WO2020215971A1 - 地图切换方法和装置、存储介质及设备 - Google Patents
地图切换方法和装置、存储介质及设备 Download PDFInfo
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- WO2020215971A1 WO2020215971A1 PCT/CN2020/081271 CN2020081271W WO2020215971A1 WO 2020215971 A1 WO2020215971 A1 WO 2020215971A1 CN 2020081271 W CN2020081271 W CN 2020081271W WO 2020215971 A1 WO2020215971 A1 WO 2020215971A1
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- virtual
- map
- virtual map
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling 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
- A63F13/537—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
- A63F13/5378—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for displaying an additional top view, e.g. radar screens or maps
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/52—Controlling the output signals based on the game progress involving aspects of the displayed game scene
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/58—Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating 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
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating 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
- A63F13/63—Generating 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
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/71—Game security or game management aspects using secure communication between game devices and game servers, e.g. by encrypting game data or authenticating players
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/79—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
- A63F13/798—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/803—Driving vehicles or craft, e.g. cars, airplanes, ships, robots or tanks
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/79—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
- A63F13/795—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list
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- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input 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
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/048—Interaction techniques based on graphical user interfaces [GUI]
- G06F3/0481—Interaction 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
- G06F3/0482—Interaction with lists of selectable items, e.g. menus
Definitions
- This application relates to the computer field, specifically, to a map switching technology.
- a homeowner selects a map as the map used for the racing.
- the embodiment of the present application provides a map switching method and device, storage medium, and equipment, which realizes the effect that a round of racing game spans multiple virtual maps, and improves the richness of maps in the racing game.
- a map switching method including:
- the driving position of the first virtual racing car on the above-mentioned first virtual map is acquired, wherein the first virtual racing car is controlled by logging in to the first account of the client, the The first virtual map is a virtual map in the one-round racing game;
- the first virtual racing car is transferred from the first virtual map to the second virtual map in the racing game, wherein, The first virtual map is connected to the second virtual map through the first transfer point.
- the virtual map used in the racing game is formed by splicing multiple virtual maps, and the multiple virtual maps include the first The virtual map and the above-mentioned second virtual map.
- a map switching device including:
- the acquiring unit is used to acquire the driving position of the first virtual racing car on the above-mentioned first virtual map during the process of running a round of racing game on the client terminal, wherein the first virtual racing car logs in the first virtual car Account control, the first virtual map is a virtual map in the one-round racing game;
- the transfer unit is configured to transfer the first virtual racing car from the first virtual map to the second in the racing game when the current driving position reaches the first transfer point in the first virtual map.
- the first virtual map is connected to the second virtual map through the first transfer point, and the virtual map used in the one-round racing game is composed of multiple virtual maps.
- the virtual map includes the first virtual map and the second virtual map.
- the above-mentioned device further includes: a switching unit, configured to transfer the above-mentioned first virtual racing car from the above-mentioned first virtual map to the above-mentioned second virtual map in the above-mentioned round of racing game.
- a switching unit configured to transfer the above-mentioned first virtual racing car from the above-mentioned first virtual map to the above-mentioned second virtual map in the above-mentioned round of racing game.
- the foregoing apparatus further includes: a configuration unit, configured to activate the second configuration of the second virtual racing car on the client when controlling the second virtual racing car to drive on the second virtual map.
- a configuration unit configured to activate the second configuration of the second virtual racing car on the client when controlling the second virtual racing car to drive on the second virtual map.
- a skill wherein the first skill is a skill selected by the first account to be automatically activated on the target virtual map or activated by an activation instruction before the start of the racing game.
- the above-mentioned device further includes: a control unit, configured to control the above-mentioned first virtual racing car after transferring the above-mentioned first virtual racing car from the above-mentioned first virtual map to a second virtual map in the above-mentioned round of racing game
- the first virtual racing car is driving on the second virtual map
- the first activation unit is configured to activate the second configured for the first virtual racing car on the client when the second virtual map is the target virtual map.
- target virtual map is the virtual map selected by the first account before the start of the racing game
- second skill is the virtual map selected by the first account before the start of the racing game Skills that are automatically activated on the above-mentioned target virtual map or activated by activation instructions.
