WO2019128455A1 - 信息处理方法、装置、移动终端和存储介质 - Google Patents

信息处理方法、装置、移动终端和存储介质 Download PDF

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Publication number
WO2019128455A1
WO2019128455A1 PCT/CN2018/113005 CN2018113005W WO2019128455A1 WO 2019128455 A1 WO2019128455 A1 WO 2019128455A1 CN 2018113005 W CN2018113005 W CN 2018113005W WO 2019128455 A1 WO2019128455 A1 WO 2019128455A1
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Prior art keywords
area
virtual object
construction
model
built
Prior art date
Application number
PCT/CN2018/113005
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English (en)
French (fr)
Inventor
万长锟
沈剑锋
Original Assignee
网易(杭州)网络有限公司
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 网易(杭州)网络有限公司 filed Critical 网易(杭州)网络有限公司
Priority to JP2020547267A priority Critical patent/JP7064607B2/ja
Priority to US16/619,483 priority patent/US11351456B2/en
Publication of WO2019128455A1 publication Critical patent/WO2019128455A1/zh
Priority to US17/669,422 priority patent/US11883741B2/en

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Classifications

    • 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
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/214Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
    • A63F13/2145Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
    • 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
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • 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
    • A63F13/533Controlling 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 for prompting the player, e.g. by displaying a game menu
    • 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
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0481Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
    • G06F3/0482Interaction with lists of selectable items, e.g. menus
    • 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
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/308Details of the user interface
    • 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
    • A63F2300/6045Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands
    • 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
    • A63F2300/66Methods for processing data by generating or executing the game program for rendering three dimensional images
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F9/00Arrangements for program control, e.g. control units
    • G06F9/06Arrangements for program control, e.g. control units using stored programs, i.e. using an internal store of processing equipment to receive or retain programs
    • G06F9/44Arrangements for executing specific programs
    • G06F9/451Execution arrangements for user interfaces

Definitions

  • the present disclosure relates to the field of games, and in particular, to designing an information processing method, apparatus, mobile terminal, and storage medium in a game.
  • the user For a mobile terminal running a mobile game, the user usually controls the game through the thumb of both hands, subject to hardware conditions, such as a smaller terminal display, less manipulation dimensions, lower processor computing power, etc. It makes it difficult for mobile games to achieve fluency of control such as PC-side games.
  • the player needs to interact with both hands to select the position to be built, and then trigger the determination operation to complete the rendering of the final object, when the player needs to build an object again.
  • the above interaction process needs to be repeated again, subject to the hardware conditions of the mobile terminal, so that the user's manipulation during the construction of the game scene through the mobile terminal is very cumbersome, and the fluency of the control is poor.
  • the interaction mode limits the player's
  • the game experience especially for heavy manipulation games, makes it difficult for players to achieve the choice and construction of the orientation of the model to be built in a very short time.
  • At least some embodiments of the present disclosure provide an information processing method, apparatus, mobile terminal, and storage medium to at least partially solve the hardware condition that the related art is subject to the mobile terminal, such that the user performs the construction in the game scene through the mobile terminal.
  • the handling is very cumbersome and the handling is less fluent.
  • an information processing method is provided, which is implemented by executing a software application on a processor of a mobile terminal and rendering a graphical user interface on a touch display of the mobile terminal, which is displayed by the graphical user interface.
  • the content includes, at least in part, a game scene including at least one virtual object, the method comprising: controlling at least one virtual object to enter a continuous construction mode in response to a trigger event of the continuous construction mode; providing at least one model in the graphical user interface Selecting a control, wherein each of the at least one model selection control corresponds to a different model to be built, and the at least one model selection control is configured to receive the first touch operation and determine a model to be built corresponding to the first touch operation When it is determined that the at least one virtual object satisfies the preset condition, the monument corresponding to the model to be built is built at at least one first construction area in the game scene.
  • an information processing apparatus for performing a software application on a processor of a mobile terminal and rendering a graphical user interface on the touch display of the mobile terminal, the graphical user interface
  • the displayed content includes, at least in part, a partial or full game scene, the game scene includes at least one virtual object, and the virtual object includes location information, and the apparatus includes:
  • the response unit is configured to control the at least one virtual object to enter the continuous construction mode in response to the trigger event of the continuous construction mode being turned on;
  • control unit configured to provide at least one model selection control in the graphical user interface, wherein each of the at least one model selection control corresponds to a different model to be built, and the at least one model selection control is configured to receive the first touch Operating and determining a model to be built corresponding to the first touch operation;
  • the determining unit is configured to construct a monument corresponding to the model to be built at the at least one first construction area in the game scene when it is determined that the at least one virtual object satisfies the preset condition.
  • a mobile terminal including:
  • a memory configured to store executable instructions of the processor
  • processor is configured to execute the above information processing method by executing executable instructions
  • a computer readable storage medium wherein the information processing method is implemented when a computer program is executed by a processor.
  • a model to be built in response to a first touch instruction input by a user, a model to be built is displayed in a first construction area in a game scene; when a virtual object of the user is detected When in the continuous construction mode, the construction automatically controls the construction corresponding to the model to be built in the first construction area content.
  • FIG. 1 is a flow chart of an information processing method according to an embodiment of the present disclosure.
  • FIG. 2 is a schematic diagram of a graphical user interface in accordance with an exemplary embodiment of the present disclosure.
  • FIG. 3 is a schematic diagram of a graphical user interface when a first build area is in a dominant state, in accordance with an exemplary embodiment of the present disclosure.
  • FIG. 4 is a schematic diagram of a graphical user interface when the first build area is in a hidden state, in accordance with an exemplary embodiment of the present disclosure.
  • FIG. 5 is a top plan view of a game space spliced by geometry, in accordance with an exemplary embodiment of the present disclosure.
  • FIG. 6 is a perspective schematic view of a game space spliced by geometry, in accordance with an exemplary embodiment of the present disclosure.
  • FIG. 7 is a perspective schematic view of two adjacent geometries in accordance with an exemplary embodiment of the present disclosure.
  • FIG. 8 is a top plan view of two adjacent geometries illustrated in FIG. 7 in accordance with an exemplary embodiment of the present disclosure.
  • FIG. 9A is a schematic diagram of a vertical identification area of the first geometry shown in FIG. 7 according to an exemplary embodiment of the present disclosure.
  • FIG. 9B is a schematic diagram of another vertical identification area of the first geometry shown in FIG. 7 in accordance with an exemplary embodiment of the present disclosure.
  • FIG. 10 is a schematic illustration of a one-way identification zone of the first geometry shown in FIG. 8 in accordance with an exemplary embodiment of the present disclosure.
  • FIG. 12 is a structural block diagram of a mobile terminal according to an embodiment of the present disclosure.
  • FIG. 13 is a schematic structural diagram of a storage medium according to an embodiment of the present disclosure.
  • trigger events disclosed in this specification may be preset, and different trigger events may trigger execution of different functions.
  • Step S110 in response to the triggering event of the continuous construction mode being turned on, controlling the virtual object 30 to enter the continuous construction mode;
  • Step S120 providing at least one model selection control 20 in the graphical user interface 10, wherein each of the at least one model selection control corresponds to a different model to be built 201, and at least one model selection control is configured to receive the first touch Controlling the operation and determining a corresponding model to be built 201;
  • the terminal when the terminal receives the touch operation for the continuous construction mode that is input by the user, the terminal controls the virtual object 30 in the game to enter the continuous construction mode, and when the terminal detects that the virtual object 30 satisfies the preset condition, The monument 2011 corresponding to the model to be built 201 is automatically established in the first construction area 40.
  • the required building 2011 is directly constructed directly without the need to input a touch operation for triggering the determination command, so that the construction can be directly built as the player selects and moves. Construction of the building 2011.
  • some or all of the game scene elements of the game are displayed within the graphical user interface 10 of the touch screen of the terminal, such as game screens, character or screen effects, human-computer interaction prompts, and virtual buttons for interaction.
  • the graphical user interface 10 of the terminal controls the input of these elements of the game scene by receiving input touch operations by the user for elements in the game scenes, for example, when receiving a "shoot" input by the user, the terminal controls The weapon in graphical user interface 10 produces an output of a "shooting action.”
  • the respective steps in this embodiment may be performed simultaneously with each other or sequentially.
  • the steps in this embodiment may be followed by automatic operation after being triggered, or may be performed according to a user-specific input operation.
  • the method in the game scene in this embodiment further includes at least one virtual object 30 corresponding to each user who uses the terminal, and the virtual object 30 is configured to move, jump, according to an input instruction of the received user.
  • Input action for at least one of aiming, shooting, building, and attacking.
  • step S110 in response to the triggering event of the continuous construction mode being turned on, the virtual object 30 is controlled to enter the continuous construction mode.
  • the continuous construction mode automatically builds the monument 2011 of the model 201 to be built in the game interface when the terminal running game program detects that the elements of the game scene satisfy the preset condition.
  • the element may be a virtual object 30 or the like, and the preset condition may be time, position, moving speed, moving direction, orientation of the virtual object 30, and the like.
  • the triggering event is a touch operation for a blank area or a specific area of the graphical user interface 10, such as a click, a double tap, a long press, or a slide operation.
  • the virtual object 30 entering the continuous construction mode in this step may refer to that the currently running game program enters the continuous construction mode, or may refer to the terminal system entering the continuous construction mode, or may refer to a specific virtual mode.
  • Object 30 enters a continuous construction mode.
  • controlling the virtual object 30 to enter the continuous construction mode includes: providing a continuous construction mode trigger control 50 in the graphical user interface 10, the continuous construction mode triggering The control 50 is responsive to the touch operation to control the virtual object 30 to enter the continuous build mode.
  • the continuous construction mode triggering control 50 in the graphical user interface 10 is disposed at the edge of the display interface. In this embodiment, the continuous construction mode triggering control 50 is disposed at the lower edge of the display interface. In other embodiments, the The continuous build mode trigger control 50 can be disposed on the left or right edge. In other embodiments, the continuous build mode trigger control 50 can be set to other locations according to a user's custom operation.
  • the continuous construction mode triggering control 50 has a significant characteristic parameter, which is used to facilitate the user to quickly locate the position of the continuous construction mode triggering control 50.
  • the significant characteristic parameter is different from other virtual control shape parameters.
  • the salient feature parameter may be at least one of a flicker parameter and a color parameter that are different from other virtual controls.
  • controlling the virtual object 30 to enter the continuous construction mode includes: setting an on-open gesture of the preset start continuous construction mode in the setting interface of the game, determining to receive the An input operation with an open gesture to control the game.
  • the receiving area 101 of the opening gesture may be a preset area or a blank area of the graphical user interface 10, wherein the blank area is an area of the game interface that does not include other virtual spaces.
  • the virtual object 30 can be controlled to enter the continuous construction mode by associating the physical button of the terminal with the open continuous construction mode. When the terminal detects that the physical key is pressed. In other embodiments, the triggering of the continuous build mode is performed by preset audio commands.
  • the user can clearly and quickly locate the continuous construction mode trigger control 50 to quickly control the virtual object 30 to enter the continuous construction mode, facilitate user operation, and improve the user experience.
  • step S120 at least one model selection control 20 is provided in the graphical user interface 10, the model selection control 20 includes different models to be built 201, and the model selection control 20 is configured to accept and respond to the first touch operation to determine corresponding Model 201 to be built.
  • the graphical user interface 10 includes three model selection controls 20 for accepting and responding to the first touch operation to determine a corresponding model 201 to be built, wherein the three model selection controls 20 are pre-
  • the shape 202 is arranged in the mode selection control area 102 in accordance with the first preset condition.
  • the preset shape 202 is a circle.
  • the preset shape 202 may be any shape such as a square, a rectangle, a polygon, or the like.
  • the mode selection control area 102 is disposed at the lower right of the graphical user interface 10.
  • the mode selection control area 102 may be automatically adjusted by means of machine learning, or may be determined by a user-defined manner.
  • the first preset condition is vertically arranged at the edge of the graphical user interface 10 or horizontally arranged at the edge of the graphical user interface 10.
  • the model selection control 20 can be configured with two or more models 201 to be built. After the graphical user interface 10 receives the first touch operation for the model selection control 20, the first touch is determined. Whether the operation satisfies the preset condition to control the model selection control 20 to selectively trigger the corresponding model to be built 201.
  • the first touch operation is a click operation within the range of the model selection control 20.
  • the first touch operation is a long press, double tap, re-press, slide, etc. operation within the scope of the model selection control 20.
  • the model to be built 201 includes a vertical wall model, a horizontal wall model, and a ladder model. In other embodiments, the model to be built 201 may also be of other construction types, such as houses, stones, trees, and the like.
  • the user can quickly select the model to be built 201 within the scope of convenient operation, and is more suitable for the user's operating habits, thereby improving the accuracy of the user operation.
