WO2006125379A1 - Procede de generation de scenes et systeme de jeu mobile - Google Patents

Procede de generation de scenes et systeme de jeu mobile Download PDF

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Publication number
WO2006125379A1
WO2006125379A1 PCT/CN2006/001042 CN2006001042W WO2006125379A1 WO 2006125379 A1 WO2006125379 A1 WO 2006125379A1 CN 2006001042 W CN2006001042 W CN 2006001042W WO 2006125379 A1 WO2006125379 A1 WO 2006125379A1
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WO
WIPO (PCT)
Prior art keywords
scene
record
mobile game
primitive
data
Prior art date
Application number
PCT/CN2006/001042
Other languages
English (en)
French (fr)
Inventor
Qian Liu
Qian Sun
Jingmin Jiao
Original Assignee
Huawei Technologies Co., Ltd.
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Huawei Technologies Co., Ltd. filed Critical Huawei Technologies Co., Ltd.
Priority to US11/915,254 priority Critical patent/US20080192058A1/en
Publication of WO2006125379A1 publication Critical patent/WO2006125379A1/zh

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Classifications

    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T19/00Manipulating 3D models or images for computer graphics
    • 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
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/33Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
    • A63F13/332Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using wireless networks, e.g. cellular phone networks
    • 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
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/63Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by the player, e.g. authoring using a level editor
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/40Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
    • A63F2300/406Transmission via wireless network, e.g. pager or GSM
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/552Details of game data or player data management for downloading to client devices, e.g. using OS version, hardware or software profile of the client device
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/6009Methods for processing data by generating or executing the game program for importing or creating game content, e.g. authoring tools during game development, adapting content to different platforms, use of a scripting language to create content
    • A63F2300/6018Methods for processing data by generating or executing the game program for importing or creating game content, e.g. authoring tools during game development, adapting content to different platforms, use of a scripting language to create content where the game content is authored by the player, e.g. level editor or by game device at runtime, e.g. level is created from music data on CD
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T2210/00Indexing scheme for image generation or computer graphics
    • G06T2210/61Scene description

Definitions

  • the present invention relates to a technique for generating game data, and more particularly to a method and system for generating a scene for a mobile game. Background technique
  • a mobile game is a video game service operated by a user on a mobile terminal such as a mobile phone or a personal digital assistant (PDA) on a mobile communication network, such as a mobile chess game, a sports game, an adventure game, a pet game, and the like.
  • a mobile terminal such as a mobile phone or a personal digital assistant (PDA) on a mobile communication network, such as a mobile chess game, a sports game, an adventure game, a pet game, and the like.
  • PDA personal digital assistant
  • wireless networks can be similar to "virtual hard drives", and the higher data transfer rates and more powerful features of 3G networks make it possible for users to download larger and more attractive games and other applications.
  • mobile games As the variety of mobile games continues to grow and become more powerful, it has implemented online gaming capabilities that allow you to interact with others online, anytime, anywhere, and with a rich game map (ie graphical game interface). Make mobile games more vivid and realistic.
  • the main user group of mobile games is teenagers. To keep these young game users, game operators must constantly introduce new ones and enhance the appeal of the game. However, the full development of new games is not only costly, but also has a long development cycle, which often makes it difficult to achieve the intended purpose. Therefore, game operators often want to improve the freshness and appeal of the game by updating the game map frequently. Since the game map is generally composed of at least one scene, the generation or update of the game map in the prior art is generally based on the scene. , has the following disadvantages:
  • an object of the present invention is to provide a scene generation method for a mobile game, which can make the scene data of the mobile game more streamlined, the data amount of the stored and transmitted scene is smaller, and the scene update is also faster and more flexible. Efficient and low cost.
  • the invention also provides a scene generation system for a mobile game, which can make the scene data of the mobile game more refined, the amount of data for storing and transmitting the scene is smaller, and the scene update is also faster, more flexible and efficient, and The cost is lower.
  • the present invention provides a method for generating a scene of a mobile game.
  • the mobile game scene generation system of the method includes a scene design module and a scene storage module, and the scene generation method of the mobile game includes:
  • the assembled scene is converted into scene data corresponding to the scene, and the scene data is saved to the scene storage module.
  • the setting primitive record includes adding, deleting, or modifying a primitive record, wherein the primitive record includes a primitive identifier and a primitive display image data.
  • the primitive record includes a basic primitive record and an extended primitive record, wherein the extended primitive is composed of at least two basic primitives, and the extended primitive record is provided with at least an extended primitive identifier, a corresponding basic primitive identifier, and location information.
  • the obtaining the primitive record to assemble the scene further includes:
  • the building record is provided with a building identifier and a display image identifier of the building, and the display image identifier of the building corresponds to the primitive identifier in the primitive record ;
  • the converted scene data includes a primitive record, a building record, and a scene record, A scene identifier is set in the scene record, and the belonging scene identifier and location information are set in the building record.
  • the scene data is stored in the file storage module in a file mode or a database manner, and the scene storage module is correspondingly a file system or a database system.
  • each scene is further divided into a plurality of scene blocks by two sets of parallel lines that intersect each other, and the converted scene data corresponds to at least one scene block record, and each scene block record includes a corresponding scene. And location information of the scene block.
  • Type information and parameter information are also set in the building record or the scene block record. After the element record is assembled into a scene, the type corresponding to the at least one building record or the scene block record is further set as the active area in the scene, and Set the parameters corresponding to the building record or scene block record to the function identifier of the corresponding application.
  • the scene generation system of the mobile game is provided with a plurality of scene design modules, and each scene design module simultaneously acquires the primitive records from the scene storage module to assemble the scene, and converts all the assembled scenes into scene data and saves them to the scene.
  • the scene storage module is provided with a plurality of scene design modules, and each scene design module simultaneously acquires the primitive records from the scene storage module to assemble the scene, and converts all the assembled scenes into scene data and saves them to the scene.
  • the scene storage module is independent of the mobile game server, and after saving the scene data to the storage module, the scene data is synchronously updated to the mobile game server, and the mobile game client acquires scene data on the mobile game server and generates a scene. .
  • the mobile game client stores necessary original scene data and required original primitive records
  • the mobile game client If the mobile game client stores the scene data and the primitive record corresponding to the scene data, the mobile game client directly generates the scene corresponding to the scene data;
  • the mobile game server is requested to download the required primitive record to the local, and then generate a scene corresponding to the scene data.
  • a scene update list is set on the mobile game server, and the scene update list is used for The time and scene identifier of the last update scene of the mobile game server are recorded; the scene update log is set in the mobile game client, and the scene update log is used to record the time and scene identifier of the latest update scene of the mobile game client.
  • the present invention also provides a scenario generating system for a mobile game, the system comprising: a scene storage module for storing original primitive records and generated scene data; a scene design module, wherein the scene design module is from the scene storage module
  • the image records are acquired to be assembled into a scene, and the assembled scene is converted into scene data corresponding to the scene, and the scene data is saved to the scene storage module.
  • the scene design module includes a design interface interface and a scene conversion module, where the design interface interface is configured to acquire a primitive record from the scene storage module to be assembled into a scene, and is used to add, delete, or modify the primitive record, and the scene is used.
  • the conversion module is configured to convert the scene assembled by the design interface interface into scene data and save the scene data to the scene storage module.
  • the system is provided with a plurality of scene design modules, and each scene design module is connected to the scene storage module, and each scene design module simultaneously acquires the primitive records from the scene storage module to assemble the scene, and then converts all the assembled scenes into scenes.
  • the data is saved to the scene storage module.
  • the scene storage module is a file system or a database system, and the scene data is saved in a file manner or a database manner.