- the above-mentioned device further includes: a determining unit, configured to: after transferring the above-mentioned first virtual racing car from the above-mentioned first virtual map to the above-mentioned second virtual map in the above-mentioned round of racing game, When the second virtual map is different from the target virtual map, use the first virtual racing car as the virtual racing car controlled by the first account in the second virtual map, and control the first virtual racing car to be in the second virtual map Driving, wherein the target virtual map is a virtual map selected by the first account before the start of the racing game.
- the foregoing device further includes: a second activation unit, configured to control the first virtual racing car to drive on the second virtual map when receiving an activation instruction for activating the third skill
- the third skill is activated on the client, where the third skill is a skill configured for the first virtual racing car on the second virtual map, and the third skill includes A skill configured by a virtual racing car on the above-mentioned first virtual map.
- the above-mentioned apparatus further includes: a selection unit, configured to select, from the virtual map set, the above-mentioned first virtual map and the above-mentioned second virtual map before the start of the above-mentioned racing game. Multiple virtual maps; a splicing unit for splicing the multiple virtual maps into a virtual map used in the above-mentioned racing game.
- the above-mentioned apparatus further includes: a first receiving unit, configured to receive a first instruction of the above-mentioned first account before the start of the above-mentioned round of racing game, wherein the above-mentioned first instruction is used for receiving One virtual map is selected from the plurality of virtual maps as the target virtual map of the first account, wherein the plurality of virtual maps are spliced into a virtual map used in the racing game.
- the foregoing apparatus further includes: a second receiving unit, configured to receive a second instruction of the first account before the start of the foregoing round of racing game, wherein the foregoing second instruction is used to receive multiple Select the virtual racing car used on the virtual map of the target for the first account among the virtual racing cars.
- the above-mentioned apparatus further includes: a third receiving unit, configured to receive a third instruction of the above-mentioned first account before the start of the above-mentioned round of racing game, wherein the above-mentioned third instruction is used for The first account configures skills on the target virtual map.
- a third receiving unit configured to receive a third instruction of the above-mentioned first account before the start of the above-mentioned round of racing game, wherein the above-mentioned third instruction is used for The first account configures skills on the target virtual map.
- the above-mentioned apparatus further includes: a third activation unit, configured to activate the above-mentioned first account when the fourth instruction of the above-mentioned first account is obtained during the above-mentioned round of racing game.
- the fourth skill of the account where the fourth skill is a skill configured for the first account and the second account, and the second account is in the same camp as the first account.
- the above-mentioned apparatus further includes: a reporting unit, configured to report the above-mentioned driving position to the server after obtaining the driving position of the first virtual racing car on the above-mentioned first virtual map.
- a reporting unit configured to report the above-mentioned driving position to the server after obtaining the driving position of the first virtual racing car on the above-mentioned first virtual map.
- a storage medium in which a computer program is stored, wherein the computer program is set to execute the above-mentioned map switching method when running.
- a device including a memory, a processor, and a computer program stored in the memory and capable of running on the processor, wherein the processor executes the map switching through the computer program method.
- a computer program product including instructions, which when run on a computer, causes the computer to execute the above method.
- the user can log in on the client through the first account, so as to control the first virtual racing car to play a racing game on the client.
- obtain the driving position of the first virtual car on the first virtual map of the racing game if it is determined that the driving position reaches the first transfer point in the first virtual map , To transfer the first virtual racing car from the first virtual map to the second virtual map of the racing game.
- the first virtual racing car is switched to a different virtual map, thereby realizing the effect of a round of racing game spanning multiple virtual maps, and improving the speed of the racing game.
- the richness of the map solves the technical problems of monotonous racing game maps and poor richness in related technologies.
- Fig. 1 is a schematic diagram of an application environment of an optional map switching method according to an embodiment of the present application
- Fig. 2 is a schematic flowchart of an optional map switching method according to an embodiment of the present application
- Fig. 3 is a schematic diagram of an optional map switching method according to an embodiment of the present application.
- Fig. 4 is a schematic diagram of another optional map switching method according to an embodiment of the present application.
- Fig. 5 is a schematic diagram of yet another optional map switching method according to an embodiment of the present application.
- Fig. 6 is a schematic diagram of yet another optional map switching method according to an embodiment of the present application.
- FIG. 7 is a schematic diagram of yet another optional map switching method according to an embodiment of the present application.
- FIG. 8 is a schematic diagram of yet another optional map switching method according to an embodiment of the present application.
- Fig. 9 is a schematic diagram of yet another optional map switching method according to an embodiment of the present application.
- FIG. 10 is a schematic diagram of yet another optional map switching method according to an embodiment of the present application.