  • the game program when the game program currently running by the terminal determines that the virtual object 30 is in the continuous construction mode, the game program detects whether the virtual object 30 satisfies a preset condition in each frame of the game screen, when the virtual object 30 satisfies When the condition is preset, the monument 2011 corresponding to the model 201 to be built is built in the first construction area 40 in the game scene until the graphic user interface 10 of the terminal receives the stop instruction to close the continuous construction mode. The detection is stopped as to whether the virtual object 30 satisfies a preset condition.
  • the game program detects, at each frame, whether the virtual is in the continuous build mode and whether the virtual object 30 meets the preset condition. In this way, the occurrence of a mode state detection error in the game can be effectively reduced, and the accuracy of information processing can be improved.
  • step S130 by detecting the position information 301 of the virtual object 30, the first construction area 40 is determined according to a preset rule.
  • the first build area 40 can be set to a preview state and a hidden state.
  • the first construction area 40 is controlled to be displayed in the preset color in the game scene.
  • step S1303 when it is determined that at least one of the current location information 301 and the movement state information 302 satisfies a preset condition, the monument 2011 corresponding to the model 201 to be built is built at the first construction area 40 in the game scene.
  • step S1301 current location information 301 and mobile state information 302 of the virtual object 30 are acquired.
  • the coordinate system XYZ is established in the game scene as a reference for the position and direction of all the game elements in the game scene.
  • the current location information 301 of the virtual object 30 is the coordinate point information of the location in the virtual scene in the virtual object 30, and the current location information 301 of the virtual object 30 is determined by acquiring the coordinate point information of the virtual object 30.
  • the movement state information 302 of the virtual object 30 includes orientation information of the virtual object 30, moving speed information, moving direction information, and the like. It should be noted that the orientation information of the virtual object 30 in the game scene is different from the movement direction information, and the orientation and movement direction of the virtual object 30 in the game scene are independent of each other and may be superimposed on each other.
  • the orientation of the virtual object 30A in the game scene is north, and the virtual object 30A moves at a preset speed V1 as the moving speed and the west as the moving direction, thereby realizing the performance effect of the virtual object 30A in the game scene.
  • the virtual object 30A has the north as the current orientation, and the positional change occurs in the game scene with the preset speed V1 as the moving speed and the west as the moving direction.
  • step S1303 when it is determined that at least one of the current position information 301 and the movement state information 302 satisfies the preset condition, the monument 2011 corresponding to the model 201 to be built is constructed at the first construction area 40 in the game scene.
  • the method further includes:
  • Step S1302 Determine the first construction area 40 in the game scene according to at least one of the current location information 301 and the movement state information 302.
  • step S1302 the first construction area 40 in the game scene is determined based on at least one of the current location information 301 and the movement state information 302.
  • the manner of determining the first construction area 40 in the game scene according to at least one of the current location information 301 and the movement state information 302 is: according to the location information 301 and the movement state information 302. At least one of the plurality of mutually spliced geometries 60 selects at least one of the geometries 60 as the first build region 40.
  • the space of the game scene is divided into a plurality of mutually spliced geometric bodies 60, wherein the geometric body 60 is a virtual block defined by a coordinate system for constituting a space of the entire game scene, and each of the geometric bodies 60 has corresponding coordinate value information.
  • the geometry 60 may be a rectangular parallelepiped, a cube, a parallelepiped, a honeycomb body, etc. It can be understood that the geometric bodies 60 can be spliced to each other to form a space for the entire game scene.
  • the geometry 60 is a rectangular parallelepiped having the same length and width.
  • the coordinate system XYZ is established in the space of the game scene, which is a horizontal direction XZ coordinate and a vertical upward coordinate Y, respectively.
  • the first geometry 601 shown in FIG. 7 is located at X/Y/Z.
  • the coordinates on the axis are A: (5, 0, 0), C: (0, 3.5, 0), B: (0, 0, 5).
  • the geometry 60 may also be the same rectangular parallelepiped, or may be arbitrarily set by the developer according to the actual situation.
  • the construction object 2011 constructed by the virtual object 30 and the original building in the game scene can be aligned and spliced; on the other hand, physical collision between the objects 2011 during construction in the game scene is avoided. Detection, which can effectively reduce system overhead and improve the smooth running of the game.
  • the determination of the first build region 40 is achieved by the following steps.
  • Step S210 acquiring current coordinate value information of the virtual object 30.
  • Step S220 comparing the current coordinate value information of the virtual object 30 with the coordinate value range of each of the geometric bodies 60.
  • the current coordinate value of the virtual object 30 is a spatial coordinate value, and may also be a point coordinate value.
  • the coordinate value information of the virtual object 30 is a point coordinate value, and may be, for example, a point coordinate value of the foot or a point coordinate value of the body center. Since the entire game scene is composed of at least one geometry 60, each geometry 60 has a corresponding spatial coordinate value, and of course the position information 301 of each game element can be defined by other definitions.
  • Step S230 determining that the geometry 60 corresponding to the coordinate value range of the current coordinate value information of the virtual object 30 is the first geometry 601 in which the virtual object 30 is located, and determining, according to the first geometry 601, the adjacent first preset number of the geometry 60 is First construction area 40.
  • the surface 602 of each geometry 60 and the internal section 603 can be used as an optional area to be built, and at the same time, the game The components of the original building in the scene are also pre-built according to the surface 602 of the geometry 60 and the internal section 603.
  • the plurality of second geometries 604 adjacent to the first geometry 601 are determined centering on the first geometry 601, wherein the first geometry 601 and the second geometry 604 are adjacent to each other: the first geometry 601 and the second
  • the geometry 604 has a common surface, or the first geometry 601 and the second geometry 604 have a common edge.
  • the adjacent first construction area 40 is only required to ensure that there is a geometry 60 adjacent to the first geometry 601. Because the entire game space is composed of at least one geometry 60, the structure 2011 corresponding to each model 201 to be built also has a preset number of geometric bodies 60 spliced, so the geometry corresponding to the monument 2011 corresponding to the model 201 to be built is corresponding. The number of 60 is the preset number.
  • determining the first build area 40 is accomplished by the following steps.
  • step S310 the movement state information 302 of the virtual object 30 is acquired.
  • the movement state information 302 includes the moving speed information V and the moving direction information D of the virtual object 30, and acquires a starting coordinate value of the virtual object 30, and the starting coordinate value may be periodically updated to reduce the data calculation amount of the terminal.
  • the moving distance in the moving direction D is calculated by the moving speed information V and the moving time T, and the final coordinate value of the virtual object 30 is calculated by the moving distance and the initial coordinate value.
  • Step S320 comparing the final coordinate value information of the virtual object 30 with the coordinate value range of each of the geometric bodies 60.
  • Step S330 determining that the geometric body 60 corresponding to the coordinate value range of the final coordinate value information of the virtual object 30 is the first geometric body 601 in which the virtual object 30 is located, and determining, according to the first geometric body 601, the adjacent first predetermined number of geometric bodies 60 is First construction area 40.
  • step S320 and step S330 is similar to steps S220 and S230 in the previous embodiment, and details are not described herein.
  • determining the first build area 40 is accomplished by the following steps.
  • Step S410 determining the first geometry 601 in which the virtual object 30 is located according to the current location information 301 of the virtual object 30.
  • the content of this step is similar to the content of step S210 in the above embodiment, and details are not described herein.
  • step S420 the first construction area 40 adjacent to the first geometry 601 is determined according to the movement state information 302 of the virtual object 30.
  • the movement state information 302 is the orientation information of the virtual object 30.
  • the second geometry 604 is a first construction area, wherein one of the first geometry 601 or the second geometry 604 is selected as the first construction area 40, in an alternative embodiment, A first surface 602 or an inner section 603 of the first geometry 601 or the second geometry 604 appearing directly in front of the current orientation of the virtual object 30 serves as the first construction region 40.
  • one of the first geometry 601 or the second geometry 604 or an inner section 603 is determined as the first construction area 40 according to the type of the construction model, for example, if the construction model is a vertical wall, One of the first geometry 601 or the second geometry 604 is the first construction area 40; if the construction model is an oblique upward ladder, one of the first geometry 601 or the second geometry 604 is taken as the first Construction area 40.
  • the game scene is geometrically normalized, so that the constructed building 2011 and the original building in the game scene can be aligned and spliced to enhance the beauty of the screen; at the same time, avoiding the construction of the building in the game scene.
  • Perform physical collision detection which can effectively reduce system overhead and improve the smooth running of the game.
  • the movement status information 302 is movement direction information of the virtual object 30. For example, when the virtual object 30 moves in the second direction, it is determined that the second geometry 604 adjacent to the first direction of the current geometry 60 is the first construction area.
  • the user can determine the first construction area 40 by controlling the movement of the virtual object 30, and control the construction monument 2011 in the first construction area 40 when the preset condition is met.
  • step S1303 when it is determined that at least one of the current position information 301 and the movement state information 302 satisfies the preset condition, the monument 2011 corresponding to the model 201 to be built is constructed at the first construction area 40.
  • a specific construction trigger area is disposed in each of the geometries 60.
  • the construction trigger area is used to trigger the construction of the monument 2011 corresponding to the model 201 to be built.
  • the construction 2011 corresponding to the model 201 to be built is triggered to be built in the first construction area 40.
  • the construction trigger area is a direction identification area configured with preset direction information.
  • the direction recognition area includes a horizontal direction recognition area 605 and a vertical direction identification area 606, each geometry 60 includes a horizontal plane and a vertical plane, the horizontal direction identification area 605 is located on the horizontal plane of the geometry 60, and the vertical direction identification area 606 is located on the vertical plane of the geometry 60. on.
  • the horizontal direction identification area 605 includes a plurality of unidirectional identification areas 6051 and at least one multi-directional identification area 6052, wherein the plurality of unidirectional identification areas 6051 are respectively located in a plurality of different directions in the horizontal direction of the geometry 60.
  • the edge area, the multi-directional identification area 6052 is an overlapping area between the plurality of unidirectional identification areas 6051.
  • the number of the one-way identification areas 6051 is the same as the number of the sides of the surface 602 of the geometry 60 in which the one-way identification area 6051 is located. It should be noted that the number of the one-way identification areas 6051 can also be customized as needed.
  • the geometry 60 is a rectangular parallelepiped with a coordinate system in the game scene as a reference frame.
  • the geometry 60 includes two horizontal planes and four vertical planes, and a preset distance D from the four edges of each horizontal plane.
  • the formed area is defined as a one-way identification area 6051.
  • the preset distance is 150 cm
  • the number of horizontal direction identification areas 605 is four.
  • Each of the one-way identification areas 6051 is configured with preset direction information for representing a direction represented by the one-way identification area 6051.
  • the four one-way identification areas 6051 respectively represent a game scene.
  • the coordinate system in the middle is the standard east, south, west and north.
  • the multidirectional identification area 6052 is an area formed by overlapping at least two unidirectional identification areas 6051.
  • the direction information for example, a multi-directional identification area 6052 composed of a one-way identification area 6051 including "east direction information” and a one-way identification area 6051 including “south direction information", the preset direction information is "East", "South” and "Southeast”.
  • the vertical direction identification area 606 includes an upper layer identification area 6061 and an upper layer identification area 6062, wherein the upper layer identification area 6061 is located in the upper edge area in the vertical direction of the geometry 60, and the lower layer identification area 6062 is located on the lower edge in the vertical direction of the geometry 60. region.
  • the surface 602 of the geometry 60 constituting the game scene and the slope 603 of the space inside the geometry 60 may each be the first construction area, and the virtual object 30 moves in the space formed by the surface 602 and the slope 603 of the geometry 60.
  • the terminal can accurately trigger the construction and construction by determining that the virtual object 30 is within the construction trigger region and meets the preset condition.
  • the operation of the object 2011, through this spatial division method, can reduce the processing level of the data of the terminal and optimize the running speed of the system.
  • step S13022 when it is determined that at least one of the current position information 301 and the movement state information 302 satisfies a preset condition, the monument 2011 corresponding to the model 201 to be built is constructed at the first construction area 40.
  • Step S510 determining, according to the current location information 301, the horizontal direction identification area 605 where the virtual object 30 is currently located;
  • Step S520 when it is determined that the movement state information 302 of the virtual object 30 matches the preset direction information corresponding to the determined horizontal direction identification area 605, at the at least one first construction area 40 adjacent to the determined horizontal direction identification area 605 A monument 2011 corresponding to the model 201 to be built is constructed.
  • the 2011 method realizes that the mobile movement following the virtual character directly constructs the building that can be built, effectively reducing the prior art, and each time the construction of the building 2011 is constructed, the user must confirm the instruction through input. The problem caused by the interruption of the operation.
  • step S510 the current horizontal direction recognition area 605 in which the virtual object 30 is located is determined according to the current position information 301 of the virtual object 30.
