a game, the game scene map needs to change in real time along with the virtual object in the game level scene, for example, when the virtual object is a game character, the display of the game scene map needs to be adapted to the orientation of the game character, so as to improve the game experience. The object information corresponding to the virtual object in the game level scene may include information such as position information, orientation information, and a visual field range of the virtual object, and the target game scene map is displayed based on the object information, so that the target game scene map is adapted to the change of the virtual object, and a map picture presented to the game player by the target game scene map is adjusted in real time. It is understood that the adjustment to the target game scene map may further be adaptively scaled according to the size of the game level scene, so that the target game scene map is fully displayed. Specifically, after a target game scene map is determined, object information corresponding to a virtual object in a game level scene is acquired, and the target game scene map is displayed according to the object information.
In this embodiment, the target game scene map is displayed through the object information of the virtual object, so that the target game scene map is adapted to the virtual object in real time, the demand of fast guidance of the map is met, and better navigation experience is achieved without adding an entity control of a game user interface.
Further, the step of displaying the target game scene map based on the object information includes:
step m, determining orientation information and position information in the object information in real time, and calculating the rotation angle of the target game scene map based on the orientation information and the position information;
and n, rotating the target game scene map according to the rotation angle, and displaying the rotated target scene map in real time.
In this embodiment, the direction information in the object information is direction information in which the game player operates the virtual object; the position information is coordinate information of the virtual object, and the place-of-birth coordinate information is an initialization coordinate and changes in real time with the operation of the virtual object by the game player when the game is entered, that is, when the place-of-birth of the virtual object is corresponded. And determining the relative position of the target game scene map and the virtual object according to the orientation information and the position information of the virtual object, and calculating the rotation angle of the target game scene map which needs to be adjusted in real time so as to enable the target game scene map to be matched with the action of the virtual object in real time. Specifically, orientation information and position information of the virtual object are acquired in real time, an angle of the target game scene map needing to be rotated is calculated through the orientation information and the position information, and the target game scene map is rotated and displayed in real time based on the rotation angle.
In the embodiment, the rotation angle of the target game scene map is determined in real time through the orientation information and the position information in the virtual object information, and the target game scene map is rotated and displayed in real time, so that the requirement of a game player for viewing the game map is met, the real-time performance is high, and the game experience of the game player is effectively improved.
Further, referring to fig. 3, the present invention also proposes a game map management apparatus including:
a map division module 2001 for dividing the original map data into a plurality of original map tiles;
a map updating module 2002, configured to obtain a current game level scene, and determine whether a game scene map corresponding to the game level scene has an updated map block;
and the map display module 2003 is configured to, if the updated map tile exists, determine a target game scene map based on the updated map tile and the original map tile when it is monitored that the client triggers updating, and display the target game scene map according to a virtual object in the game level scene.
Optionally, the map updating module 2002 is further configured to:
if a map updating instruction is monitored, determining updating data and target map blocks in the original map blocks based on the map updating instruction;
and updating the target map block according to the updating data to generate an updated map block.
Optionally, the map updating module 2002 is further configured to:
acquiring a history version number carried by the map updating instruction, and determining a target map block associated with the history version number in all original map blocks;
and establishing a new version number based on the historical version number, performing editing operation on the target map block according to the updating data, and associating the edited target map block with the new version number to obtain an updated map block.
Optionally, the map updating module 2002 is further configured to:
determining whether the new version number meets a version deletion triggering condition or not according to a preset version rule;
and if the new version number accords with the version deletion triggering condition, deleting the original map block associated with the historical version number when a version deletion signal is monitored.
Optionally, the map display module 2003 is further configured to:
acquiring original block identifiers of all the original map blocks;
based on the updating block identifiers of the updating map blocks, traversing all the original block identifiers, and determining whether a target block identifier matched with the updating block identifier exists in all the original block identifiers;
if the target block identification exists, replacing the original map block corresponding to the target block identification with the updated map block corresponding to the updated block identification to generate a replacement map block;
and combining the original map blocks which are not replaced with the replaced map blocks to obtain the target game scene map.
Optionally, the map display module 2003 is further configured to:
acquiring object information corresponding to a virtual object in the game level scene;
and displaying the target game scene map based on the object information.
Optionally, the map display module 2003 is further configured to:
determining orientation information and position information in the object information in real time, and calculating a rotation angle of the target game scene map based on the orientation information and the position information;
and rotating the target game scene map according to the rotation angle, and displaying the rotated target scene map in real time.
The specific implementation of the game map management device of the present invention is substantially the same as the embodiments of the game map management method described above, and will not be described herein again.
Furthermore, the present invention also provides a game map management apparatus, characterized in that the game map management apparatus includes a memory, a processor, and a game map management program stored on the memory and executable on the processor, wherein: the game map management program, when executed by the processor, implements a game map management method according to various embodiments of the present invention.
In addition, the invention also provides a computer readable storage medium, on which the game map management program is stored. The computer-readable storage medium may be the Memory 20 in the terminal in fig. 1, and may also be at least one of a ROM (Read-Only Memory)/RAM (Random Access Memory), a magnetic disk, and an optical disk, and the computer-readable storage medium includes several instructions for causing a game map management apparatus having a processor to execute the game map management method according to the embodiments of the present invention.
It is to be understood that throughout the description of the present specification, reference to the term "one embodiment", "another embodiment", "other embodiments", or "first through nth embodiments", etc., means that a particular feature, structure, material, or characteristic described in connection with the embodiment or example is included in at least one embodiment or example of the present invention. In this specification, the schematic representations of the terms used above do not necessarily refer to the same embodiment or example. Furthermore, the particular features, structures, materials, or characteristics described may be combined in any suitable manner in any one or more embodiments or examples.
It should be noted that, in this document, the terms "comprises," "comprising," or any other variation thereof, are intended to cover a non-exclusive inclusion, such that a process, method, article, or system that comprises a list of elements does not include only those elements but may include other elements not expressly listed or inherent to such process, method, article, or system. Without further limitation, an element defined by the phrase "comprising an … …" does not exclude the presence of other like elements in a process, method, article, or system that comprises the element.
The above-mentioned serial numbers of the embodiments of the present invention are merely for description and do not represent the merits of the embodiments.
Through the above description of the embodiments, those skilled in the art will clearly understand that the method of the above embodiments can be implemented by software plus a necessary general hardware platform, and certainly can also be implemented by hardware, but in many cases, the former is a better implementation manner. Based on such understanding, the technical solution of the present invention may be embodied in the form of a software product, which is stored in a computer-readable storage medium (such as ROM/RAM, magnetic disk, optical disk) as described above, and includes several instructions for enabling a terminal device (such as a mobile phone, a computer, a server, or a network device) to execute the method according to the embodiments of the present invention.
The above description is only a preferred embodiment of the present invention, and not intended to limit the scope of the present invention, and all modifications of equivalent structures and equivalent processes, which are made by using the contents of the present specification and the accompanying drawings, or directly or indirectly applied to other related technical fields, are included in the scope of the present invention.