  • the scene storage module is separately configured from the mobile game server, and after the scene design module saves the converted scene data to the scene storage module, the scene storage module synchronously updates the scene data to the mobile game server;
  • the scene generation module set by the mobile game client is used to acquire scene data on the mobile game server and generate a scene.
  • the present invention generates scene data by moving the scene generation system of the game to realize generation and update of the game map. Since the generation and update of the game scene are in units of primitives, the following advantages are compared with the prior art. :
  • the mobile game client saves the primitive information and occupies a small storage space. For the scene composed of repeated primitives, it is only necessary to save the primitive identifier and the location information, thereby avoiding saving large capacity. Scene pictures, saving resources;
  • FIG. 1 is a schematic structural diagram of a scene generation system for a mobile game according to the present invention
  • FIG. 2 is a flowchart of a scene generation method for a mobile game according to the present invention
  • FIG. 3 is a flow chart of an assembly scenario in accordance with the present invention.
  • FIG. 4 is a schematic structural diagram of a scene generation system for a mobile game according to an embodiment of the present invention
  • FIG. 5 is a flow diagram of scene data generated by the present invention
  • FIG. 6 is a flowchart of confirming a version of a scene of a mobile game client in an embodiment of the present invention. detailed description
  • FIG. 1 it is a schematic structural diagram of a scene generation system for a mobile game according to the present invention.
  • the system includes a scene design module 110 and a scene storage module 120.
  • the scene design module 110 includes a design interface interface 111 and a scene conversion module 112.
  • the present invention further provides a scene generating method for a mobile game, which uses the scene generating system of the mobile game to generate a scene, which mainly includes three steps: Step A, setting a map in the scene storage module 120 Meta-record
  • Step B The scene design module 110 acquires the primitive records from the scene storage module 120 and assembles them into a scene;
  • Step C The scene design module 110 converts the assembled scene into a scene data record that can uniquely correspond to the scene, and saves the scene data record to the scene storage module 120.
  • the key point of the present invention is the generation and updating of scenes in a mobile game, which in turn can be further assembled into a game map of a mobile game.
  • the game map data may specifically include four graphic elements of a scene, a building, a scene block, and a picture element, and it is necessary to explain each graphic element in detail here.
  • Scene It consists of various images of dynamic or static, such as images of geographical elements such as houses, rivers, and trees, or decorative props such as tables, chairs, and home appliances. These images are arranged in a certain order to form a game screen.
  • Each game map can be divided into multiple scenes.
  • the scenes are all a single downloadable unit, and the scene is made up of at least one building, and one building may enter another scene.
  • the game map data includes a scene record, a scene table (SceneTab), and the scene table includes information such as a scene identifier, a scene name, a scene description, a terminal type, a scene shape, and the like, for example, a scene table shown in Table 1.
  • Buildings can be divided into functional buildings, decorative buildings and export buildings.
  • the functional buildings eg, game consoles, supermarkets, etc.
  • the functional buildings correspond to a mobile game or other related application of the game system.
  • Mobile games such as board games, mahjong games, other related applications such as chat room programs, shopping consuming programs, calculators, etc.
  • decorative buildings are only used as decorative scenes, such as grass, trees, etc.; As a channel from one scene to another, such as a door.
  • the game map data includes a building record - a building table ( CityBuildingTab ), which includes a building identity, a building name, a building location coordinate, a building shape, an advertising space identification, a building layer property, a building Information such as the scene identifier, building type, building parameters, and corresponding elements belonging to the object, for example, the building table shown in Table 2.
  • the area where the building is located is determined by the location coordinates and shape information of the building in the building table; the building advertising space identifier can dynamically configure the advertising information of the game map; and further setting the building layer property of the building can be
  • the scene is constructed according to the layer properties, and the dynamic scene is displayed, and the scene element covers the scene of the game character.
  • Width number The width of the building
  • AdLocID number is the ad slot identifier if there are ad slots in the building
  • ScenelD number The identifier of the scene to which the building belongs
  • ParamType number Indicates the type of object represented by the building, mainly for client processing
  • ElementID number If a building is composed of a basic primitive, the ID represents the basic primitive identifier in the basic primitive table. If the building is composed of multiple basic primitives, the ID represents the extended primitive table. Extended element identifier
  • DestScenelD number The identifier of the other scene represented by the building. If the building does not represent other scenes, the value is meaningless.
  • DestBlockID number If DestScenelD makes sense, the ID indicates the location entity where the user is located after entering the scene represented by DestScenelD:
  • the building is composed of one or more primitives, and the entities can be downloaded separately and saved in the mobile game client.
  • the advantage of decomposing the scene into a building or a picture element is that the information is more streamlined than the scene consisting of a complete picture, and the mobile game client downloads faster and takes up less storage space.
  • the mobile game client can only update the picture element synchronously, without updating the entire scene, saving download time, and enabling the scene to be flexibly expanded. And the cost is lower.
  • the primitive is further divided into a basic primitive and an extended primitive.
  • the extended primitive is composed of at least two basic primitives, and the building in the building record corresponds to the basic primitive identifier or the extended primitive identifier to determine the display image of the building.
  • the extended primitives are mainly used for editing the game map. Combining several basic primitives into an extended primitive can be used as a whole. For the body to use, the mobile game client does not feel the presence of the extended primitive, and the extended primitive record is not sent to the mobile game client.
  • a building is either composed of a basic primitive or an extended primitive.
  • Game map data includes basic primitive records - basic primitive table
  • the basic primitive table includes information such as basic primitive identifier, primitive data (basic primitive display image), and primitive style, for example, the basic primitive table shown in Table 3a.
  • Game map data also includes extended primitive records - extended primitive tables
  • the extended primitive table includes serial number, extended primitive identifier, basic primitive identifier, basic primitive position, basic primitive sequence number, and the like, for example, the extended primitive table shown in Table 3b.
  • serial number mainly to uniquely represent a record, as the primary key of the table
  • BuildingElementID number The identifier of the extended primitive. If an extended primitive consists of three basic primitives, the extended primitive identifier with three records is the same.
  • ElementID number The identifier of the base element, which represents the base element identifier that makes up the extended element.
  • the basic coordinate element is the X coordinate offset of the extended primitive.
  • the upper left corner of the extended primitive is the coordinate origin. It is mainly used to draw the basic primitive when the mobile game client generates the extended primitive.
  • the sequence number of the Loc digital element in the extended primitive is used to move the game client to draw the picture. According to the sequence number, the occlusion relationship between the basic elements in the extended element is guaranteed.
  • Scene block Each scene can be divided into a plurality of regular scene blocks. In this embodiment, the scene is divided by two sets of parallel lines that intersect each other, and each scene is divided into rectangular or general parallelogram scene blocks, and Each scene block is exactly the same size.
  • the main advantages of the scene block are: It is convenient for the mobile game client to control the walking of the game character of the mobile game client, and determine the shortest path for the game character to walk.
  • the distance of each step of the game character walking is a scene block, and the scene block is divided into traversable and non-crossable, and the mobile game client bypasses the inaccessible scene block while controlling the walking of the game character.
  • the angle of view of the general graphical game map is 45 degrees, so the angle between the two sets of parallel lines dividing the scene block is also preferably about 45 degrees.
  • the game map data includes a scene block record - a scene block table (SceneBlockTab), the scene block table includes a scene block identifier, a scene identifier to which it belongs, a building identifier to which it belongs, a scene block type, a scene block parameter, and a semantic of the belonging building. And other information.