- FIG. 11 is a schematic diagram of yet another optional map switching method according to an embodiment of the present application.
- FIG. 13 is a schematic diagram of yet another optional map switching method according to an embodiment of the present application.
- FIG. 14 is a schematic flowchart of another optional map switching method according to an embodiment of the present application.
- FIG. 15 is a schematic diagram of yet another optional map switching method according to an embodiment of the present application.
- FIG. 16 is a schematic diagram of yet another optional map switching method according to an embodiment of the present application.
- Fig. 17 is a schematic structural diagram of an optional map switching device according to an embodiment of the present application.
- Fig. 18 is a schematic structural diagram of an optional device according to an embodiment of the present application.
- a map switching method is provided, and the map switching method can be applied to a game application scene.
- the above-mentioned map switching method may but is not limited to be applied to the environment as shown in FIG. 1.
- the user 102 and the user equipment 104 may perform human-computer interaction.
- the user equipment 104 includes a memory 106 for storing interactive data, and a processor 108 for processing interactive data.
- the user equipment 104 can exchange data with the server 112 through the network 110.
- the server 112 includes a database 114 for storing interactive data, and a processing engine 116 for processing interactive data.
- There is a client running on the user device 104 the user 102 can log in to the client with the first account, and a racing game is running in the client.
- the user 102 can control the first virtual racing car 104-4 on the first virtual map 104-2 corresponding to the first account in the racing game through human-computer interaction, and reach the first virtual racing car 104-4 when the current driving position of the first virtual racing car 104-4 is detected.
- the first virtual racing car is uploaded from the first virtual map 104-2 to the second virtual map 104-8.
- the above method has a single map and poor richness.
- the first virtual racing car when it is detected that the first virtual racing car corresponding to the first account in the racing game arrives at the specified location, the first virtual racing car can be switched to a different virtual map, thereby solving the problem of single racing game map. The effect of enriching the map in the racing game.
- the above-mentioned map switching method can be, but not limited to, applied to terminals that can calculate data, such as mobile phones, tablet computers, notebook computers, personal computers (Personal Computer, PC) and other terminals.
- the above-mentioned network can include but is not limited to wireless Network or wired network.
- the wireless network includes: wireless fidelity (Wireless Fidelity, WIFI) and other networks that implement wireless communication.
- the aforementioned wired network may include, but is not limited to: wide area network, metropolitan area network, and local area network.
- the aforementioned server may include, but is not limited to, any hardware device that can perform calculations.
- the foregoing map switching method includes:
- the above-mentioned map switching method can be but not limited to be applied to the game field.
- the position of the car controlled by the first account has reached the designated position, upload the car from one virtual map to another virtual map, thereby completing Switching of the virtual map.
- the first virtual car when it is detected that the first virtual car corresponding to the first account in the racing game arrives at the designated location, the first virtual car can be switched to a different virtual map, thereby solving the problem of single racing game map. Realized the effect of enriching the map in the racing game.
- multiple detection points may be set on each virtual map, and the detection points corresponding to the virtual car on the virtual map are the positions of the virtual car on the virtual map.
- the detection point of the virtual car on the virtual map coincides with the first transmission point, it is deemed that the virtual car has moved to the first transmission point.
- the above-mentioned coincidence is not necessarily a complete coincidence, and may be a coincidence with a small error.
- multiple virtual maps may be selected from the virtual map set.
- multiple virtual maps may be randomly selected by the system, or multiple virtual maps may be selected by one or more of multiple players participating in the racing game.
- the multiple virtual maps include the first virtual map and the first virtual map. 2. Virtual map. For example, each player chooses a virtual map, or only one or a few players choose a virtual map.
- the multiple virtual maps need to be spliced into one virtual map, and the splicing order is random. After stitching multiple virtual maps to obtain a master map, use the master map for a round of racing game.
- Figure 3 is an optional interface display diagram for selecting a virtual map.
- the map display area 302 in FIG. 3 displays multiple virtual maps, and the user can select a virtual map from the map display area 302.
- the user can click the OK button 304 to confirm the selected virtual map. For example, if the user selects map 1, then map 1 and other selected virtual maps are spliced into a general map for competition.
- a virtual tunnel can also be set between two adjacent maps.
- Figure 4 contains 3 virtual maps and two virtual tunnels.
- the end point of the first virtual map 402-1 is connected to the start point of the first virtual tunnel 404-1.