  • a coordinate system is established in the game scene, and each object established in the coordinate system can be marked by a coordinate system to determine the position of the object in the coordinate system, and
  • the game scene is spatially divided into a plurality of virtual geometric bodies 60 by means of coordinates.
  • the space of the entire game scene and all or part of the game elements in the space are composed of these geometric bodies 60, and each geometric body 60 also has an independent coordinate system.
  • the horizontal coordinate recognition area 605 is located on the surface 602 of each geometry 60 or the interior by an independent coordinate system of each geometry 60.
  • the single identification area 605 in each horizontal direction identification area 605 is defined by an independent coordinate system. To the identification area 6051.
  • the coordinate system of the independent coordinate system and the game scene can be mutually converted, that is, after acquiring the absolute coordinate point of the virtual object 30 currently in the game scene coordinate system, it can be converted into each geometric body.
  • the relative coordinate point in the independent coordinate system of 60 is compared with the coordinate point range of the one-way identification area 6051 to determine a specific one-way in the horizontal direction identification area 605 where the virtual object 30 is currently located. Identification area 6051.
  • all of the horizontal direction recognition area 605 and the single line identification area and the like may also be defined by the game scene coordinate system.
  • step S510 determines the current horizontal direction identification area in which the virtual object 30 is located according to the current position information 301 of the virtual object 30.
  • the steps of 605 also include:
  • Step S5101 the vertical direction identification area 606 in which the virtual object 30 is currently located is determined according to the current location information 301 of the virtual object 30.
  • the vertical direction identification area 606 is an upper edge area of the geometric body 60 in the vertical direction or an area near the top end or the bottom end of the inner slope 603, and is divided into an upper layer identification area 6061 and a lower layer identification area 6062.
  • the coordinate range of the upper layer identification area 6061 and the lower layer identification area 6062 in the vertical direction is the coordinate range corresponding to the surface 602 area obtained by the projection of the upper layer identification area 6061 and the lower layer identification area 6062 in the vertical direction, as shown in FIG. 9A, point E.
  • the point D is one of the vertices in the lower layer identification region 6062 for the coordinate point on the Y axis, and these surface 602 regions are vertically passed through the game scene coordinate system.
  • the demarcation can also be determined by an independent coordinate system corresponding to each geometry 60.
  • the coordinate values of the upper layer identification area 6061 and the lower layer identification area 6062 are compared by the coordinate values of the virtual object 30 in the vertical direction to determine the current vertical direction identification area 606 in which the user is located.
  • Step S5102 determining a horizontal plane 602 of the at least one first construction area 40 according to the type of the vertical direction identification area 606.
  • step S5103 in the horizontal plane, the horizontal direction identification area 605 in which the virtual object 30 is currently located is determined according to the current position information 301.
  • the content of this step is similar to the content in the foregoing embodiment, and details are not described herein.
  • the vertical direction identification area 606 is associated with the horizontal direction identification area 605, and when the virtual object 30 is displaced in the vertical direction when moving, by determining the corresponding vertical direction identification area where the user is currently located. 606 is determined to determine the horizontal direction identification area 605 where the user is located, and the horizontal direction identification area 605 is used as a criterion for determining the first construction area 40. In this way, the construction object 2011 and the virtual object 30 can be effectively constructed. In the game scene, the original building can be aligned and spliced; on the other hand, physical collision detection between the objects 2011 during construction in the game scene is avoided, thereby effectively reducing system overhead and improving the smoothness of the game operation.
  • step S520 it is determined whether the moving direction information of the virtual object 30 matches the preset direction information corresponding to the determined horizontal direction identifying area 605.
  • the moving direction information of the virtual object 30 is acquired.
  • the angle between the moving direction information and the preset direction information corresponding to the one-way identification area 6051 of the current horizontal direction identifying area 605 is less than 90 degrees.
  • the moving direction information is located in the preset direction information corresponding to the multi-directional identification area 6052 of the current horizontal direction identification area 605, it is determined that the threshold value is satisfied.
  • the multi-directional identification area 6052 includes two direction information. When the angle between the moving direction information and the two directions information is less than 90 degrees, it is determined that the moving direction information of the virtual object 30 matches the preset direction information corresponding to the determined horizontal direction identifying area 605.
  • step S520 may be to determine whether the time in which the virtual object 30 is located in the current horizontal direction recognition area 605 satisfies a preset threshold.
  • step S530 if matched, the monument 2011 corresponding to the model 201 to be built is built at at least one first construction area 40 adjacent to the current horizontal direction identification area 605.
  • the game scene is formed by splicing the surface 602 of the geometric body 60 adjacent to each other, and the unidirectional recognition area 6051 is included at the edge of each horizontal direction recognition area 605. Therefore, the unidirectional recognition of each geometry 60 is performed. Zones 6051 are each adjacent to other geometries 60. When it is determined that the moving direction information of the virtual object 30 matches the preset direction information of the one-way identification area 6051, it is determined that the second geometry 604 adjacent to the one-way identification area 6051 is the first construction area 40, and A monument 2011 corresponding to the model 201 to be built is built in the first construction area 40.
  • the second geometry 604 may also be one of the geometry 60 constituting the unidirectional identification area 6051 of the first building area 40 that is adjacent to the horizontal direction identification area 605 where the virtual object 30 is located.
  • the construction area 40 for example, when the virtual object 30 is in the first geometry 601 and the movement direction information matches the east and north direction information preset in the multi-directional identification area 6052, then the east direction of the first geometry 601 is determined.
  • the adjacent second geometry 604, the third geometry 60 adjacent in the north direction is the first construction area 40, and the monument 2011 corresponding to the model 201 to be built is built in the first construction area 40.
  • the first construction area 40 may be the surface 602 or the inner slope 603 of the geometry 60 adjacent to the current geometry 60 in which the virtual character is located.
  • the surface 602 or the inner slope 603 that is adapted to the model 201 to be built is automatically selected as the first construction area 40 according to the type system of the model 201 to be built.
  • the model to be built 201 is a horizontal wall
  • the first unidirectional identification area 6051 is preset in the direction "East", when it is detected that the moving direction information of the virtual object 30 is also "East", it is determined that the horizontal plane of the second geometric body 604 horizontally adjacent to the east direction of the first geometric body 601 is the first construction area 40;
  • the construction model 201 is a vertical wall.
  • the first one-way identification area 6051 of the horizontal direction identification area 605 of the first geometry 601 is preset to the direction of "east”.
  • it is determined that the moving direction information of the virtual object 30 is also "east” it is determined that the horizontal plane of the second geometric body 604 vertically adjacent to the east direction of the first geometric body 601 is the first construction area 40.
  • step S1303 when it is determined that at least one of the current location information 301 and the mobile state information 302 meets the preset condition, the construct 2011 corresponding to the model 201 to be built is built at the first construction area 40, specifically include:
  • Step S610 determining the current vertical direction identification area 606 where the virtual object 30 is located according to the current location information 301 of the virtual object 30.
  • step S620 it is determined whether the moving direction information of the virtual object 30 matches the preset direction information corresponding to the vertical horizontal direction identifying area 605.
  • the component information of the moving direction information of the virtual object 30 in the vertical direction that is, the component vector of the direction vector of the moving direction information of the virtual object 30 in the vertical direction is acquired, and the partial vector corresponds to the current vertical horizontal direction identifying area 605.
  • the angle between the preset direction information corresponding to the upper layer identification area 6061 or the lower layer identification area 6062 of the preset direction information is less than 90 degrees, it is determined that the threshold value is satisfied.
  • Step S630 when it is determined that the movement state information of the virtual object matches the preset direction information corresponding to the determined horizontal direction identification area, then at least one first adjacent to the geometry 60 including the current vertical direction identification area 606 At the construction area 40, the monument 2011 corresponding to the model 201 to be built is constructed in a predetermined direction corresponding to the current vertical direction identification area 606.
  • the vertical direction identification area 606 is used to control the construction object 2011 corresponding to the model to be built 201 in the direction preset by the upper layer identification area 6061 or the lower layer identification area 6062.
  • the upper layer identification area 6061 has a preset direction of "Up", when the moving direction information of the virtual object 30 is "up”, then control constructs the monument 2011 corresponding to the model 201 to be built above the geometry 60 on which the virtual object 30 is currently located.
  • the construct 2011 corresponding to the model to be built 201 in the direction preset by the upper layer identification area 6061 or the lower layer identification area 6062 it is also necessary to determine the type of the model 201 to be built. When the preset type is satisfied, the response is based on The upper layer identification area 6061 or the lower layer identification area 6062 determines the construction direction in the vertical direction.
  • the slope 603 is formed by splicing the internal slope 603 of the partial geometry 60 constituting the ladder, when the virtual object 30 follows the slope When the 603 moves upward, it passes through the upper layer identification area 6061 located at the top of the slope 603.
  • the vertical vector of the direction vector of the upward movement of the virtual object 30 matches the preset "up" direction of the upper layer identification area 6061, And when the type of the model to be built 201 is a ladder, then the ladder is controlled to be built upward.
  • the vertical direction identification area 606 is used to determine the construction direction in the vertical direction
  • the horizontal direction identification area 605 is used to determine the specific construction direction on the horizontal plane.
  • the construction direction of the vertical direction is first determined by the vertical direction identification area, and then the construction direction of the horizontal plane is determined by the horizontal direction identification area, but in other embodiments, the sequence of steps in these two aspects It can also be reversed, that is, the construction direction on the horizontal plane is first determined by the horizontal direction recognition area, and then the vertical direction construction direction is determined by the vertical direction identification area.
  • the sequence of steps in these two aspects can also be performed simultaneously. Specifically limited.
  • the build trigger region is further for triggering the determination of the first build region 40, and thus, at least one of the step current location information 301 and the move state information 302 determines the manner of the first build region 40 in the game scene.
  • the at least one geometry 60 is selected as the first construction area 40 among the plurality of mutually spliced geometries 60 according to at least one of the position information 301 and the movement state information 302.
  • the determination of the first construction area 40 can also be achieved by the following manner.
  • Step S710 acquiring current coordinate value information of the virtual object 30.
  • an exemplary embodiment further discloses an information processing apparatus that obtains a graphical user interface by executing a software application on a processor of a mobile terminal and rendering on a touch display of the mobile terminal, a graphical user interface.
  • the displayed content includes, at least in part, a game scene including at least one virtual object.
  • FIG. 11 is a structural diagram of one of the information processing apparatuses according to an embodiment of the present disclosure. As shown in Figure 11, the device includes:
  • the response unit is configured to control the at least one virtual object to enter the continuous construction mode in response to the trigger event of the continuous construction mode being turned on;
  • control unit configured to provide at least one model selection control in the graphical user interface, wherein each of the at least one model selection control corresponds to a different model to be built, and the at least one model selection control is configured to receive the first touch Operating and determining a model to be built corresponding to the first touch operation;
  • the information processing apparatus further includes other unit modules corresponding to the information processing method, so Narration.
  • modules or units of equipment for action execution are mentioned in the detailed description above, such division is not mandatory. Indeed, in accordance with embodiments of the present disclosure, the features and functions of two or more modules or units described above may be embodied in one module or unit. Conversely, the features and functions of one of the modules or units described above may be further divided into multiple modules or units.
  • FIG. 12 is a structural block diagram of a mobile terminal according to an embodiment of the present disclosure.
  • the mobile terminal 910 of this embodiment includes a memory 911 and a processor 912.
  • the memory 911 and the processor 912 can be connected by a bus.
  • the graphical user interface is obtained by executing a software application on the processor of the terminal and rendering on the display device of the terminal.
  • processor is configured to implement the following steps by executing executable instructions:
  • each of the at least one model selection control corresponds to a different model to be built, and the at least one model selection control is configured to receive the first touch operation and determine a model to be built corresponding to a touch operation;
  • the monument corresponding to the model to be built is constructed at at least one first construction area in the game scene.
  • constructing the construct corresponding to the model to be built at the at least one first construction area comprises:
  • the monument corresponding to the model to be built is constructed at the at least one first construction area.
  • the method before constructing the monument corresponding to the model to be built at the at least one first construction area, the method further comprises:
  • the space of the game scene is divided into a plurality of spliced geometry.
  • determining the at least one first construction area according to at least one of the current location information and the mobile state information including: at least one of the current location information and the mobile state information in the plurality of mutually spliced geometries At least one geometry is selected as the at least one first build area.
  • each of the plurality of spliced geometries is configured with a directional identification zone, wherein the directional identification zone comprises: a horizontal direction identification zone and a vertical direction identification zone.