  • the mobile game terminal can download the mobile game client data package from the mobile game server or a dedicated download server (such as KJAVA download server, KJava Download Server), install and run the mobile game client, and use
  • the account password is registered on the mobile game server, and the initial game map screen is displayed after the authentication is passed (the initial game map screen can be Included in the downloaded mobile game client data package, can also be downloaded from the mobile game server when booting); and, when the graphical element of the mobile game server is updated, the mobile game server can send a message asking whether the mobile game client is updated, thereby Implement synchronous updates for mobile game servers and mobile game clients.
  • Step A Set the element record in the scene storage module.
  • the scene storage module 120 may be pre-stored with the primitive record, or may be added, deleted or modified by the design interface interface 111 of the scene design module 110, and then the added, deleted or changed primitive record may be saved to Scene storage module 120.
  • the primitive record can be divided into a basic primitive record and an extended primitive record.
  • the content of the basic primitive record can refer to the basic primitive table shown in Table 3a, and at least the basic primitive identifier is set in the basic primitive record. , the basic element displays an image, and so on.
  • the basic primitive record further includes at least one of the following: ElementName, Type, Style, Terminal Type (TerminalType, such as mobile phone, PC, PDA, TV), primitive index ( EIndex ).
  • the categories of basic primitives can be divided into background, advertisement, architecture, extension, etc.
  • the primitive index is used to sort the primitives of the same style and terminal type, starting from 1 to N, mainly for speeding up processing when the mobile game client processes. Speed, can directly locate the basic primitive according to the primitive index; the basic primitive record can also include the number of primitive frames (Count), refresh frequency (Duration), so the mobile game client can be based on the number of primitive frames and the refresh frequency Play the element animation.
  • a plurality of basic primitives can be selected at the same time, and the "combination" command can be executed through the design interface interface 111 of the scene design module 110, so that multiple basic primitives can be combined into one extended primitive, and the extended primitive can be used as a whole.
  • the use of extended primitives is primarily for the purpose of designing the interface interface 111 to be more convenient when editing scenes.
  • the extended primitive record includes at least an extended primitive identifier, a corresponding basic primitive identifier, and basic primitive location information, and refers to the extended primitive table shown in Table 3b.
  • Step B The scene design module acquires the primitive record from the scene storage module to be assembled into a scene.
  • step B is further refined into the following steps:
  • the design interface interface 111 of the scene design module 110 is obtained from the scene storage module 120. Entity record.
  • the scene storage module 120 can be a database system or a file system.
  • the scene storage module 120 is a database system, and the design interface interface 111 of the scene design module 110 accesses the database system (ie, the scene storage module 120) according to the configuration file.
  • the design interface interface 111 can know the IP address, the communication port, the user information, and the like of the database in which the primitive record is to be used, so that the design interface interface 111 of the scene design module 110 obtains the primitive record.
  • the primitive record can be a base primitive record or an extended primitive record.
  • the design interface interface of the scene design module 110 generates the acquired primitive record as a building i record.
  • the design interface interface 111 of the scene design module 110 processes the design process of the primitive records, that is, the layout of the primitives and the process of setting the attributes of the fields.
  • the design interface interface 111 sets a basic primitive or an extended primitive as a building and sets a building record, such as a game machine, a house, etc., and the building record includes at least information such as a building identifier and a corresponding graphic element.
  • the building displays an image of the building by displaying an image of the corresponding element.
  • the building is used as an entity element that directly forms a scene, allowing the scene to be more flexibly expanded.
  • Design Interface Interface 111 of Scene Design Module 110 assembles several building records into a scene.
  • the design interface interface 111 of the scene design module 110 can acquire the scene by acquiring the primitive record in the scene storage module 120 and the existing scene data, and the method is used to update the existing scene; or only the scene storage module 120 is acquired.
  • the primitive record in the middle to assemble a new scene this method is used to generate a completely new scene.
  • each scene can be further divided into multiple scene blocks by two sets of parallel lines, such as a diamond-shaped scene block, and the scene block record is set, and reference is made.
  • each scene block record has at least the location information of the corresponding scene and the scene block.
  • the setting of the scene block facilitates the mobile game client to control the walking of the game character and determine the shortest path the game character walks.
  • Design Interface Interface of Scene Design Module 110 111 Set the active area in the scene, and set the function identifier of the corresponding application for the active area.
  • a building type (Pai'amType) is recorded in the building table, and the building type indicates the type of the object represented by the building. More importantly, the type of the building indicates whether the building is Active area.
  • the building type further includes:
  • a building parameter (Param) is recorded in the building table, and the building parameter indicates an input parameter required to implement the corresponding function of the building, that is, a function identifier indicating the application corresponding to the building.
  • the building parameters are meaningless.
  • the building parameter values are the corresponding identifiers of the TV, game machine, clothing rejection, calculator, personal information, bulletin board, forum, etc.
  • the feature is free service.
  • the building parameter is the service identifier of the community value-added service, such as the chat room application identifier, and the function of charging, which can be charged by the game server according to the recorded time of the user using the value-added service application. Wait.
  • the building parameters represent the specific game type, and the mobile game client displays a list of games of that type.
  • the building parameters represent a specific game business identity, and the mobile game client directly enters the game.
  • the building parameters represent the identity of the specific game room (or game partition), and the mobile game client directly enters the game room or game partition.
  • the building type can be an active area, so that a plurality of buildings can be selected in the game map data, the building type is set as the active area, and the building is The parameter is set to the function identifier of the active area corresponding to the application.
  • the active area in the game map data of the mobile game client, it is first detected whether an active area exists within a predetermined distance around the active area to be set, and if it already exists, setting the active area is prohibited, otherwise the activity is allowed to be set. Area, to avoid errors due to the proximity of the active areas, causing the game character to launch two applications or move the game at the same time.
  • Step C Convert the assembled scene into scene data through the scene design module and save the scene to the scene storage module.
  • the scene conversion module 112 of the scene design module 110 converts the scenes assembled by the design interface interface 111 into scene data that can uniquely correspond to the scene, and saves the scene data to the scene storage module 120. At least the primitive record, the building record, and the scene record are set in the scene data, and are described with reference to Table 1 to Table 4:
  • the primitive record includes: a primitive identifier, a primitive display image, etc., of course, the primitive record includes a basic primitive record and an extended primitive record;
  • Building record including building identification, location coordinates, corresponding element identification, and the scene identification;
  • Scene record Includes scene ID, scene name.
  • the scene record and the building record are associated by the scene identifier, and the building record and the element record are associated by the element identifier.
  • the scene data may be stored in the file storage module 120 by using a file system or a database.
  • the scene storage module 120 is a file system or a database system.
  • the scene storage module 120 is a database system.
  • FIG. 4 it is another embodiment of a scene generation system for a mobile game of the present invention.
  • the system is provided with a plurality of scene design modules 110, and each scene design module 110 is connected to the scene storage module 120.
  • Each scene design module 110 can simultaneously acquire the primitive records from the scene storage module 120 to assemble the scene, and then assemble all the assembled The scenes are converted into scene data and saved to the scene storage module 120.
  • the system structure of the multi-scene design module can realize multi-person simultaneous operation design scenes, thereby improving work efficiency.
  • the scene storage module 120 of the present invention is generally independent of the mobile game server 130, and the scene data is also stored on the mobile game server 130. After the scene generation system of the mobile game completes the scene design, the scene data is synchronously updated to the mobile. On the game server 130. Further, after the scene conversion module 112 of the scene design module 110 in step C saves the scene data to the scene storage module 120, the scene storage module 120 synchronously updates the scene data to the mobile game server 130.
  • the mobile game client 140 is provided with a scene generating module 141, which is used to acquire scene data on the mobile game server 130, and obtain corresponding buildings in the corresponding building records according to the scene identifier of the current scene. The location coordinates and the corresponding meta-data in the primitive record are used to generate a game scene based on the meta-data and the building location coordinates.