- the end point of the tunnel 404-1 is connected to the start point of the second virtual map 402-2, the end point of the second virtual map 402-2 is connected to the start point of the second virtual tunnel 404-2, and the second virtual tunnel 404-2
- the end point of is connected to the start point of the third virtual map 402-3.
- the virtual map and the virtual tunnel in this embodiment may form a closed loop.
- Figure 5 contains three virtual maps and three virtual tunnels.
- the virtual map 502-1, the virtual map 502-2, and the virtual map 502-3 are connected by a virtual tunnel 504-1, a virtual tunnel 504-2, and a virtual tunnel 504-3 to form a closed loop.
- the user needs to travel a circle or several weeks.
- FIG. 6 is a display manner of a virtual tunnel.
- the first virtual racing car 602 controlled by the first account moves on the first virtual map.
- a virtual tunnel entrance 604 is displayed at the end of the first virtual map. When the first virtual racing car reaches the virtual tunnel entrance 604, it enters the virtual tunnel.
- Figure 7 is an optional interface diagram for driving in a virtual tunnel.
- 702 in Figure 7 is the exit of the virtual tunnel.
- the first virtual racing car after the first virtual racing car enters the virtual tunnel through the entrance of the virtual tunnel, it cannot exit the virtual tunnel through the entrance of the virtual tunnel, and can move freely in the virtual tunnel until it enters the second virtual map from the exit of the virtual tunnel.
- the first virtual racing car when the first virtual racing car enters the virtual tunnel 802 and passes the detection point 804, when the first virtual racing car moves back and triggers the detection point 804, the first virtual racing car is reset to the reset point 806 to avoid the first virtual racing car. A virtual racing car backs out of the virtual tunnel. After the first virtual racing car passes the detection point 808, the first virtual racing car drives out of the virtual tunnel and enters the second virtual map.
- the above reset is to move the virtual racing car from one position to another within a predetermined period of time.
- the first virtual racing car stays in the virtual tunnel for more than a predetermined period of time, the first virtual racing car is transmitted to the starting position of the second virtual map.
- the first virtual racing car when the first virtual racing car enters the second virtual map, if the second virtual map is not the target virtual map selected in the racing game by the first account corresponding to the first virtual racing car, the first virtual map is not correct.
- the virtual racing car does other settings.
- the first virtual racing car can be controlled to perform drift operations normally, accumulate nitrogen, use nitrogen, use props, etc. If the second virtual map is the target virtual map selected by the first account corresponding to the first virtual racing car or the target virtual map selected by the teammates of the first account, and the first account preselects the virtual racing car and/or corresponding to the target virtual map In the case of the first skill, after the first virtual car enters the second virtual map, the first virtual car needs to be adjusted at this time.
- the first account or the teammates of the first account select the first skill in advance, after the first virtual car enters the second virtual map (target virtual map), the first skill is allowed to be used, and the first The first skill is the first virtual racing car that is forbidden to use on other virtual maps.
- FIG. 9 is an optional skill selection interface.
- the user can select a first skill from a plurality of skills as the skill to be used in the target virtual map. In the case of only one skill, the user can choose whether to choose to configure the first skill for the target virtual map.
- the aforementioned first skill may be to improve the performance parameters of the first virtual racing car, such as speed.
- Figure 10 is the case where the second virtual map is not the target virtual map
- Figure 11 is the case where the second virtual map is the target virtual map
- Figure 11 shows that the first virtual car is activated.
- the speed 1102 of the first virtual car is greater than the speed 1002 at which the first skill is not activated in FIG. 10.
- the above-mentioned first skill may be activated immediately upon entering the second virtual map and when the second virtual map is the target virtual map, or upon receiving an activation instruction, for example, receiving activation by the user Activate under instruction.
- the first virtual racing car enters the second virtual map and the second virtual map is the target virtual map
- the first account pre-selects the second virtual racing car that matches the target virtual map
- enter the first virtual racing car After reaching the target virtual map, the first virtual racing car is changed to a second virtual racing car, and when the second virtual racing car is driven out of the target virtual map, the second virtual racing car is changed to the first virtual racing car.
- the second virtual racing car may be a racing car with better performance than the first virtual racing car. Such as faster speed, or faster start, or less impact on collisions, etc.