  • the horizontal direction identification area includes a plurality of unidirectional identification areas and at least one multi-directional identification area, wherein the plurality of unidirectional identification areas are respectively located in a plurality of different directions in a horizontal direction of each of the geometric bodies
  • at least one multi-directional identification area is an overlapping area between the plurality of unidirectional identification areas
  • the vertical direction identification area includes an upper layer identification area and a lower layer identification area
  • the upper layer identification area is located at an upper edge area in a vertical direction of each geometry
  • the lower recognition area is located in the lower edge area in the vertical direction of each geometry.
  • constructing the construct corresponding to the model to be built at the at least one first construction area comprises:
  • the construction corresponding to the model to be built is constructed at the at least one first construction area adjacent to the determined horizontal direction identification area Things.
  • determining the horizontal direction identification area where the virtual object is currently located according to the current location information includes:
  • the horizontal direction identification area in which the virtual object is currently located is determined according to the current location information.
  • a mobile terminal provided by an embodiment of the present disclosure enables a user to reduce the number of interactions with a user interface when controlling a virtual object to construct a building corresponding to a model to be built, and automatically determines the situation in the game scene. The construction of the corresponding building to be built is completed, so that the user completes the interaction in a very short time and improves the user experience.
  • FIG. 13 is a schematic structural diagram of a storage medium according to an embodiment of the present disclosure. As shown in FIG. 13, a program product 1100 according to an embodiment of the present disclosure is described, on which is stored a computer program that, when executed by a processor, implements the following steps:
  • each of the at least one model selection control corresponds to a different model to be built, and the at least one model selection control is configured to receive the first touch operation and determine a model to be built corresponding to a touch operation;
  • the monument corresponding to the model to be built is constructed at at least one first construction area in the game scene.
  • the triggering event in response to the continuous construction mode is: providing a trigger control for opening the continuous construction mode in the graphical user interface, the trigger control is configured to control the at least one virtual object to enter the continuous operation in response to the touch operation Construction mode.
  • constructing the construct corresponding to the model to be built at the at least one first construction area comprises:
  • the method before constructing the monument corresponding to the model to be built at the at least one first construction area, the method further comprises:
  • the space of the game scene is divided into a plurality of spliced geometry.
  • determining the at least one first construction area according to at least one of the current location information and the mobile state information including: at least one of the current location information and the mobile state information in the plurality of mutually spliced geometries At least one geometry is selected as the at least one first build area.
  • the horizontal direction identification area includes a plurality of unidirectional identification areas and at least one multi-directional identification area, wherein the plurality of unidirectional identification areas are respectively located in a plurality of different directions in a horizontal direction of each of the geometric bodies
  • at least one multi-directional identification area is an overlapping area between the plurality of unidirectional identification areas
  • the vertical direction identification area includes an upper layer identification area and a lower layer identification area
  • the upper layer identification area is located at an upper edge area in a vertical direction of each geometry
  • the lower recognition area is located in the lower edge area in the vertical direction of each geometry.
  • constructing the construct corresponding to the model to be built at the at least one first construction area comprises:
  • the construction corresponding to the model to be built is constructed at the at least one first construction area adjacent to the determined horizontal direction identification area Things.
  • determining the horizontal direction identification area where the virtual object is currently located according to the current location information includes:
  • the horizontal direction identification area in which the virtual object is currently located is determined according to the current location information.
  • a mobile terminal provided by an embodiment of the present disclosure enables a user to reduce the number of interactions with a user interface when controlling a virtual object to construct a building corresponding to a model to be built, and automatically determines the situation in the game scene. The construction of the corresponding building to be built is completed, so that the user completes the interaction in a very short time and improves the user experience.
  • Program code embodied in a computer readable storage medium may be transmitted using any suitable medium, including but not limited to wireless, wireline, optical cable, radio frequency, etc., or any suitable combination of the foregoing.
  • an electronic device that can implement the functions of a terminal, the electronic device comprising: a processing component, a display device, which can further include at least one processor, and by the memory
  • the memory resources represented are arranged to store instructions that are executable by the processing component, such as an application.