  • the mobile game client 140 generally stores the necessary original scene data and the original primitive records used by the mobile game client 140.
  • the mobile game client 140 selects the following steps according to the scene data acquired from the mobile game server 130 before generating the scene:
  • D1 if the mobile game client stores the original scene data corresponding to the scene data and the original primitive record, the mobile game client directly generates the scene corresponding to the scene data; D2, if the mobile game client does not store the corresponding scene The original scene data of the data and the original primitive record, the mobile game client requests the mobile game server to download the required primitive record to the local, and then generates a scene corresponding to the scene data.
  • the method further includes the step of determining the version of the scene existing by the mobile game client.
  • the scene update list is set on the mobile game server 130, and the scene update list is used to record the time when the mobile game server 130 updates the scene and the scene identifier.
  • the scene update log is set in the mobile game client 140.
  • the update log is used to record the time and scene identifier of the latest update scenario of the mobile game client 140.
  • the determination step is as follows: Step D10, first sending the time and scene identifier of the latest update scene of the scene update log of the mobile game client to the mobile game server;
  • Step D1 the mobile game server determines whether the original scene stored by the mobile game client is the latest version according to the time and scene identifier of the latest update scene of the scene update list; if it is the latest version, step D12 is performed; otherwise, step D14 is performed;
  • Step D12 the mobile game server sends a message to prompt whether the mobile game client updates the scene, if the scene is updated, step D13 is performed, otherwise step D14 is performed;
  • Step D13 the mobile game server sends the primitive record required by the latest version of the scene to the mobile game client;
  • step D14 the scene is generated by the mobile game client using the original or downloaded primitive record.
  • the mobile game client can download quickly, thereby improving the efficiency; the mobile game client saves the picture information and occupies a small storage space, and for the scene composed of the repeated picture element, only need to save
  • the element identification and location information can be used to avoid saving a large-capacity scene picture, thereby saving resources; when the scene is only partially changed, the mobile game server and the client can update only one or several primitives, thereby Not only is the update faster, more flexible, and more cost-effective; a building made up of one or more primitives acts as an entity element that directly forms the scene, allowing the scene to be more flexibly extended and by setting the building as an activity
  • the dynamic properties of the zone enhancement scene is very low-capacity scene picture, thereby saving resources.

Description

一种移动游戏的场景生成方法及系统 技术领域
本发明涉及一种游戏数据的生成技术, 特别涉及一种移动游戏的场 景生成方法及系统。 背景技术
移动游戏是一种用户通过移动通讯网络在移动终端如手机、 个人数 字助理 (PDA, Personal Digital Asistant)等平台上操作的电子游戏业务, 例 如手机棋牌游戏、 体育游戏、 冒险游戏、 宠物游戏等。
随着移动通信业务的发展, 手机游戏越来越成为大家关注的一个热 点, 移动设备厂商以运营商正在对移动游戏的业务、 需求、 技术和标准 作更深入的研究。