Claims (10)

1. A game map management method, characterized by comprising the steps of:
dividing original map data into a plurality of original map blocks;
acquiring a current game level scene, and determining whether a game scene map corresponding to the game level scene has an updated map block or not;
if the updated map block exists, when the client-side triggering updating is monitored, determining a target game scene map based on the updated map block and the original map block, and displaying the target game scene map according to a virtual object in the game level scene.
2. The game map management method of claim 1, wherein after the step of dividing the raw map data into a plurality of raw map tiles, further comprising:
if a map updating instruction is monitored, determining updating data and target map blocks in the original map blocks based on the map updating instruction;
and updating the target map block according to the updating data to generate an updated map block.
3. The game map management method of claim 2, wherein the step of determining the corresponding target map tile based on the map update instruction comprises:
acquiring a history version number carried by the map updating instruction, and determining a target map block associated with the history version number in all original map blocks;
the step of updating the target map block according to the update data and generating an updated map block comprises:
and establishing a new version number based on the historical version number, performing editing operation on the target map block according to the updating data, and associating the edited target map block with the new version number to obtain an updated map block.
4. The game map management method of claim 3, wherein after the step of displaying the target game scene map according to the virtual objects in the game level scene, further comprising:
determining whether the new version number meets a version deletion triggering condition or not according to a preset version rule;
and if the new version number accords with the version deletion triggering condition, deleting the original map block associated with the historical version number when a version deletion signal is monitored.
5. The game map management method of claim 1, wherein the step of determining a target game scene map based on the updated map tile and the original map tile comprises:
acquiring original block identifiers of all the original map blocks;
based on the updating block identifiers of the updating map blocks, traversing all the original block identifiers, and determining whether a target block identifier matched with the updating block identifier exists in all the original block identifiers;
if the target block identification exists, replacing the original map block corresponding to the target block identification with the updated map block corresponding to the updated block identification to generate a replacement map block;
and combining the original map blocks which are not replaced with the replaced map blocks to obtain the target game scene map.
6. The game map management method of claim 1, wherein the step of displaying the target game scene map according to the virtual object in the game level scene comprises:
acquiring object information corresponding to a virtual object in the game level scene;
and displaying the target game scene map based on the object information.
7. The game map management method of claim 6, wherein the displaying the target game scene map based on the object information includes:
determining orientation information and position information in the object information in real time, and calculating a rotation angle of the target game scene map based on the orientation information and the position information;
and rotating the target game scene map according to the rotation angle, and displaying the rotated target scene map in real time.
8. A game map management apparatus, characterized by comprising:
the map dividing module is used for dividing the original map data into a plurality of original map blocks;
the map updating module is used for acquiring a current game level scene and determining whether an updated map block exists in a game scene map corresponding to the game level scene;
and the map display module is used for determining a target game scene map based on the updated map block and the original map block when the client-side triggering update is monitored if the updated map block exists, and displaying the target game scene map according to the virtual object in the game level scene.
9. A game map management apparatus characterized by comprising: a memory, a processor and a game map management program stored on the memory and executable on the processor, the game map management program configured to implement the steps of the game map management method of any one of claims 1 to 7.
10. A computer-readable storage medium, characterized in that a game map management program is stored thereon, which when executed by a processor implements the steps of the game map management method according to any one of claims 1 to 7.
CN202210345974.8A 2022-04-02 2022-04-02 Game map management method, device, equipment and computer readable storage medium Pending CN114817204A (en)

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