  • An application stored in the memory may include one or more modules each corresponding to a set of instructions.
  • the processing component is configured to execute instructions to perform the information processing method described above.
  • the technical solution according to an embodiment of the present disclosure may be embodied in the form of a software product, which may be stored in a non-volatile storage medium (which may be a CD-ROM, a USB flash drive, a mobile hard disk, etc.) or on a network.
  • a non-volatile storage medium which may be a CD-ROM, a USB flash drive, a mobile hard disk, etc.
  • a number of instructions are included to cause a computing device (which may be a personal computer, server, electronic device, or network device, etc.) to perform a method in accordance with an embodiment of the present disclosure.

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Abstract

一种信息处理方法、装置、移动终端(910)和存储介质(1100),该方法包括:响应开启连续建造模式的触发事件,控制至少一虚拟对象(30)进入连续建造模式;在图形用户界面(10)中提供至少一个模型选择控件(20),其中,至少一个模型选择控件(20)中的每个模型选择控件(20)对应不同的待建造模型(201),至少一个模型选择控件(20)用于接收第一触控操作并确定与第一触控操作对应的待建造模型(201);当确定至少一虚拟对象(30)满足预设条件时,在游戏场景中的至少一个第一建造区域(40)处建造与待建造模型对应的建造物(2011)。通过上述实施方式,使得用户在控制虚拟对象(30)进行建造待建造模型(201)对应的建造物(2011)时,可以减少与用户界面(10)进行交互的次数,通过判断游戏场景中的情况,自动的完成待建造模型(201)对应建造物(2011)的建造。

Description

信息处理方法、装置、移动终端和存储介质
交叉引用
本申请基于并要求2017年12月29日提交的中国申请第201711480328.8号的优先权,其全部内容通过引用结合在本文中。
技术领域
本公开涉及游戏领域,尤其设计一种游戏中的信息处理方法、装置、移动终端和存储介质。
背景技术
在互联网的浪潮下,硬件和软件技术的不断发展和演进,促进了终端和软件的出现。与此同时,涌现出大量的、不同题材的手游,以满足玩家的需求。
针对于运行手游的移动终端来说,通常情况下用户通过双手的拇指对游戏进行操控,受制于硬件条件,如较小的终端显示器,较少操控维度,较低的处理器运算能力等,使得手游很难实现如PC端游戏的操控流畅性。如游戏中的建造玩法,通常情况下,需要玩家在通过双手交互操作以选定待建造的位置,并再通过触发确定操作,以完成最终的物体的渲染,当玩家需要再次建造某一个物体时,需要再次重复上述交互流程,受制于移动终端的硬件条件,使得用户通过移动终端在游戏场景中进行建造时的操控非常繁琐,操控的流畅性较差,同时,这种交互方式限制了玩家的游戏体验,特别是对于重度操控类游戏,玩家很难实现在极短的时间内实现对待建造模型方位的选择和建造。
需要说明的是,在上述背景技术部分公开的信息仅用于加强对本公开的背景的理解,因此可以包括不构成对本领域普通技术人员已知的现有技术的信息。
发明内容
本公开至少部分实施例提供了一种信息处理方法、装置、移动终端和存储介质,以至少部分地解决相关技术受制于移动终端的硬件条件,使得用户通过移动终端在游 戏场景中进行建造时的操控非常繁琐,操控的流畅性较差的问题。
在本公开的其中一实施例中,提供了一种信息处理方法,通过在移动终端的处理器上执行软件应用并在移动终端的触控显示器上渲染得到图形用户界面,图形用户界面所显示的内容至少部分地包含一游戏场景,游戏场景中包括至少一虚拟对象,该方法包括:响应开启连续建造模式的触发事件,控制至少一虚拟对象进入连续建造模式;在图形用户界面中提供至少一个模型选择控件,其中,至少一个模型选择控件中的每个模型选择控件对应不同的待建造模型,至少一个模型选择控件用于接收第一触控操作并确定与第一触控操作对应的待建造模型;当确定至少一虚拟对象满足预设条件时,在游戏场景中的至少一个第一建造区域处建造与待建造模型对应的建造物。
在本发明本公开的另一个实施例中,还提供了一种信息处理装置,通过在移动终端的处理器上执行软件应用并在移动终端的触控显示器上渲染得到图形用户界面,图形用户界面所显示的内容至少部分地包含一局部或全部游戏场景,游戏场景中包括至少一虚拟对象,虚拟对象包括位置信息,该装置包括:
响应单元,设置为响应开启连续建造模式的触发事件,控制至少一虚拟对象进入连续建造模式;
控制单元,设置为在图形用户界面中提供至少一个模型选择控件,其中,至少一个模型选择控件中的每个模型选择控件对应不同的待建造模型,至少一个模型选择控件用于接收第一触控操作并确定与第一触控操作对应的待建造模型;
确定单元,设置为当确定至少一虚拟对象满足预设条件时,在游戏场景中的至少一个第一建造区域处建造与待建造模型对应的建造物。
在本发明本公开的另一个实施例中,还提供了一种移动终端,包括:
处理器;以及
存储器,设置为存储处理器的可执行指令;
其中,处理器配置为经由执行可执行指令来执行上述信息处理方法
在本发明本公开的另一个实施例中,还提供了一种计算机可读存储介质,其中,计算机程序被处理器执行时实现上述信息处理方法。
在本公开至少一实施例提供的一种信息处理方法中,通过响应用户输入的第一触控指令,以将待建造模型显示于游戏场景中的第一建造区域;当检测到用户的虚拟对象处于连续建造模式时,控制在第一建造区域内容中自动地建造该待建造模型对应的 建造物。通过上述实施方式,使得用户在控制虚拟对象进行建造待建造模型对应的建造物时,可以减少与用户界面进行交互的次数,通过判断游戏场景中的情况,自动的完成待建造模型对应建造物的建造,以使得用户在极短的时间内完成交互操作,提高了用户体验。
附图说明
图1是根据本公开其中一实施例的一种信息处理方法的流程图。
图2是根据本公开其中一示例性实施例的图形用户界面示意图。
图3是根据本公开其中一示例性实施例的第一建造区域为显性状态时的图形用户界面示意图。
图4是根据本公开其中一示例性实施例的第一建造区域为隐藏状态时的图形用户界面示意图。
图5是根据本公开其中一示例性实施例的由几何体拼接成的游戏空间的俯视示意图。
图6是根据本公开其中一示例性实施例的由几何体拼接成的游戏空间的立体示意图。
图7是根据本公开其中一示例性实施例的相邻的两个几何体的立体示意图。
图8是根据本公开其中一示例性实施例的图7所示的相邻的两个几何体的俯视示意图。
图9A是根据本公开其中一示例性实施例的图7所示的第一几何体的一垂直识别区示意图。
图9B是根据本公开其中一示例性实施例的图7所示的第一几何体的另一垂直识别区示意图。
图10是根据本公开其中一示例性实施例的图8中的所示的第一几何体的一单向识别区示意图。
图11是根据本公开其中一实施例的一种信息处理装置的结构框图。
图12是根据本公开其中一实施例的一种移动终端的结构框图。
图13是根据本公开其中一实施例的一种存储介质的结构示意图。
具体实施方式
需要说明的是,在不冲突的情况下,本申请中的实施例及实施例中的特征可以相互组合。下面将参考附图并结合实施例来详细说明本公开。
为了使本技术领域的人员更好地理解本公开方案,下面将结合本公开实施例中的附图,对本公开实施例中的技术方案进行清楚、完整地描述,显然,所描述的实施例仅仅是本公开一部分的实施例,而不是全部的实施例。基于本公开中的实施例,本领域普通技术人员在没有做出创造性劳动前提下所获得的所有其他实施例,都应当属于本公开保护的范围。
需要说明的是,本公开的说明书和权利要求书及上述附图中的术语“第一”、“第二”等是用于区别类似的对象,而不必用于描述特定的顺序或先后次序。应该理解这样使用的数据在适当情况下可以互换,以便这里描述的本公开的实施例。此外,术语“包括”和“具有”以及他们的任何变形,意图在于覆盖不排他的包含,例如,包含了一系列步骤或单元的过程、方法、系统、产品或设备不必限于清楚地列出的那些步骤或单元,而是可包括没有清楚地列出的或对于这些过程、方法、产品或设备固有的其它步骤或单元。
还需要说明的是,本说明书中所公开的各种触发事件可以预先设置,不同的触发事件可以触发执行不同的功能。
图1是根据本公开其中一实施例的一种信息处理方法的流程图,该实施例提供的信息处理方法的执行主体可以是计算机、平板电脑、移动终端、电子设备等任意终端设备。通过在移动终端的处理器上执行软件应用并在移动终端的触控显示器上渲染得到图形用户界面,图形用户界面所显示的内容至少部分地包含一局部或全部游戏场景,游戏场景中包括至少一虚拟对象,方法包括。同时,参考图2和图3所示,本实施例中该方法包括步骤,如下:
步骤S110,响应开启连续建造模式的触发事件,控制虚拟对象30进入连续建造模式;
步骤S120,在图形用户界面10中提供至少一个模型选择控件20,其中,至少一个模型选择控件中的每个模型选择控件对应不同的待建造模型201,至少一个模型选择控件用于接收第一触控操作并确定对应的待建造模型201;
步骤S130,当确定虚拟对象30满足预设条件时,在游戏场景中的至少一个第一建造区域40处建造与待建造模型201对应的建造物2011。
通过上述实施方式,当终端接收到用户输入的针对开启连续建造模式的触摸操作后,终端控制游戏中的虚拟对象30进入到连续建造模式,当终端检测到虚拟对象30满足预设的条件时,控制待建造模型201对应的建造物2011自动地建立在第一建造区域40。在该连续建造模式下,会直接把所需的建造物2011直接建造出来,而无需再输入用于触发确定指令的触摸操作才进行建造,进而实现随着玩家的选择和移动而直接建造出所能建造的建造物2011。
下面,将对本实施例中信息处理方法的各步骤作进一步地说明。
在本示例性的实施例中,终端的触摸屏的图形用户界面10内显示有游戏的部分或全部游戏场景元素,例如游戏画面、人物或画面特效、人机互动提示、以及用于交互的虚拟按钮。终端的图形用户界面10通过接收用户针对这些游戏场景中的元素输入的输入触摸操作,以控制这些游戏场景元素做出相应的输出,例如,当接收到用户输入的“射击”输入时,终端控制图形用户界面10中的武器做出“射击动作”的输出。本实施例中的各个步骤彼此之间可以同时进行也可以按照顺序依次进行。本实施例中的各个步骤可以是在被触发后,后续自动运行,也可以是根据用户特定的输入操作,进行运行特殊的步骤。本实施例中的游戏场景中还方法包括至少一虚拟对象30,该虚拟对象30对应每一个使用该终端的用户,该虚拟对象30被配置为根据接收到的用户的输入指令进行移动、跳跃、瞄准、射击、建造和攻击中至少之一的输入动作。
在步骤S110中,响应开启连续建造模式的触发事件,控制虚拟对象30进入连续建造模式。连续建造模式为终端运行的游戏程序检测到游戏场景的元素满足预设条件时,在游戏界面中自动地建造待建造模型201的建造物2011。其中,该元素可以是虚拟对象30等,预设条件可以为时间、位置、移动速度、移动方向、虚拟对象30的朝向等。触发事件为针对图形用户界面10空白处或特定区域内的触摸操作,例如,单击、双击、长按或滑动操作等。需要说明的是,本步骤中的虚拟对象30进入连续建造模式可以是指终端当前运行的游戏程序进入到连续建造模式,也可以是指终端系统进入到连续建造模式,也可以是指特定的虚拟对象30进入到连续建造模式。
在本实施例中,在步骤S110中,响应开启连续建造模式的触发事件,控制虚拟对象30进入连续建造模式,包括:在图形用户界面10中提供连续建造模式触发控件50,该连续建造模式触发控件50用于响应触控操作,以控制虚拟对象30进入连续建造模式。其中,图形用户界面10内的连续建造模式触发控件50设置于显示界面的边缘处,在本实施例中,该连续建造模式触发控件50设置于显示界面的下边缘,在其他实施例中,该连续建造模式触发控件50可以设置于左侧边缘或右侧边缘,在其他实施例中,该连续建造模式触发控件50,可以根据用户的自定义操作设置于其他位置。连续建造 模式触发控件50具有显著特性参数,该显著特征参数用于方便用户快速定位该连续建造模式触发控件50的位置,在本实施例方式中,该显著特性参数为区别于其他虚拟控件形状参数,在其他实施例中,该显著特征参数可以为不同于其他虚拟控件的闪烁参数和颜色参数中至少之一。
在其他实施例中,在步骤S110中,响应开启连续建造模式的触发事件,控制虚拟对象30进入连续建造模式,包括:在游戏的设置界面设置预设启动连续建造模式的开启手势,确定接收到与开启手势的输入操作,以控制控制游戏。该开启手势的接收区域101可以为预设区域,也可以为图形用户界面10的空白区域,其中,空白区域为一游戏界面中不含其他虚拟空间的区域。
在其他实施例中,也可以通过将终端的实体按键与开启连续建造模式关联,当终端检测到该实体键被按压时,则控制虚拟对象30进入到连续建造模式。在其他实施例中,通过预设音频指令来进行触发开启连续建造模式。
通过上述实施方式,用户可以清楚并快速地定位地确定连续建造模式触发控件50,以快速地控制虚拟对象30进入到连续建造模式,方便用户操作,提高用户体验。
在步骤S120中,在图形用户界面10中提供至少一个模型选择控件20,模型选择控件20包含不同的待建造模型201,模型选择控件20用于接受并响应第一触控操作,以确定对应的待建造模型201。