无线网络的能力可具备类似 "虚拟硬盘" 的功能, 3G 网络所具有的 更高数据传输速率和更强大功能, 使用户下载更大、 更具吸引力的游戏 和其它应用程序成为可能。 由于移动游戏具有、 便携性、 简捷性、 网络 关联性以及潜在的庞大用户群等特点,近年来发展迅速并已成为 3G推向 商用的主要应用之一, 成为 IT业界的关注焦点。 随着移动游戏种类的不 断丰富, 功能日益强大, 其已实现了在线游戏功能, 即可随时随地联网 与他人一起互动玩游戏; 并且由于可提供丰富多彩的游戏地图 (即图形 化游戏界面), 使得移动游戏更加生动和逼真。
移动游戏的主要用户群为青少年, 游戏运营商要留住这些年轻的游 戏用户, 就要不断的推陈出新, 增强游戏的吸引力。 但是, 完全开发新 游戏不仅成本比较高, 且开发周期比较长, 往往难以达到预期的目的。 于是游戏运营商往往想通过对游戏地图经常更新来提高游戏的新鲜感和 吸引力, 由于游戏地图一般是由至少一个场景构成, 且现有技术中游戏 地图的生成或更新一般是以场景为单位, 存在如下缺点:
由于场景是一副完整的, 大信息量的图片, 导致移动游戏客户端下 载时速度緩慢且保存起来需要占用大量存储空间, 而移动终端存储空间 有限, 给实际应用带来困难;
即使场景中仅仅是一部分改变, 移动游戏服务器和客户端仍需完全 更新场景, 这不仅降低了工作效率, 且导致成本的无益增加。 发明内容
有鉴于此, 本发明的目的在于提供一种移动游戏的场景生成方法, 该方法能够使移动游戏的场景数据更精简 , 存储和传输场景的数据量更 小, 而且场景的更新也更加快捷、 灵活高效, 且成本较低。
本发明的还提供一种移动游戏的场景生成系统, 使用该系统能够使 移动游戏的场景数据更精筒, 存储和传输场景的数据量更小, 而且场景 的更新也更加快捷、 灵活高效, 且成本较低。
为达到上述目的, 本发明提供了一种移动游戏的场景生成方法, 该 方法所涉及的移动游戏场景生成系统设有场景设计模块和场景存储模 块, 所述移动游戏的场景生成方法包括:
在场景存储模块中设置图元记录;
从场景存储模块中获取图元记录来组装为场景;
将组装成的场景转换为与该场景对应的场景数据, 并将场景数据保 存至场景存储模块。
所述设置图元记录包括增加、 删除或修改图元记录, 其中所述图元 记录包括图元标识和图元显示图像数据。
所述图元记录包括基本图元记录和扩展图元记录, 其中扩展图元由 至少两个基本图元组成, 该扩展图元记录中至少设置有扩展图元标识、 对应的基本图元标识和位置信息。
所述获取图元记录以组装场景还包括:
从所述场景存储模块中获取图元记录,
并将所获取的图元记录生成为建筑物记录, 该建筑物记录中设置有 建筑物标识和建筑物的显示图像标识, 该建筑物的显示图像标识与图元 记录中的图元标识相对应;
将生成的建筑物记录组装成场景。
在组装场景时, 还需要利用已有的场景数据与所获取的图元记录一 起生成所需场景。
所转换的场景数据中包括图元记录、 建筑物记录和场景记录, 所述 场景记录中设有场景标识, 而所述建筑物记录中设有所属场景标识和位 置信息。
所述场景数据以文件方式或数据库方式存储到所述场景存储模块, 所述场景存储模块相应为文件系统或数据库系统。
将图元记录组装为场景后, 进一步将每个场景通过相互交叉的两组 平行线划分为多个场景块, 所述转换的场景数据对应至少一个场景块记 录, 每个场景块记录包括对应场景和场景块的位置信息。
所述建筑物记录或场景块记录中还设置有类型和参数信息, 将图元 记录组装为场景后, 进一步在场景中将至少一个建筑物记录或场景块记 录对应的类型设置为活动区域, 并将该建筑物记录或场景块记录对应的 参数设置为相应应用程序的功能标识。
所述移动游戏的场景生成系统设有多个场景设计模块, 各场景设计 模块同时从场景存储模块中获取图元记录来组装场景, 并将所有组装成 的场景分别转换为场景数据并保存至所述场景存储模块。
所述场景存储模块独立于移动游戏服务器, 将场景数据保存到所述 存储模块后, 将该场景数据同步更新到移动游戏服务器上, 而移动游戏 客户端获取移动游戏服务器上的场景数据并生成场景。
所述移动游戏客户端存储有必要的原始场景数据和所需原始图元记 录;
如果移动游戏客户端存储有对应该场景数据的场景数据和图元记 录, 则移动游戏客户端直接生成该场景数据所对应的场景;
如果移动游戏客户端未存储对应该场景数据的场景数据和原始图元 记录, 则向移动游戏服务器请求下载所需图元记录到本地, 再生成该场 景数据所对应的场景。
在利用移动客户端已有的场景数据和图元记录生成场景之前, 向移 动游戏服务器确认该场景数据是否为最新版本, 若是最新版本则执行场 景生成步骤, 否则从移动游戏服务器下载最新版本的场景数据和图元记 录。
所述移动游戏服务器上设置有场景更新列表, 该场景更新列表用于 记录移动游戏服务器最近一次更新场景的时间和场景标识; 在移动游戏 客户端设置有场景更新日志, 该场景更新日志用于记录移动游戏客户端 最近一次更新场景的时间和场景标识。
本发明还提供一种移动游戏的场景生成系统, 该系统包括: 场景存储模块, 用以存储原始的图元记录和生成的场景数据; 场景设计模块, 该场景设计模块从所述场景存储模块中获取图元记 录来组装成场景, 并将组装成的场景转换为对应场景的场景数据, 再将 场景数据保存至场景存储模块。
所述场景设计模块包括设计界面接口和场景转换模块, 所述设计界 面接口用于从场景存储模块中获取图元记录来组装为场景, 并用于增加、 删除或修改图元记录, 而所述场景转换模块用于将设计界面接口所组装 成的场景转换为场景数据并保存至场景存储模块。
所述系统设置有多个场景设计模块, 而各场景设计模块与场景存储 模块相连, 各场景设计模块同时从场景存储模块中获取图元记录来组装 场景, 再将所有组装的场景分别转换为场景数据并保存至场景存储模块。
所述场景存储模块为文件系统或数据库系统, 场景数据以文件方式 或数据库方式进行保存。
所述场景存储模块与移动游戏服务器分开设置, 场景设计模块将转 换的场景数据保存到所述场景存储模块后, 场景存储模块将该场景数据 同步更新到移动游戏服务器上;
移动游戏客户端设置的场景生成模块用于获取移动游戏服务器上的 场景数据并生成场景。
如上所述, 本发明通过移动游戏的场景生成系统来生成场景数据进 而实现对游戏地图的生成与更新, 由于其游戏场景的生成与更新以图元 为单位, 与现有技术相比具有如下优点:
1 ) 由于图元比场景的信息量小很多, 所以移动游戏客户端能够快速 下载, 从而提高了效率;
2 )移动游戏客户端保存图元信息占用存储空间小, 对于重复的图元 构成的场景, 只需保存图元标识和位置信息即可, 避免了保存大容量的 场景图片, 从而节省了资源;
3 ) 当场景中仅仅是一部分改变, 移动游戏服务器和客户端仅更新一 个或数个图元即可, 从而不仅更新更加快捷, 灵活高效, 且降低了成本。 附图说明
图 1为才艮据本发明的移动游戏的场景生成系统的结构示意图; 图 2为本发明的移动游戏的场景生成方法的流程图;
图 3为根据本发明的组装场景的流程图;
图 4为本发明实施例的移动游戏的场景生成系统结构示意图; 图 5为本发明生成的场景数据的流向图;
图 6为本发明的实施例中确认移动游戏客户端场景版本的流程图。 具体实施方式
为使本发明的目的、 原理、 特性及优点更加清楚明白, 下面参照附 图, 通过实施例对本发明进行详细说明。
参照图 1所示, 其为本发明移动游戏的场景生成系统的结构示意图, 该系统包括场景设计模块 110和场景存储模块 120, 该场景设计模块 110 包括设计界面接口 111和场景转换模块 112。
参照图 2所示, 本发明还提供一种移动游戏的场景生成方法, 该方法 利用上述移动游戏的场景生成系统来生成场景, 主要包括三个步骤: 步骤 A, 在场景存储模块 120中设置图元记录;
步骤 B, 场景设计模块 110从场景存储模块 120中获取图元记录组装为 场景;
步骤 C , 场景设计模块 110将组装成的场景转换为能唯一对应场景的 场景数据记录, 并将场景数据记录保存至场景存储模块 120。