在本实施例中,图形用户界面10中包含三个用于接受并响应第一触控操作,以确定对应的待建造模型201的模型选择控件20,其中,该三个模型选择控件20以预设形状202按照第一预设条件排列在模式选择控制区域102。在本实施例中,预设形状202为圆形,在其它实施例中,预设形状202可以为方形、矩形、多边形等任一形状。在本实施例中,模式选择控制区域102设置于图形用户界面10的右下方。在其他实施例中,模式选择控制区域102可以通过机器学习的方式进行自动调整,也可以通过用户自义定的方式确定模式选择控制区域102,例如,当用户习惯左手操作时,则可以通过自义定的方式将模式选择控制区域102设置于图形用户界面10的左下方。在本实施例中,第一预设条件为以预设点为圆心,进行圆周排列,举例而言,圆心为图形用户界面10内提供的功能提示控件,该功能提示控件配置有不同的显示图案,用以指示虚拟对象30当时选定的武器类型,同时,该功能提示控件用于响应针对该控件输入的操作指令以触发对应的功能,当图形用户界面10接收到用户输入的武器选择指令时,终端当前的游戏程序控制功能提示控件显示对应的武器图案,举例而言,当功能提示控件的显示图案为“枪”时,则该功能提示控件接收到针对该控件的点击或长按时, 则控制游戏场景中的“枪”游戏元素进行射击输出。在其他实施例中,第一预设条件为竖直排列在图形用户界面10边缘,或是水平排列在图形用户界面10边缘
在其他实施例中,模型选择控件20为圆盘状控件,该圆盘状控件总包含至少一个触控响应区,触控响应区控配置为接受并响应第一触控操作,以确定对应的待建造模型201。
在其他实施例中,模型选择控件20可以配置两种或两种以上待建造模型201,当图形用户界面10接收到针对该模型选择控件20的第一触控操作后,判断该第一触控操作是否满足于预设条件以控制模型选择控件20选择性地触发相对应的待建造模型201。
在本实施例中,第一触控操作为在模型选择控件20范围内的点击操作。在其他实施例中,第一触摸操作为在模型选择控件20范围内的长按、双击、重按、滑动等操作。
在本实施例中,待建造模型201包括竖直墙模型、水平墙模型和云梯模型。在其他实施例中,待建造模型201也可以是其他的建造类型,例如,房屋、石头、树木等建造物2011。
通过上述实施方式,可以使得用户在方便操作的范围内快速进行待建造模型201的选择,更适合用户的操作习惯,以此提高用户操作的精确度。
在步骤S130中,当确定虚拟对象30满足预设条件时,在游戏场景中的第一建造区域40处建造与待建造模型201对应的建造物2011。
在本实施例中,当终端当前正在运行的游戏程序确定虚拟对象30处于连续建造模式后,该游戏程序在游戏画面的每一帧中检测虚拟对象30是否满足预设条件,当虚拟对象30满足预设条件时,则在游戏场景中的第一建造区域40建造与待建造模型201相对应的建造物2011,直到当终端的图形用户界面10接收到关闭连续建造模式的停止指令后,才停止对虚拟对象30是否满足预设条件停止检测。
通过此种方式,可以有效地减少程序的运行步骤,降低处理器的存储资源的占用和浪费,进而实现了降低功耗的效果。
在其他实施例中,游戏程序在每一帧均检测虚拟是否处于连续建造模式和虚拟对象30是否满足预设条件。通过此种方式可以有效降低游戏出现模式状态检测错误的情况发生,提高信息处理的精确度。
具体地,在步骤S130中,通过检测虚拟对象30的位置信息301,根据预设规则确定第一建造区域40。第一建造区域40可以设置为预览状态和隐藏状态。如图3所 示,当第一建造区域40被设置为预览状态,则控制第一建造区域40以预设颜色显示在游戏场景。通过上述实施方式,可以使得用户更直观地知道待建造模型201对应的建造物2011的最终的形态,提供了用户操作体验,降低用户误建造的情况发生。如图4中的虚线框所示,当第一建造区域40被设置为隐藏状态时,则在游戏场景隐藏第一建造区域40对应于游戏场景中的位置信息301,当检测到虚拟对象30满足预设条件时,控制将待建造模型201对应的建造物2011建造在第一建造区域40处,通过上述实施方式,可以提高游戏的拟真度。
图5是根据本公开其中一示例性实施例的由几何体拼接成的游戏空间的俯视示意图。在本实施例中,在步骤S130中,确定虚拟对象30满足预设条件,在游戏场景中的第一建造区域40处建造与待建造模型201对应的建造物2011,包括:
步骤S1301,获取虚拟对象30的当前位置信息301和移动状态信息302;
步骤S1303,当确定当前位置信息301和所述移动状态信息302中至少之一满足预设条件时,在游戏场景中的第一建造区域40处建造与待建造模型201对应的建造物2011。
通过上述实施方式,通过确定满足条件的被用户控制的虚拟对象30当前的位置信息301和移动状态信息302,实现随着用户控制的虚拟对象30的位置和移动建造与待建造模型201对应的建造物2011。
具体地,在步骤S1301中,获取虚拟对象30的当前位置信息301和移动状态信息302。
其中,同时参考图6,在游戏场景中建立坐标系XYZ,用以作为游戏场景中的所有的游戏元素的位置和方向的基准。虚拟对象30的当前位置信息301为虚拟对象30中虚拟场景中所的处位置的坐标点信息,通过获取虚拟对象30的坐标点信息以确定虚拟对象30的当前位置信息301。虚拟对象30的移动状态信息302包括虚拟对象30的朝向信息、移动速度信息和移动方向信息等。需要说明的是,虚拟对象30在游戏场景中的朝向信息与移动方向信息是不同的概念,虚拟对象30在游戏场景中的朝向和移动方向彼此独立且可以相互叠加。例如:控制虚拟对象30A在游戏场景中的朝向为北方,同时,虚拟对象30A以预设速度V1为移动速度、以西方为移动方向进行移动,从而实现该虚拟对象30A在游戏场景中的表现效果为:虚拟对象30A以北方为当前朝向,同时以预设速度V1为移动速度、以西方为移动方向在游戏场景中发生位置的改变。
在步骤S1303中,在确定当前位置信息301和移动状态信息302中至少之一满足预设条件时,在游戏场景中的第一建造区域40处建造与待建造模型201对应的建造物 2011。
具体地,终端上运行的游戏程序通过获取虚拟对象30的当前位置信息301和移动状态信息302中至少之一并根据当前位置信息301和移动状态信息302中至少之一确定第一建造区域40,并判断当前位置信息301和移动状态信息302中至少之一是否满足预设的条件,当满足预设的条件时,触发在第一建造区域40处建立建造物2011。上述确定第一建造区域40的动作与触发建立建造物2011的动作既可以先后进行,也可以是同时进行,游戏的玩家中操作过程中不会产品中断的感觉。
在本实施例中,在步骤S1303中,在游戏场景中的第一建造区域40处建造与待建造模型201对应的建造物2011之前,还包括:
步骤S1302,根据当前位置信息301和移动状态信息302中至少之一确定游戏场景中的第一建造区域40。
通过上述实施方式,终端上运行的程序可以通过获取用户控制的虚拟对象30的当前位置信息301和移动状态信息302中至少之一预先确定与该虚拟对象30相关的第一建造区域40,并通过检测并判断虚拟对象30的位置信息301和移动状态信息302中至少之一自动地在预先确定的第一建造区域40建造对应的建造物2011,而无需通过用户触发确定操作指令才进行建造,进而提高了游戏图像的渲染和响应速度。
具体地,在步骤S1302中,根据当前位置信息301和移动状态信息302中至少之一确定游戏场景中的第一建造区域40。
如图6所示,在本实施例中,根据当前位置信息301和移动状态信息302中至少之一确定游戏场景中的第一建造区域40的方式为:根据位置信息301和移动状态信息302中至少之一在多个相互拼接的几何体60中选择至少一个几何体60作为第一建造区域40。
游戏场景的空间被划分为多个相互拼接的几何体60,其中,几何体60为通过坐标系定义的虚拟块,用于组成整个游戏场景的空间,每个几何体60具有对应的坐标值信息。其中,几何体60可以是长方体、立方体、平行六面体、蜂巢体等,可以理解,几何体60之间可以相互拼接,从而形成整个游戏场景的空间。
在本实施例中,几何体60为长宽相同的长方体。在游戏场景的空间建立坐标系XYZ,分别为水平方向XZ坐标,垂直向上坐标Y。空间划分的方式就将空间划分为无限个水平X=5米,Z=5米,垂直向上方向Y=3.5米间距的长方体,如图7中所示的第一几何体601位于X/Y/Z轴上的坐标分别为A:(5,0,0),C:(0,3.5,0),B:(0,0,5)。在其 他实施例中,几何体60也可以长高相同的长方体,也可以是开发者根据实际情况任意设置的长宽高分度值。
通过上述实施方式,一方面,使得虚拟对象30建造出的建造物2011和游戏场景中原有建筑能够对齐拼接;另一方面,避免了在游戏场景中进行建造时对建造物2011之间进行物理碰撞检测,从而可以有效降低系统开销,提升游戏运行的流畅性。
以下以将空间划分为多个长宽相同的相互拼接的长方体为例进行描述,需要说明的是,将空间划分为任何形状的可相互拼接的多个几何体60都包含在本公开的保护范围之内。
在本实施例中,通过如下步骤实现确定第一建造区域40。
步骤S210,获取虚拟对象30当前坐标值信息。
步骤S220,比对虚拟对象30当前坐标值信息与每个几何体60的坐标值范围。
具体地,虚拟对象30当前坐标值为空间坐标值,也可以为点坐标值。在本实施例中,虚拟对象30的坐标值信息为点坐标值,例如,可以是脚部的点坐标值,也可以是身体中心的点坐标值。由于整个游戏场景由至少一个几何体60组成,因此,每个几何体60具有对应的空间坐标值,当然可以通过其他的定义方式来定义每个游戏元素的位置信息301。
步骤S230,确定包含虚拟对象30当前坐标值信息的坐标值范围对应的几何体60为虚拟对象30所处的第一几何体601,根据第一几何体601确定相邻的第一预设数量的几何体60为第一建造区域40。
需要说明的是,在划分为多个长宽相同的相互拼接的几何体60的游戏场景空间中,每个几何体60的表面602以及内部的截面603都可以作为可选的待建造区域,同时,游戏场景中的原有建筑的部件也根据几何体60的表面602以及内部的截面603进行预先搭建。
其中,以第一几何体601为中心,确定与第一几何体601相邻的多个第二几何体604,其中,第一几何体601与第二几何体604相邻指的是:第一几何体601与第二几何体604存在共用的表面,或者第一几何体601与第二几何体604存在共用的边。需要说明是的是相邻的第一建造区域40只要保证存在一个与第一几何体601相邻的几何体60即可。因为,整个游戏空间由至少一个几何体60构成,因此每个待建造模型201对应的建造物2011也有预设数量的几何体60拼接而成,所以,根据待建造模型201对应的建造物2011对应的几何体60数量为预设数量。
在其他实施例中,通过如下步骤实现确定第一建造区域40。
步骤S310,获取虚拟对象30的移动状态信息302。
具体地,移动状态信息302包括虚拟对象30的移动速度信息V和移动方向信息D,获取虚拟对象30的起始坐标值,该起始坐标值可以定期进行更新,以降低终端的数据计算量。通过移动速度信息V和移动时间T计算出在移动方向D上的移动距离,通过该移动距离和初始坐标值计算出虚拟对象30的最终坐标值。
步骤S320,比对虚拟对象30最终坐标值信息与每个几何体60的坐标值范围。
步骤S330,确定包含虚拟对象30最终坐标值信息的坐标值范围对应的几何体60为虚拟对象30所处的第一几何体601,根据第一几何体601确定相邻的第一预设数量的几何体60为第一建造区域40。
在本实施例中,步骤S320和步骤S330的内容与前一个实施例中的步骤S220和S230相似,在此不做赘述。
在其他实施例中,通过如下步骤实现确定第一建造区域40。
步骤S410,根据虚拟对象30的当前位置信息301确定虚拟对象30所处的第一几何体601。该步骤的内容与上述实施例中步骤S210的内容相似,在此不做赘述。
步骤S420,根据虚拟对象30的移动状态信息302确定与第一几何体601相邻的第一建造区域40。
在本实施例中,如图8所示,移动状态信息302为虚拟对象30的朝向信息,举例而言,当虚拟对象30面朝第一方向时,则确定与当前几何体60第一方向相邻的第二几何体604为第一建设区域,其中,在第一几何体601或第二几何体604中选择其中的一个表面或一个内部截面603作为第一建造区域40,在可选的实施方式中,将虚拟对象30的当前朝向的正前方出现的第一几何体601或第二几何体604中的一个表面602或一个内部截面603作为第一建造区域40。在可选的实施方式中,根据建造模型的类型确定第一几何体601或第二几何体604中的一个表面602或一个内部截面603作为第一建造区域40,例如:如果建造模型为垂直墙,将第一几何体601或第二几何体604中的一个垂直表面602作为第一建造区域40;如果建造模型为斜向上的云梯,将第一几何体601或第二几何体604中的一个倾斜截面603作为第一建造区域40。
通过上述实施方式,将游戏场景归一几何化,使得建造出的建造物2011和游戏场景中原有建筑能够对齐拼接,增强画面美感;同时,避免了在游戏场景中进行建造时对建造物2011之间进行物理碰撞检测,从而可以有效降低系统开销,提升游戏运行的 流畅性。
在其他实施例中,移动状态信息302为虚拟对象30的移动方向信息。举例而言,当虚拟对象30向第二方向移动时,则确定与当前几何体60第一方向相邻的第二几何体604为第一建设区域。
通过上述实施方式,用户通过控制虚拟对象30移动便可确定第一建造区域40,并在符合预设条件时控制在第一建造区域40建筑建造物2011。
在步骤S1303中,当确定当前位置信息301和移动状态信息302中至少之一满足预设条件时,在第一建造区域40处建造与待建造模型201对应的建造物2011。
其中,每个几何体60中配置特定的建造触发区域,在本实施例中,该建造触发区域用于触发建造与待建造模型201相应的建造物2011。当虚拟对象30位于建造触发区域内且满足预设条件时,触发在第一建造区域40建造与待建造模型201对应的建造物2011。
同时参考图8,在本实施例中,建造触发区域为配置有预设方向信息的方向识别区。方向识别区包括:水平方向识别区605和垂直方向识别区606,每个几何体60包含水平面和垂直面,水平方向识别区605位于几何体60的水平面上,垂直方向识别区606位于几何体60的垂直面上。
在本实施例中,水平方向识别区605包括多个单向识别区6051和至少一个多向识别区6052,其中,多个单向识别区6051分别位于几何体60的水平方向上的多个不同方向的边缘区域,多向识别区6052为多个单向识别区6051之间的重叠区域。
单向识别区6051的数量与该单向识别区6051所在的几何体60的表面602的边数相同,需要说明的是,该单向识别区6051的数量也可以根据需要被自定义设置。在本实施例中,几何体60为长方体,以游戏场景中的坐标系为参考系,该几何体60包含两个水平面和四个垂直面,自每个水平面的四个边缘向内的预设距离D形成的区域定义为单向识别区6051,在本实施例中,预设距离为150厘米,水平方向识别区605的数量为四个。每个单向识别区6051内配置有预设方向信息,该预设方向信息用于代表该单向识别区6051所代表的方向,举例而言,四个单向识别区6051分别代表以游戏场景中的坐标系为标准的东、南、西和北。多向识别区6052为由至少两个单向识别区6051重叠形成的区域。多向识别区6052中配置的预设方向信息与构成该多向识别区6052的单向识别区6051中的预设方向信息相同,举例而言,一个由包含有“东方向信息”的单向识别区6051和包含有“南方向信息”的单向识别区6051构成的多向识别区6052,其预设方向信息为“东”和“南”,在其他实施例中,多向识别区6052 中配置的预设方向信息包含构成该多向识别区6052的单向识别区6051中的预设方向信息以及由该多向识别区6052的单向识别区6051中的预设方向信息共同构成的方向信息,举例而言,一个由包含有“东方向信息”的单向识别区6051和包含有“南方向信息”的单向识别区6051构成的多向识别区6052,其预设方向信息为“东”、“南”和“东南”。