本发明的关键点在于移动游戏中场景的生成和更新, 该场景又可进 一步组装成移动游戏的游戏地图。 实际上, 游戏地图数据中具体可包括 场景、 建筑物、 场景块及图元四种图形元素, 在此有必要对各图形元素 进行详细解释。 场景: 由动态或静态的各种图像组成, 如房屋、 河流、 树木等地理元素图像, 或者桌椅、 家电等装饰道具图像, 这些图像按照 一定位置次序排列, 组成游戏画面。 每个游戏地图可划分成多个场景, 场景都是一个独立的可下载单元, 场景是由至少一个建筑物构成, 通过 一建筑物可能会进入另一个场景。 游戏地图数据包括有场景记录——场 景表(SceneTab ) ,场景表中包括有场景标识、 场景名称、 场景描述、 终 端类型、 场景形状等信息, 例如, 表 1所示的场景表。
Figure imgf000008_0001
Figure imgf000008_0002
建筑物: 建筑物可以分为功能性建筑物 , 装饰性建筑物和出口建筑 物, 该功能性建筑物 (例如, 游戏机、 超市等)对应游戏系统的某个移 动游戏或其他相关应用程序, 移动游戏如棋牌游戏, 麻将游戏等, 其他 相关应用程序如聊天室程序, 购物消费程序, 计算器等; 装饰性建筑物 则仅仅作为装饰场景之用, 如草地, 树木等; 出口建筑物用于作为从一 个场景进入另一个场景的通道, 如门。 游戏地图数据包括有建筑物记 录——建筑物表( CityBuildingTab ) , 该建筑物表包括建筑物标识、 建筑 物名称、 建筑物位置坐标、 建筑物形状、 广告位标识、 建筑物图层属性、 建筑物所属场景标识、 建筑物类型、 建筑物参数、 相应图元等信息, 例 如, 表 2所示的建筑物表。 其中, 建筑物所在的区域由建筑物表中的建筑 物位置坐标以及形状信息确定; 建筑物广告位标识可以动态配置游戏地 图的广告信息; 而进一步对建筑物设置建筑物图层属性, 可在游戏地图 中根据图层属性构建场景, 以及显示动态情景, 如图元遮盖游戏角色的 情景
表 2 建筑物表
字段名 类型 说 明
BuildingID 数字 建筑物标识
BuildingName 字符串 建筑物名称
X 数字 该建筑物在场景中的 X坐标
Y 数字 该建筑物在场景中的 y坐标
Width 数字 该建筑物的宽度
Height 数字 该建筑物的高度
AdLocID 数字 如果该建筑物中有广告位, 则为广告位标识
Layer » 建筑物所在的层, 每个场景可以分为多各层,每各建筑 物只能属于某一特定层
ScenelD 数字 该建筑物所属场景的标识
ParamType 数字 表示建筑物代表的物体的类型 , 主要用于客户端处理
Par am 字符串 实现该建筑物需要的输入参数
ElementID 数字 若一个建筑物是由一个基本图元组成,则该 ID表示基本 图元表中的基本图元标识, 如果该建筑物由多个基本 图元组成, 则该 ID表示扩展图元表中的扩展图元标识
DestScenelD 数字 该建筑物表示的其它场景的标识,如果该建筑物不代表 其它场景, 则该值无意义
DestBlockID 数字 如果 DestScenelD有意义,则该 ID表示进入 DestScenelD 表示的场景以后, 用户所处的位置 图元: 建筑物由一个或多个图元组合而成, 图元可以单独下载并保 存在移动游戏客户端, 将场景分解成为建筑物或图元的好处是这样比场 景由一副完整图片构成信息量更精简, 移动游戏客户端下载速度更快, 占用存储空间更少。 另外, 当移动游戏服务器端一个场景的某个图元有 修改时, 移动游戏客户端可以只同步更新该图元即可, 不必更新整个场 景, 节省了下载时间, 并可使得场景可进行灵活扩展, 且成本较低。
图元进一步分为基本图元和扩展图元, 扩展图元由至少两个基本图 元组成, 建筑物记录中的建筑物对应基本图元标识或扩展图元标识以确 定建筑物的显示图像。 扩展图元主要是为了在编辑游戏地图时方便使用, 把几个基本图元組合就成了一个扩展图元, 该扩展图元可以做为一个整 体使用, 移动游戏客户端感觉不到扩展图元的存在, 扩展图元记录也不 会发送到移动游戏客户端。 一个建筑物要么是由一个基本图元构成, 要 么是由一个扩展图元构成。
游戏地图 数据包括有基本图元记录——基本图元表
( GraphicElementTab ) , 该基本图元表包括基本图元标识、 图元数据(基 本图元显示图像)和图元风格等信息, 例如, 表 3a所示的基本图元表。
表 3a
Figure imgf000010_0001
游戏地图数据还包括有扩展图元记录——扩展图元表
( BuildingElementTab ) , 该扩展图元表包括序列号、 扩展图元标识、 基 本图元标识、 基本图元位置、 基本图元顺序号等信息, 例如, 表 3b所示 的扩展图元表。
表 3b
扩展图元表
字段名 类型 说明
SNO 数字 序列号, 主要是为了唯一表示一条记录, 做为该 表的主键
BuildingElementID 数字 扩展图元的标识, 如果一个扩展图元由三个基本 图元组成, 则有三条记录的扩展图元标识一样
ElementID 数字 基本图元的标识, 表示组成该扩展图元的基本图 元标识
OffsetX 数字 基本图元在扩展图元的 X坐标偏移量,扩展图元的 左上角为坐标原点, 主要用于移动游戏客户端生 成扩展图元时画基本图元用
OffsetY 数字 Y坐标偏移量
Loc 数字 基本图元在扩展图元中的顺序号, 用于移动游戏 客户端画图, 根据顺序号画就能保证扩展图元中 基本图元之间的遮挡关系正常 场景块: 每个场景可划分为多个规则的场景块, 本实施例是利用相 互交叉的两组平行线对场景进行划分, 将每个场景划分为矩形或一般的 平行四边形的场景块, 且每个场景块的大小完全一样。 场景块主要的优 点在于: 便于移动游戏客户端控制移动游戏客户端的游戏角色行走, 确 定游戏角色行走的最短路径。 游戏角色行走每步的距离为一个场景块, 且场景块分为可穿越和不可穿越的, 移动游戏客户端在控制游戏角色行 走时要绕过不可穿越的场景块。 另外, 一般图形化游戏地图的视角都是 45度的, 所以划分场景块的两组平行线之间的夹角也最好为 45度左右。 游戏地图数据包括有场景块记录——场景块表( SceneBlockTab ) , 该场 景块表包括场景块标识、 所属的场景标识、 所属的建筑物标识、 场景块 类型、 场景块参数和所属建筑物的语义等信息。 例如, 表 4所示的场景块 表。
表 4
Figure imgf000011_0001
以上四种图形元素保存在移动游戏服务器的数据库记录中。 当用户 定购游戏业务成功后, 移动游戏终端可以从移动游戏^ 务器或专用的下 载服务器 (如 KJAVA下载服务器, KJava Download Server ) 下载移动游戏 客户端数据包, 安装并运行移动游戏客户端, 使用账号密码登陆移动游 戏服务器, 鉴权通过后显示初始游戏地图画面 (初始游戏地图画面可以 包含在下载的移动游戏客户端数据包中, 也可以启动时从移动游戏服务 器下载) ; 并且, 当移动游戏服务器的图形元素更新时, 移动游戏服务 器可发消息询问移动游戏客户端是否更新, 从而实现移动游戏服务器和 移动游戏客户端的同步更新。
为了更好的理解本发明, 现佯细描述本发明移动游戏的场景生成方 法的步骤, 参照图 1和图 2。
步骤 A, 在场景存储模块中设置图元记录。
场景存储模块 120中可预先存储设置有图元记录, 也可通过场景设计 模块 110的设计界面接口 111来增加、 删除或修改图元记录, 再将增加、 删除或 改后的图元记录保存至场景存储模块 120。
所述图元记录可分为基本图元记录和扩展图元记录, 该基本图元记 录的内容可参照表 3a所示的基本图元表,该基本图元记录中至少设置有基 本图元标识、 基本图元显示图像等。 进一步, 基本图元记录还包括以下 至少其中之一: 图元名称(ElementName ), 类别(Type ) ,风格(Style ) , 终端类型(TerminalType, 如手机, PC, PDA, TV ) , 图元索引(EIndex )。 其中基本图元的类别可以分成背景, 广告, 建筑, 扩展等; 图元索引用 于对同一风格和终端类型的图元排序, 从 1开始到 N, 主要是为了移动游 戏客户端处理时加快处理速度, 能够直接根据图元索引定位到该基本图 元; 基本图元记录还可以包括图元帧数(Count ),刷新频率(Duration ) , 于是移动游戏客户端可根据图元帧数和刷新频率播放该图元动画。