垂直方向识别区606包括一个上层识别区6061和一个下层识别区6062,其中,上层识别区6061位于几何体60的垂直方向上的上部边缘区域,下层识别区6062位于几何体60的垂直方向上的下部边缘区域。构成游戏场景的几何体60的表面602以及位于几何体60内部的空间的斜面603均可以为第一建设区域,而且虚拟对象30在这些几何体60的表面602和斜面603构成的空间中移动。
通过上述实施方式,通过将组成游戏场景的几何体60的各个表面602划定方向识别区的方式,使得终端可以准确地通过确定虚拟对象30于建造触发区域内且满足预设条件时,触发建造建造物2011的操作,通过这种空间划分方式,可以减少终端对数据的处理量级,优化系统运行速度。
在本实施例中,在步骤S13022中,当确定当前位置信息301和移动状态信息302中至少之一满足预设条件时,在第一建造区域40处建造与待建造模型201对应的建造物2011,包括:
步骤S510,根据当前位置信息301确定虚拟对象30当前所处的水平方向识别区605;
步骤S520,当确定虚拟对象30的移动状态信息302与确定的水平方向识别区605对应的预设方向信息匹配时,在确定的水平方向识别区605相邻接的至少一个第一建造区域40处建造与待建造模型201对应的建造物2011。
通过上述实施方式,通过确定虚拟对象30的当前位置信息301与其所处的当前水平识别区满足预设的条件,以触发自动在与当前水平识别区相邻的第一建造区域40处建造建造物2011的方式,实现了跟随虚拟角色的移动移动会直接建造出所能建造的建筑的目的,有效的减少了现有技术中,每次在对建造物2011进行建造时,都必须通过用户输入确认指令所带来的操作中断的问题。
具体地,在步骤S510中,根据虚拟对象30的当前位置信息301确定虚拟对象30所处的当前水平方向识别区605。
继续参考图6和图8,本游戏场景中建立坐标系,在该坐标系中建立的每个物体 都可以通过坐标系进行标记,以确定该物体在该坐标系中所处的位置,将该游戏场景在空间上通过坐标的方式进行划分为多个虚拟的几何体60,整个游戏场景的空间以及该空间中的所有或部分游戏元素均由这些几何体60构成,每个几何体60也具有独立坐标系,通过每个几何体60的独立坐标系划定位于每个几何体60表面602或内部的水平方向识别区605,在本实施例中,通过独立坐标系划定每个水平方向识别区605内的单向识别区6051。需要说明的是,独立坐标系与游戏场景的坐标系彼此之间可以相互转换,也就是说,当获取虚拟对象30当前在游戏场景坐标系中的绝对坐标点后,可以转换为在每个几何体60的独立坐标系中的相对坐标点,通过将相对坐标点与单向识别区6051的坐标点范围进行比对,以确定虚拟对象30当前所处的水平方向识别区605内的具体的单向识别区6051。
在其他实施例中,所有水平方向识别区605和单行识别区等也可以通过游戏场景坐标系进行划定。
进一步地,在其他实施例中,为了更精确地确定虚拟对象30当前所处的水平方向识别区605,步骤S510根据虚拟对象30的当前位置信息301确定虚拟对象30所处的当前水平方向识别区605的步骤,还包括:
步骤S5101,根据虚拟对象30的当前位置信息301确定虚拟对象30当前所处的垂直方向识别区606。
如图9A和9B所示,垂直方向识别区606为几何体60在垂直方向上的上部边缘区域或内部斜面603上靠近顶端或底端的区域,分为上层识别区6061和下层识别区6062。上层识别区6061和下层识别区6062在垂直方向上的坐标范围为该上层识别区6061和下层识别区6062在垂直方向的投影得到的表面602区域对应的坐标范围,如图9A所示,点E为上层识别区6061中其中一个顶点对于Y轴上的坐标点,点D为下层识别区6062中其中一个顶点对于Y轴上的坐标点,这些表面602区域在垂直方向上通过游戏场景坐标系进行划定,也可以通过每个几何体60对应的独立坐标系进行划定。通过获取虚拟对象30在垂直方向的坐标值与上层识别区6061和下层识别区6062的坐标范围进行比对,以确定用户所处的当前垂直方向识别区606。
步骤S5102,根据垂直方向识别区606的类型确定至少一个第一建造区域40的水平面602。
具体的,在每个几何体60中,将垂直方向识别区606与水平面进行关联,通过判断虚拟角色所处的垂直放识别区以确定用户当前所处的水平面。在本实施例上,将上层识别区6061与几何体60上层的水平面相关联,即,几何体60的上表面602,将下 层识别区6062与几何体60底层的水平面相关联,即,几何体60的下表面602。举例而言,参考图9所示,当虚拟对象30处于上层识别区6061时,则确定上表面602为用于确定第一建造区域40的水平面。
步骤S5103,在水平面内,根据当前位置信息301确定虚拟对象30当前所处的水平方向识别区605。本步骤的内容与上述实施例中的内容相似,在此不做赘述。
通过上述实施方式,将垂直方向识别区606与水平方向识别区605相关联,当虚拟对象30在移动时产生了在垂直方向上的位移时,通过确定用户当前所处的对应的垂直方向识别区606以确定用户当所处的水平方向识别区605,进而以该水平方向识别区605作为确定第一建造区域40的标准,通过此种方式,可以有效地使得虚拟对象30建造出的建造物2011和游戏场景中原有建筑能够对齐拼接;另一方面,避免了在游戏场景中进行建造时对建造物2011之间进行物理碰撞检测,从而可以有效降低系统开销,提升游戏运行的流畅性。
在步骤S520中,判断虚拟对象30的移动方向信息与确定的水平方向识别区605对应的预设方向信息是否匹配。
具体地,如图10所示,获取虚拟对象30的移动方向信息,当该移动方向信息与当前水平方向识别区605的单向识别区6051对应的预设方向信息的夹角小于90度时,则确定虚拟对象30的移动方向信息与确定的水平方向识别区605对应的预设方向信息匹配。当该移动方向信息位于与当前水平方向识别区605的多向识别区6052对应的预设方向信息内时,则确定满足阈值,在本实施例中,多向识别区6052包含两个方向信息,当该移动方向信息与两个方向信息的夹角均小于90度时,确定虚拟对象30的移动方向信息与确定的水平方向识别区605对应的预设方向信息匹配。
通过上述实施方式,通过在侦测到虚拟对象30的朝着单向识别区6051的预设方向移动时,即直接触发建造建造物2011的操作,实现了跟随虚拟对象30移动自动建造的效果,而且通过设置阈值方式来触发建造的操作,实现了容错效果,避免了因用户操作不当而进行建造的现象发生。
在其他实施例中,步骤S520可以为判断虚拟对象30位于当前水平方向识别区605内的时间是否满足预设阈值。
在步骤S530中,如果匹配,在当前水平方向识别区605相邻接的至少一个第一建造区域40处建造与待建造模型201对应的建造物2011。
在本实施例中,游戏场景由彼此相邻的几何体60的表面602拼接而成,每个水平 方向识别区605的边缘处包含有单向识别区6051,因此,每个几何体60的单向识别区6051均与其他几何体60相邻接。当确定虚拟对象30的移动方向信息与一单向识别区6051的预设方向信息相匹配时,则确定与该单向识别区6051相邻的第二几何体604为第一建造区域40,并在该第一建造区域40内建造与待建造模型201相对应的建造物2011。在其他实施方式中,第二几何体604也可以为构成第一建造区域40中与虚拟对象30所处的水平方向识别区605的单向识别区6051相邻的其中一个几何体60。如图6所示,当确定虚拟对象30的移动方向信息与一多向识别区6052的预设方向信息相匹配时,则确定与该多向识别区6052相邻的三个几何体604为第一建造区域40,举例而言,当虚拟对象30处于第一几何体601,且移动方向信息与多向识别区6052中预设的东和北方向信息相匹配时,则确定与第一几何体601东方向相邻的第二几何体604、北方向相邻的第三几何体60为第一建造区域40,并在该第一建造区域40内建造与待建造模型201相对应的建造物2011。
需要说明的是,第一建造区域40可以为与虚拟人物所处的当前几何体60相邻的几何体60的表面602或内部斜面603。根据待建造模型201的类型系统自动选择与待建造模型201相适应的表面602或内部斜面603作为第一建造区域40。举例而言,如果待建造模型201为水平墙,当虚拟对象30位于第一几何体601的水平方向识别区605的第一单向识别区6051时,该第一单向识别区6051预设方向为“东”,同时侦测到虚拟对象30的移动方向信息也为“东”时,则确定与第一几何体601东方向水平相邻的第二几何体604的水平面为第一建造区域40;如果待建造模型201为垂直墙,当虚拟对象30位于第一几何体601的水平方向识别区605的第一单向识别区6051时,该第一单向识别区6051预设方向为“东”,同时侦测到虚拟对象30的移动方向信息也为“东”时,则确定与第一几何体601东方向垂直相邻的第二几何体604的水平面为第一建造区域40。
在其他实施例中,步骤S1303,当确定当前位置信息301和移动状态信息302中至少之一满足预设条件时,在第一建造区域40处建造与待建造模型201对应的建造物2011,具体包括:
步骤S610,根据虚拟对象30的当前位置信息301确定虚拟对象30所处的当前垂直方向识别区606。
具体方式与上述实施例中的步骤S510的内容相似,区别之处在于,上层识别区6061和下层识别区6062除了用于确定第一建造区的水平面,上层识别区6061还用于触发向虚拟对象30所处的几何体60的上方进行建造与待建模型相应的建造物2011,和下层识别区6062还用于触发向虚拟对象30所处的几何体60的下方进行建造与待建 模型相应的建造物2011。在每个几何体60中,上层识别区6061或下层识别区6062位于几何体60的内部斜面603的靠近顶层水平面或底层水平面。
步骤S620,判断虚拟对象30的移动方向信息与垂直水平方向识别区605对应的预设方向信息是否匹配。
具体地,获取虚拟对象30的移动方向信息在垂直方向上的分量信息,即虚拟对象30的移动方向信息的方向向量在垂直方向上的分向量,当分向量与当前垂直水平方向识别区605对应的预设方向信息的上层识别区6061或下层识别区6062对应的预设方向信息的夹角小于90度时,则确定满足阈值。
步骤S630,当确定所述虚拟对象的移动状态信息与确定的水平方向识别区对应的预设方向信息匹配时,则在与包含当前垂直方向识别区606的几何体60相邻接的至少一个第一建造区域40处,向当前垂直方向识别区606对应的预设方向建造与待建造模型201对应的建造物2011。
需要说明的是,垂直方向识别区606用于控制向上层识别区6061或下层识别区6062预设的方向建造待建造模型201对应的建造物2011,举例而言,上层识别区6061预设方向为“上”,则当虚拟对象30的移动方向信息为“上”时,则控制向虚拟对象30当前所处的几何体60的上方建造待建造模型201对应的建造物2011。
进一步地,在控制向上层识别区6061或下层识别区6062预设的方向建造待建造模型201对应的建造物2011之前,还需要确定待建造模型201的类型,当满足预设类型时,响应根据上层识别区6061或下层识别区6062确定的在垂直方向上的建造方向。
举例而言,如果待建造模型201为云梯,其中,云梯包含用于虚拟人物移动的斜面603,斜面603由构成给云梯的部分几何体60的内部斜面603拼接而成,当虚拟对象30沿着斜面603向上移动时,会经过位于该斜面603的顶部的上层识别区6061,当检测到虚拟对象30向上移动的方向向量的垂直向量与该上层识别区6061的预设的“上”方向匹配时,且待建造模型201的类型为云梯时,则控制向上建造云梯。
需要说明的是,垂直方向识别区606用于确定在垂直方向上的建造方向,而水平方向识别区605用于确定在水平面上的具体的建造方向。举例而言,在上述举例说明中,在确定了向上建造云梯后,需要通过水平方向识别区605确定在水平面上的建造方向。同时,虽然在本实施方式中,先通过垂直方向识别区确定垂直方向的建造方向,然后再通过水平方向识别区确定水平面上的建造方向,但是,在其他实施例中,这两方面的步骤顺序也可以颠倒,即,先通过水平方向识别区确定水平面上的建造方向,然后再通过垂直方向识别区确定垂直方向的建造方向,当然,这两方面的步骤顺序也 可以同时进行,在此不做具体限定。
在其他实施例中,该建造触发区域还用于触发确定第一建造区域40,因此,在步骤当前位置信息301和移动状态信息302中至少之一确定游戏场景中的第一建造区域40的方式为:根据位置信息301和移动状态信息302中至少之一在多个相互拼接的几何体60中选择至少一个几何体60作为第一建造区域40中,还可以通过如下方式实现确定第一建造区域40。
步骤S710,获取虚拟对象30当前坐标值信息。
步骤S720,根据虚拟对象30当前坐标值信息确定虚拟对象30所处的建造触发区域。其中,建造触发区域为配置有预设方向信息的方向识别区,。方向识别区包括:水平方向识别区605和垂直方向识别区606。
步骤730,根据该建造触发区域确定与包含该建造触发区域的第一几何体601相邻的第一建造区域40。具体地,根据虚拟对象30所处的建造触发区中预设的方向信息确定包含该建造触发区域的第一几何体601相邻的第一建造区域40。举例而言,当虚拟对象30处于第一几何体601上表面602的触发建造区,具体的,是建造触发区中的单向识别区6051,该单向识别区6051中的预设方向信息为“东”,则确定与该第一几何体601的“东”方向相邻的第二几何体604为第一建造区域40。
通过上述实施方式,根据虚拟对象30所处的建造触发区域确定第一建造区,当虚拟对象30的移动方向信息与所处的建造触发区中的预设方向信息相匹配时,则触发建造与待建造模型201相对应的建造物2011,减少了需要获取的数据信息以及比对次数,降低了对内存空间占用。
如图11所示,示例性的实施例中还公开了一种信息处理装置,通过在移动终端的处理器上执行软件应用并在移动终端的触控显示器上渲染得到图形用户界面,图形用户界面所显示的内容至少部分地包含一游戏场景,游戏场景中包括至少一虚拟对象。图11为本公开实施例的其中一种信息处理装置的组成图。如图11所示,该装置包括:
响应单元,设置为响应开启连续建造模式的触发事件,控制至少一虚拟对象进入连续建造模式;
控制单元,设置为在图形用户界面中提供至少一个模型选择控件,其中,至少一个模型选择控件中的每个模型选择控件对应不同的待建造模型,至少一个模型选择控件用于接收第一触控操作并确定与第一触控操作对应的待建造模型;
确定单元,设置为当确定至少一虚拟对象满足预设条件时,在游戏场景中的至少 一个第一建造区域处建造与待建造模型对应的建造物。
上述实施例中各模块单元的具体细节已经在对应的信息处理方法中进行了详细的描述,此外,可以理解,信息处理装置中还包括其他单元模块与信息处理方法相对应,因此此处不再赘述。
应当注意,尽管在上文详细描述中提及了用于动作执行的设备的若干模块或者单元,但是这种划分并非强制性的。实际上,根据本公开的实施方式,上文描述的两个或更多模块或者单元的特征和功能可以在一个模块或者单元中具体化。反之,上文描述的一个模块或者单元的特征和功能可以进一步划分为由多个模块或者单元来具体化。
图12是根据本公开其中一实施例的一种移动终端的结构框图。本实施例的移动终端910包括:存储器911和处理器912。其中,存储器911和处理器912之间可通过总线连接。通过在终端的处理器上执行软件应用并在终端的显示设备上渲染得到图形用户界面。
处理器912;以及
存储器911,设置为存储处理器的可执行指令;
其中,处理器配置为经由执行可执行指令来实现如下步骤:
响应开启连续建造模式的触发事件,控制至少一虚拟对象进入连续建造模式;
在图形用户界面中提供至少一个模型选择控件,其中,至少一个模型选择控件中的每个模型选择控件对应不同的待建造模型,至少一个模型选择控件用于接收第一触控操作并确定与第一触控操作对应的待建造模型;
当确定至少一虚拟对象满足预设条件时,在游戏场景中的至少一个第一建造区域处建造与待建造模型对应的建造物。
在一个可选实施例中,响应开启连续建造模式的触发事件包括:在图形用户界面中提供用于开启连续建造模式的触发控件,触发控件用于响应触控操作,控制至少一虚拟对象进入连续建造模式。
在一个可选实施例中,当确定虚拟对象满足预设条件时,在至少一个第一建造区域处建造与待建造模型对应的建造物,包括:
获取至少一虚拟对象的当前位置信息和移动状态信息;
当确定当前位置信息和移动状态信息中至少之一满足预设条件时,在至少一个第 一建造区域处建造与待建造模型对应的建造物。
在一个可选实施例中,在至少一个第一建造区域处建造与待建造模型对应的建造物之前,还包括:
根据当前位置信息和移动状态信息中至少之一确定至少一个第一建造区域。
在一个可选实施例中,游戏场景的空间被划分为多个相互拼接的几何体。
在一个可选实施例中,根据当前位置信息和移动状态信息中至少之一确定至少一个第一建造区域,包括:根据当前位置信息和移动状态信息中至少之一在多个相互拼接的几何体中选择至少一个几何体作为至少一个第一建造区域。
在一个可选实施例中,多个相互拼接的几何体中的每个几何体配置有方向识别区,其中,方向识别区包括:水平方向识别区和垂直方向识别区。
在一个可选实施例中,水平方向识别区包括多个单向识别区和至少一个多向识别区,其中,多个单向识别区分别位于每个几何体的水平方向上的多个不同方向的边缘区域,至少一个多向识别区为多个单向识别区之间的重叠区域;垂直方向识别区包括上层识别区和下层识别区,上层识别区位于每个几何体的垂直方向上的上部边缘区域,下层识别区位于每个几何体的垂直方向上的下部边缘区域。
在一个可选实施例中,当确定当前位置信息和移动状态信息中至少之一满足预设条件时,在至少一个第一建造区域处建造与待建造模型对应的建造物,包括:
根据当前位置信息确定虚拟对象当前所处的水平方向识别区;
当确定虚拟对象的移动状态信息与确定的水平方向识别区对应的预设方向信息匹配时,在确定的水平方向识别区相邻接的至少一个第一建造区域处建造与待建造模型对应的建造物。
在一个可选实施例中,根据当前位置信息确定虚拟对象当前所处的水平方向识别区,包括:
根据当前位置信息确定虚拟对象当前所处的垂直方向识别区;
根据当前垂直方向识别区的类型确定至少一个第一建造区域的水平面;
在水平面内,根据当前位置信息确定虚拟对象当前所处的水平方向识别区。
通过本公开一实施例提供的一种移动终端,使得用户在控制虚拟对象进行建造待建造模型对应的建造物时,可以减少与用户界面进行交互的次数,通过判断游戏场景 中的情况,自动的完成待建造模型对应建造物的建造,以使得用户在极短的时间内完成交互操作,提高了用户体验。
图13是根据本公开其中一实施例的一种存储介质的结构示意图。如图13所示,描述了根据本公开的实施方式的程序产品1100,其上存储有计算机程序,计算机程序被处理器执行时实现如下步骤:
响应开启连续建造模式的触发事件,控制至少一虚拟对象进入连续建造模式;
在图形用户界面中提供至少一个模型选择控件,其中,至少一个模型选择控件中的每个模型选择控件对应不同的待建造模型,至少一个模型选择控件用于接收第一触控操作并确定与第一触控操作对应的待建造模型;
当确定至少一虚拟对象满足预设条件时,在游戏场景中的至少一个第一建造区域处建造与待建造模型对应的建造物。
在一个可选实施例中,响应开启连续建造模式的触发事件包括:在图形用户界面中提供用于开启连续建造模式的触发控件,触发控件用于响应触控操作,控制至少一虚拟对象进入连续建造模式。
在一个可选实施例中,当确定虚拟对象满足预设条件时,在至少一个第一建造区域处建造与待建造模型对应的建造物,包括:
获取至少一虚拟对象的当前位置信息和移动状态信息;
当确定当前位置信息和移动状态信息中至少之一满足预设条件时,在至少一个第一建造区域处建造与待建造模型对应的建造物。
在一个可选实施例中,在至少一个第一建造区域处建造与待建造模型对应的建造物之前,还包括:
根据当前位置信息和移动状态信息中至少之一确定至少一个第一建造区域。
在一个可选实施例中,游戏场景的空间被划分为多个相互拼接的几何体。
在一个可选实施例中,根据当前位置信息和移动状态信息中至少之一确定至少一个第一建造区域,包括:根据当前位置信息和移动状态信息中至少之一在多个相互拼接的几何体中选择至少一个几何体作为至少一个第一建造区域。
在一个可选实施例中,多个相互拼接的几何体中的每个几何体配置有方向识别区, 其中,方向识别区包括:水平方向识别区和垂直方向识别区。
在一个可选实施例中,水平方向识别区包括多个单向识别区和至少一个多向识别区,其中,多个单向识别区分别位于每个几何体的水平方向上的多个不同方向的边缘区域,至少一个多向识别区为多个单向识别区之间的重叠区域;垂直方向识别区包括上层识别区和下层识别区,上层识别区位于每个几何体的垂直方向上的上部边缘区域,下层识别区位于每个几何体的垂直方向上的下部边缘区域。
在一个可选实施例中,当确定当前位置信息和移动状态信息中至少之一满足预设条件时,在至少一个第一建造区域处建造与待建造模型对应的建造物,包括:
根据当前位置信息确定虚拟对象当前所处的水平方向识别区;
当确定虚拟对象的移动状态信息与确定的水平方向识别区对应的预设方向信息匹配时,在确定的水平方向识别区相邻接的至少一个第一建造区域处建造与待建造模型对应的建造物。
在一个可选实施例中,根据当前位置信息确定虚拟对象当前所处的水平方向识别区,包括:
根据当前位置信息确定虚拟对象当前所处的垂直方向识别区;
根据当前垂直方向识别区的类型确定至少一个第一建造区域的水平面;
在水平面内,根据当前位置信息确定虚拟对象当前所处的水平方向识别区。
通过本公开一实施例提供的一种移动终端,使得用户在控制虚拟对象进行建造待建造模型对应的建造物时,可以减少与用户界面进行交互的次数,通过判断游戏场景中的情况,自动的完成待建造模型对应建造物的建造,以使得用户在极短的时间内完成交互操作,提高了用户体验。
计算机可读存储介质可以包括在基带中或者作为载波一部分传播的数据信号,其中承载了可读程序代码。这种传播的数据信号可以采用多种形式,包括但不限于电磁信号、光信号或上述的任意合适的组合。计算机可读存储介质可以发送、传播或者传输用于由指令执行系统、装置或者器件使用或者与其结合使用的程序。
计算机可读存储介质中包含的程序代码可以用任何适当的介质传输,包括但不限于无线、有线、光缆、射频等等,或者上述的任意合适的组合。
在本公开的示例性实施例中,还提出了一种电子设备,该电子设备可以实现终端的功能,该电子设备包括:处理组件、显示装置,其进一步可以包括至少一个处理器, 以及由存储器所代表的存储器资源,设置为存储可由处理组件执行的指令,例如应用程序。存储器中存储的应用程序可以包括一个或一个以上的每一个对应于一组指令的模块。此外,处理组件被配置为执行指令,以执行上述的信息处理方法。
该电子设备还可以包括:一个电源组件,电源组件被配置成对执行电子设备进行电源管理;一个有线或无线网络接口,被配置成将电子设备连接到网络;以及一个输入输出(I/O)接口。该电子设备可以操作基于存储在存储器的操作系统,例如Android、iOS、Windows,Mac OS X,Unix,Linux,FreeBSD或类似。
通过以上的实施方式的描述,本领域的技术人员易于理解,这里描述的示例实施方式可以通过软件实现,也可以通过软件结合必要的硬件的方式来实现。因此,根据本公开实施方式的技术方案可以以软件产品的形式体现出来,该软件产品可以存储在一个非易失性存储介质(可以是CD-ROM,U盘,移动硬盘等)中或网络上,包括若干指令以使得一台计算设备(可以是个人计算机、服务器、电子设备、或者网络设备等)执行根据本公开实施方式的方法。
本领域技术人员在考虑说明书及实践这里公开的发明后,将容易想到本公开的其它实施例。本申请旨在涵盖本公开的任何变型、用途或者适应性变化,这些变型、用途或者适应性变化遵循本公开的一般性原理并包括本公开未公开的本技术领域中的公知常识或惯用技术手段。说明书和实施例仅被视为示例性的,本公开的真正范围和精神由权利要求指出。
应当理解的是,本公开并不局限于上面已经描述并在附图中示出的精确结构,并且可以在不脱离其范围进行各种修改和改变。本公开的范围仅由所附的权利要求来限制。

Claims (13)

  1. 一种信息处理方法,通过在移动终端的处理器上执行软件应用并在所述移动终端的触控显示器上渲染得到所述图形用户界面,所述图形用户界面所显示的内容至少部分地包含一游戏场景,所述游戏场景中包括至少一虚拟对象,所述方法包括:
    响应开启连续建造模式的触发事件,控制所述至少一虚拟对象进入所述连续建造模式;
    在所述图形用户界面中提供至少一个模型选择控件,其中,所述至少一个模型选择控件中的每个模型选择控件对应不同的待建造模型,所述至少一个模型选择控件用于接收第一触控操作并确定与所述第一触控操作对应的待建造模型;
    当确定所述至少一虚拟对象满足预设条件时,在所述游戏场景中的至少一个第一建造区域处建造与所述待建造模型对应的建造物。
  2. 如权利要求1所述的信息处理方法,其中,响应开启所述连续建造模式的所述触发事件包括:在所述图形用户界面中提供用于开启连续建造模式的触发控件,所述触发控件用于响应触控操作,控制所述至少一虚拟对象进入所述连续建造模式。
  3. 如权利要求1所述的信息处理方法,其中,当确定所述虚拟对象满足所述预设条件时,在所述至少一个第一建造区域处建造与所述待建造模型对应的建造物,包括:
    获取所述至少一虚拟对象的当前位置信息和移动状态信息;
    当确定所述当前位置信息和所述移动状态信息中至少之一满足预设条件时,在所述至少一个第一建造区域处建造与所述待建造模型对应的所述建造物。
  4. 如权利要求3所述的信息处理方法,其中,在所述至少一个第一建造区域处建造与所述待建造模型对应的建造物之前,还包括:
    根据所述当前位置信息和所述移动状态信息中至少之一确定所述至少一个第一建造区域。
  5. 如权利要求4所述的信息处理方法,其中,所述游戏场景的空间被划分为多个相互拼接的几何体。
  6. 如权利要求5所述的信息处理方法,其中,根据所述当前位置信息和所述移动状态信息中至少之一确定所述至少一个第一建造区域,包括:根据所述当前位置信 息和所述移动状态信息中至少之一在所述多个相互拼接的几何体中选择至少一个几何体作为所述至少一个第一建造区域。
  7. 如权利要求5所述的信息处理方法,其中,所述多个相互拼接的几何体中的每个几何体配置有方向识别区,其中,所述方向识别区包括:水平方向识别区和垂直方向识别区。
  8. 如权利要求7所述的信息处理方法,其中,所述水平方向识别区包括多个单向识别区和至少一个多向识别区,其中,所述多个单向识别区分别位于每个几何体的水平方向上的多个不同方向的边缘区域,所述至少一个多向识别区为所述多个单向识别区之间的重叠区域;所述垂直方向识别区包括上层识别区和下层识别区,所述上层识别区位于每个几何体的垂直方向上的上部边缘区域,所述下层识别区位于每个几何体的垂直方向上的下部边缘区域。
  9. 如权利要求8所述的信息处理方法,其中,当确定所述当前位置信息和所述移动状态信息中至少之一满足所述预设条件时,在所述至少一个第一建造区域处建造与所述待建造模型对应的建造物,包括:
    根据所述当前位置信息确定所述虚拟对象当前所处的水平方向识别区;
    当确定所述虚拟对象的移动状态信息与确定的水平方向识别区对应的预设方向信息匹配时,在所述确定的水平方向识别区相邻接的至少一个第一建造区域处建造与所述待建造模型对应的建造物。
  10. 如权利要求9所述的信息处理方法,其中,根据所述当前位置信息确定所述虚拟对象当前所处的水平方向识别区,包括:
    根据所述当前位置信息确定所述虚拟对象当前所处的垂直方向识别区;
    根据所述当前垂直方向识别区的类型确定所述至少一个第一建造区域的水平面;
    在所述水平面内,根据所述当前位置信息确定所述虚拟对象当前所处的水平方向识别区。
  11. 一种信息处理装置,通过在移动终端的处理器上执行软件应用并在所述移动终端的触控显示器上渲染得到图形用户界面,所述图形用户界面所显示的内容至少部分地包含一游戏场景,所述游戏场景中包括至少一虚拟对象,所述虚拟对象包括位置信息,所述装置包括:
    响应单元,设置为响应开启连续建造模式的触发事件,控制所述至少一虚拟对象进入所述连续建造模式;
    控制单元,设置为在所述图形用户界面中提供至少一个模型选择控件,其中,所述至少一个模型选择控件中的每个模型选择控件对应不同的待建造模型,所述至少一个模型选择控件用于接收第一触控操作并确定与所述第一触控操作对应的待建造模型;
    确定单元,设置为当确定所述至少一虚拟对象满足预设条件时,在所述游戏场景中的至少一个第一建造区域处建造与所述待建造模型对应的建造物。
  12. 一种移动终端,包括:
    处理器;以及
    存储器,设置为存储所述处理器的可执行指令;
    其中,所述处理器配置为经由执行所述可执行指令来执行权利要求1-10任一项所述的信息处理方法
  13. 一种计算机可读存储介质,所述计算机程序被处理器执行时实现权利要求1-10任一项所述的信息处理方法。
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