另外, 可同时选定多个基本图元, 通过场景设计模块 110的设计界面 接口 111执行"组合"命令, 即可将多个基本图元组合为一个扩展图元, 扩 展图元可作为一个整体使用, 扩展图元主要是为了设计界面接口 111在编 辑场景时更加方便。 扩展图元记录中至少包括有扩展图元标识、 对应的 基本图元标识和基本图元位置信息, 参照表 3b所示的扩展图元表。
步骤 B, 场景设计模块从场景存储模块中获取图元记录来组装为场 景。
参照图 3所示, 将步骤 B进一步细化成以下步骤:
B1 : 场景设计模块 110的设计界面接口 111从场景存储模块 120中获取 图元记录。
该场景存储模块 120可为数据库系统或文件系统, 本实施例中场景存 储模块 120为数据库系统, 场景设计模块 110的设计界面接口 111根据配置 文件访问该数据库系统(即场景存储模块 120 ) , 从该配置文件中, 设计 界面接口 111可以获知其要使用图元记录所在数据库的 IP地址、通信端口、 用户信息等, 从而实现场景设计模块 110的设计界面接口 111获取该图元 记录, 当然, 该图元记录可以是基本图元记录或扩展图元记录。
B2: 场景设计模块 110的设计界面接口 111将获取的图元记录生成为 建筑物 i己录。
其实场景设计模块 110的设计界面接口 111对图元记录的设计过程, 即对图元进行布局以及设置各字段的属性的过程。 设计界面接口 111将一 个基本图元或一个扩展图元设置为一个建筑物并设置建筑物记录, 建筑 物如游戏机、 房屋等, 该建筑物记录至少包括建筑物标识和对应图元等 信息, 建筑物由对应的图元显示图像来显示建筑物图像。 将建筑物作为 直接组成场景的实体元素, 使场景可以进行更加灵活的扩展。
B3: 场景设计模块 110的设计界面接口 111将若干建筑物记录组装成 场景。
场景设计模块 110的设计界面接口 111可通过获取场景存储模块 120 中的图元记录和已有的场景数据来组装场景, 这种方法用于对已有场景 的更新; 或者仅获取场景存储模块 120中的图元记录来组装新场景, 这种 方法用于生成完全新的场景。 该场景设计模块 110的设计界面接口 111将 建筑物记录组装为场景后, 可进一步将每个场景通过两组平行线划分为 多个场景块, 如菱形的场景块, 并设置场景块记录, 参照表 4所示的场景 块表, 每个场景块记录至少设有对应场景、 场景块的位置信息。 如上文 所述, 场景块的设置便于移动游戏客户端控制游戏角色行走, 确定游戏 角色行走的最短路径。
B4: 场景设计模块 110的设计界面接口 111在场景中设置活动区域, 并为活动区域设置对应应用程序的功能标识。
参照表 2和表 4所示, 建筑物记录和场景块记录中包括类型和参数信 息, 通过设计界面接口 111在场景中选择至少一个建筑物或场景块作为活 动区域, 将建筑物记录或场景块记录的类型设置为活动区域, 并将该建 筑物记录或场景块记录对应的参数设置为对应应用程序的功能标识。 利 用在图形化游戏中设置活动区域作为各种移动游戏或其他相关应用程序 的入口, 而不需直接将各种移动游戏和图形化游戏地图做到一起(这需 要大量存储空间) , 从而可在现有移动终端设备条件下有效地实现在图 形化游戏地图中调用各种移动游戏或应用程序。
这里, 以将建筑物设为活动区域来举例说明。 参照表 2所示, 建筑物 表中记录有建筑物类型 (Pai'amType ) , 建筑物类型表示建筑物代表的物 体的类型, 更关键的是, 所述建筑物的类型表示该建筑物是否为活动区 域。 本实施例中, 建筑物类型进一步包括有:
1. 装饰性建筑;
2. 社区公益服务;
3. 社区增值服务;
4. 游戏分类;
5. 游戏业务;
6. 游戏室 (或游戏分区) 。
参照表 2, 建筑物表中记录有建筑物参数(Param ) , 建筑物参数表 示实现该建筑物对应功能所需要的输入参数, 即表示建筑物对应应用程 序的功能标识。
a. 如果建筑物类型是装饰性建筑, 则建筑物参数无意义。
b. 如果建筑物类型是社区公益服务, 则建筑物参数取值为电视机, 游戏机, 衣拒, 计算器, 个人信息, 公告牌, 论坛等等功能应用对应的 标识, 为不进行计费的功能, 即免费服务。
c 如果建筑物类型是社区增值服务, 则建筑物参数为社区增值服务 的服务标识, 如聊天室应用标识, 进行计费的功能, 可由游戏服务器根 据记录的用户使用增值服务应用的时间进行计费等。
d. 如果建筑物类型是游戏分类, 则建筑物参数表示具体游戏类型, 移动游戏客户端显示该类型的游戏列表。 e. 如果建筑物类型是游戏业务, 则建筑物参数表示具体游戏业务标 识, 移动游戏客户端直接进入该游戏。
f. 如果建筑物类型是游戏室或者游戏分区, 则建筑物参数表示具体 游戏室 (或游戏分区) 的标识, 移动游戏客户端直接进入该游戏室或游 戏分区。
由上可见, 建筑物类型中除了装饰性建筑物外, 其他均可为活动区 域, 从而可在游戏地图数据中选择设置若干建筑物, 将其建筑物类型设 为活动区域, 并将该建筑物参数设置为活动区域对应应用程序的功能标 识。 另外, 在为移动游戏客户端的游戏地图数据中设置活动区域时, 应 先检测欲设置的活动区域周围一预定距离内是否已经存在活动区域, 如 果已经存在, 则禁止设置活动区域, 否则允许设置活动区域, 以避免出 现由于活动区域之间的距离过近, 导致游戏角色同时启动两个应用程序 或移动游戏的错误。
步骤 C,通过场景设计模块将组装成的场景转换为场景数据并保存至 场景存储模块。
场景设计模块 110的场景转换模块 112将设计界面接口 111组装成的 场景转换为能唯一对应场景的场景数据, 并将场景数据保存至场景存储 模块 120。 该场景数据中至少设置有图元记录、 建筑物记录和场景记录, 参照表 1 ~表4进行说明:
图元记录: 包括图元标识、 图元显示图像等, 当然图元记录包括基 本图元记录和扩展图元记录;
建筑物记录: 包括建筑物标识、 位置坐标、 对应图元标识, 所属场 景标识;
场景记录: 包括场景标识, 场景名称。
其中场景记录与建筑物记录通过场景标识相关联, 建筑物记录与图 元记录通过图元标识相关联。 另外, 所述场景数据可通过文件方式或数 据库方式存储到场景存储模块 120, 显而易见的是, 该场景存储模块 120 相应为文件系统或数据库系统, 这里的场景存储模块 120为数据库系统。
参照图 4 所示, 其为本发明移动游戏的场景生成系统另一实施例的 结构示意图。 该系统设有多个场景设计模块 110, 而各场景设计模块 110 与场景存储模块 120相连, 各场景设计模块 110可同时从场景存储模块 120中获取图元记录来组装场景,再将所有组装的场景分别转换为场景数 据并保存至场景存储模块 120, 采用这种多场景设计模块的系统结构, 可 以实现多人同时作业设计场景, 进而提高工作效率。
参照图 5所示, 其为本发明生成的场景数据的流向图。 本发明的场景 存储模块 120—般独立于移动游戏服务器 130, 而移动游戏服务器 130上也 存储有场景数据, 其是在移动游戏的场景生成系统对场景设计完成之后, 将场景数据同步更新到移动游戏服务器 130上。 进一步的是, 当步 C中 场景设计模块 110的场景转换模块 112将场景数据保存到场景存储模块 120后, 场景存储模块 120将该场景数据同步更新到移动游戏服务器 130 上。 另, 移动游戏客户端 140设置有场景生成模块 141, 该场景生成模块 141用于获取移动游戏服务器 130上的场景数据, 并依据当前场景的场景 标识, 获取相应的建筑物记录中对应建筑物的位置坐标以及对应的图元 记录中图元数据, 才艮据上述图元数据和建筑物位置坐标生成游戏场景。
移动游戏客户端 140—般存储有必要的原始场景数据和其所用到的 原始图元记录, 移动游戏客户端 140在生成场景前, 根据从移动游戏服务 器 130中获取的场景数据选择执行如下步骤:
D1 , 如果移动游戏客户端存储有对应该场景数据的原始场景数据和 原始图元记录, 则移动游戏客户端直接生成该场景数据所对应的场景; D2, 如果移动游戏客户端未存储对应该场景数据的原始场景数据和 原始图元记录, 则移动游戏客户端向移动游戏服务器请求下载所需图元 记录到本地, 再生成该场景数据所对应的场景。
上述述步骤 D1中生成场景之前, 还包括判断移动游戏客户端已有的 场景版本的步骤。本实施例中,移动游戏服务器 130上设置场景更新列表, 该场景更新列表用于记录移动游戏服务器 130最近一次更新场景的时间 和场景标识; 在移动游戏客户端 140设置有场景更新日志, 该场景更新日 志用于记录移动游戏客户端 140最近一次更新场景的时间和场景标识, 参 照图 6所示, 该判断步骤如下: 步 D10,先将移动游戏客户端的场景更新日志的最近一次更新场景 的时间和场景标识发送给移动游戏服务器;
步骤 Dl l,移动游戏服务器根据场景更新列表的最近一次更新场景的 时间和场景标识来判断移动游戏客户端存储的原始场景是否为最新版 本; 若是最新版本则执行步驟 D12, 否则执行步骤 D14;
步驟 D12, 移动游戏服务器发信息提示移动游戏客户端是否更新场 景, 若更新场景则执行步骤 D13,否则执行步骤 D14;
步厥 D13 ,移动游戏服务器将最新版本的场景所需的图元记录发送给 移动游戏客户端;
步骤 D14, 由移动游戏客户端使用原有的或下载的图元记录生成场 景。
综上所述, 由于本发明对游戏场景的生成与更新是以图元为单位, 其具有如下优点:
由于图元比场景的信息量精简很多, 所以移动游戏客户端能够快速 下载, 从而提高了效率; 移动游戏客户端保存图元信息占用存储空间小, 对于重复的图元构成的场景, 只需保存图元标识和位置信息即可, 避免 了保存大容量的场景图片, 进而节省了资源; 当场景中仅仅是一部分改 变, 移动游戏服务器和客户端可仅更新一个或数个图元即可, 从而不仅 更新更加快捷, 灵活高效, 且降低了成本; 由一个或多个图元构成的建 筑物作为直接组成场景的实体元素, 使场景可以进行更加灵活的扩展, 并可通过将建筑物设置为活动区域增强场景的动态属性。
可以理解, 对于本领域的普通技术人员来说, 可以根据本发明的技 术方案和技术构思进行其它各种相应的修改和变更, 而所有这些修改和 变更都应属于本发明后附的权利要求的保护范围。

Claims

权 利 要 求
1、 一种移动游戏的场景生成方法, 其特征在于, 该方法所涉及的移 动游戏场景生成系统设有场景设计模块和场景存储模块 , 所述移动游戏 的场景生成方法包括:
在场景存储模块中设置图元记录;
从场景存储模块中获取图元记录来组装为场景;
将组装成的场景转换为与该场景对应的场景数据, 并将场景数据保 存至场景存储模块。
2、 根据权利要求 1所述的移动游戏的场景生成方法, 其特征在于, 所述设置图元记录包括增加、 删除或 "改图元记录, 其中所述图元记录 包括图元标识和图元显示图像数据。
3、 根据权利要求 2所述的移动游戏的场景生成方法, 其特征在于, 所述图元记录包括基本图元记录和扩展图元记录, 其中扩展图元由至少 两个基本图元组成, 该扩展图元记录中至少设置有扩展图元标识、 对应 的基本图元标识和位置信息。
4、 根据权利要求 2所述的移动游戏的场景生成方法, 其特征在于, 所述获取图元记录以组装场景还包括:
从所述场景存储模块中获取图元记录,
并将所获取的图元记录生成为建筑物记录, 该建筑物记录中设置有 建筑物标识和建筑物的显示图像标识, 该建筑物的显示图像标识与图元 记录中的图元标识相对应;
将生成的建筑物记录组装成场景。
5、根据权利要求 1或 4所述的移动游戏的场景生成方法,其特征在于, 在组装场景时, 还需要利用已有的场景数据与所获取的图元记录一起生 成所需场景。
6、 根据权利要求 4所述的移动游戏的场景生成方法, 其特征在于, 所转换的场景数据中包括图元记录、 建筑物记录和场景记录, 所述场景 记录中设有场景标识, 而所述建筑物记录中设有所属场景标识和位置信 A
7、 根据权利要求 6所述的移动游戏的场景生成方法, 其特征在于, 所述场景数据以文件方式或数据库方式存储到所述场景存储模块, 所述 场景存储模块相应为文件系统或数据库系统。
8、 根据权利要求 1所述的移动游戏的场景生成方法, 其特征在于, 将图元记录组装为场景后, 进一步将每个场景通过相互交叉的两组平行 线划分为多个场景块, 所述转换的场景数据对应至少一个场景块记录, 每个场景块记录包括对应场景和场景块的位置信息。
9、根据权利要求 4或 8所述的移动游戏的场景生成方法,其特征在于, 所述建筑物记录或场景块记录中还设置有类型和参数信息, 将图元记录 组装为场景后, 进一步在场景中将至少一个建筑物记录或场景块记录对 应的类型设置为活动区域, 并将该建筑物记录或场景块记录对应的参数 设置为相应应用程序的功能标识。
10、 根据权利要求 1所述的移动游戏的场景生成方法, 其特征在于, 所述移动游戏的场景生成系统设有多个场景设计模块, 各场景设计模块 同时从场景存储模块中获取图元记录来组装场景, 并将所有组装成的场 景分别转换为场景数据并保存至所述场景存储模块。
11、 根据权利要求 1所述的移动游戏的场景生成方法, 其特征在于, 所述场景存储模块独立于移动游戏服务器, 将场景数据保存到所述存储 模块后, 将该场景数据同步更新到移动游戏服务器上, 而移动游戏客户 端获取移动游戏服务器上的场景数据并生成场景。
12、 根据权利要求 11所述的移动游戏的场景生成方法, 其特征在于, 所述移动游戏客户端存储有必要的原始场景数据和所需原始图元记录, 如果移动游戏客户端存储有对应该场景数据的场景数据和图元记 录, 则移动游戏客户端直接生成该场景数据所对应的场景;
如果移动游戏客户端未存储对应该场景数据的场景数据和原始图元 记录, 则向移动游戏服务器请求下载所需图元记录到本地, 再生成该场 景数据所对应的场景。
13、 根据权利要求 12所述的移动游戏的场景生成方法, 其特征在于, 在利用移动客户端已有的场景数据和图元记录生成场景之前, 向移动游 戏服务器确认该场景数据是否为最新版本, 若是最新版本则执行场景生 成步骤, 否则从移动游戏服务器下载最新版本的场景数据和图元记录。
14、 根据权利要求 13所述的移动游戏的场景生成方法, 其特征在于, 所述移动游戏服务器上设置有场景更新列表, 该场景更新列表用于记录 移动游戏服务器最近一次更新场景的时间和场景标识; 在移动游戏客户 端设置有场景更新曰志, 该场景更新日志用于记录移动游戏客户端最近 一次更新场景的时间和场景标识。
15、 一种移动游戏的场景生成系统, 其特征在于, 该系统包括: 场景存储模块, 用以存储原始的图元记录和生成的场景数据; 场景设计模块, 该场景设计模块从所述场景存储模块中获取图元记 录来组装成场景, 并将组装成的场景转换为对应场景的场景数据, 再将 场景数据保存至场景存储模块。
16、根据权利要求 15所述的移动游戏的场景生成系统,其特征在于, 所述场景设计模块包括设计界面接口和场景转换模块, 所述设计界面接 口用于从场景存储模块中获取图元记录来組装为场景, 并用于增加、 删 除或修改图元记录, 而所述场景转换模块用于将设计界面接口所组装成 的场景转换为场景数据并保存至场景存储模块。
17、 根据权利要求 15或 16所述的移动游戏的场景生成系统, 其特 征在于, 所述系统设置有多个场景设计模块, 而各场景设计模块与场景 存储模块相连, 各场景设计模块同时从场景存储模块中获取图元记录来 组装场景, 再将所有组装的场景分别转换为场景数据并保存至场景存储 模块。
18、 根据权利要求 15或 16所述的移动游戏的场景生成系统, 其特 征在于, 所述场景存储模块为文件系统或数据库系统 , 场景数据以文件 方式或数据库方式进行保存。
19、 根据权利要求 15或 16所述的移动游戏的场景生成系统, 其特 征在于, 所述场景存储模块与移动游戏服务器分开设置, 场景设计模块 将转换的场景数据保存到所述场景存储模块后, 场景存储模块将该场景 数据同步更新到移动游戏服务器上;
移动游戏客户端设置的场景生成模块用于获取移动游戏服务器上的 场景数据并生成场景。
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