- the map in Figure 12(a) is not the target virtual map corresponding to the first account, and the first virtual racing car 1202 corresponding to the first account remains unchanged
- the map in FIG. 12(b) is the target virtual map corresponding to the first account, and the first virtual racing car corresponding to the first account is replaced with the second virtual racing car 1204.
- the speed of the second virtual racing car 1204 is faster than the speed of the first virtual racing car.
- the user can pre-select the second virtual racing car corresponding to the target virtual map.
- the user may select a virtual racing car in the virtual racing selection area 1302 as the second virtual racing car to be used on the target virtual map.
- teaming skills can also be configured for the teammates of the first account and the first account, and the teaming skills need to be triggered by the teammates of the first account and the first account.
- set up a team nitrogen tank when the first virtual racing car (or the second virtual racing car in the target virtual map) corresponding to the first account and the third virtual racing car controlled by the teammates of the first account perform a drift operation , Can increase energy for the nitrogen tank of the team.
- the energy of the nitrogen tank in the team is full, configure a nitrogen for the first account and the second account at the same time.
- map switching method will be described below in conjunction with S1402 to S1412 in FIG. 14. As shown in Figure 14, the method includes:
- the driving position of the first virtual racing car is acquired.
- the first virtual racing car is transferred to the virtual tunnel.
- the first virtual racing car When the first virtual racing car reaches the end of the virtual tunnel, the first virtual racing car is transferred to the second virtual map. At this point, the switching of the virtual map is completed.
- the first virtual racing car can be transferred from the first virtual map to the second virtual map, thereby achieving One game of racing game spans multiple virtual maps, which improves the effect of map richness in the racing game.
- the method further includes:
- the second virtual map is the target virtual car pre-selected by the first account. Map, at this time, replace the first virtual racing car with the second virtual racing car, and after the second virtual racing car drives out of the second virtual map, the second virtual racing car is restored to the first virtual racing car.
- the virtual racing car is replaced by the above-mentioned method, thereby not only enriching the map in the racing game, but also improving the flexibility of the gameplay of the racing game.
- the method when controlling the second virtual racing car to drive on the second virtual map, the method further includes:
- S1 activate the first skill configured for the second virtual racing car on the client, where the first skill can be used to improve the performance parameters of the second virtual racing car, and the first skill is the first account to start a round of racing game
- the previously selected skill is automatically activated on the target virtual map or activated by an activation command.
- the second virtual map is the target virtual map pre-selected by the first account, then at this time, In the case that the first virtual racing car has been replaced with the second virtual racing car, the second virtual racing car needs to be accelerated. If the acceleration skill is an automatic triggering skill, the second virtual car will accelerate on the second virtual map. If the acceleration skill is an active triggering skill, it will accelerate the second virtual car after receiving an acceleration instruction from the user.
- the second virtual racing car is accelerated by the above method, which not only enriches the map in the racing game, but also improves the flexibility of the racing game.
- the method further includes:
- the second virtual map is the target virtual map
- activate the second skill configured for the first virtual racing car on the client where the target virtual map is the first account in the round of racing game
- the second skill can be used to improve the performance parameters of the first virtual car.
- the second skill is automatically activated on the target virtual map selected by the first account before the start of a racing game or activated by Command activated skills.
- the second skill is selected in advance, but the virtual car corresponding to the target virtual map is not selected.
- the second skill is automatically activated for the first virtual game, or the second skill is activated when an activation instruction is received.
- the second skill may be accelerating the first virtual racing car, or adding various parameters of the first virtual racing car, etc.
- the map in the racing game is enriched, and the flexibility of the racing game is also improved. Sex.
- the method further includes:
- the target virtual map is a virtual map selected by the first account before the start of the racing game.
- the second virtual map is not a target virtual map corresponding to the first account.
- the first virtual racing car of the first account is not adjusted, and the original parameters of the first virtual racing car are still maintained.
- the performance parameters of the first virtual racing car are still maintained, thereby enriching the map in the racing game while also Ensure the fairness of the game.
- the method when controlling the first virtual racing car to drive on the second virtual map, the method further includes:
- the first account can still perform drift operations on the first virtual car, use nitrogen for acceleration operations, use props, etc., but It does not replace the first virtual car with a second virtual car, nor does it configure additional skills for the first virtual car.
- the method further includes:
- any one of the first account and the second account can select a virtual map, or only An account in the team to select the virtual map.
- a virtual map is selected by an account, the virtual map selected by the account of each team or group or camp is spliced into a master map so as to use the master map for racing in a round of racing game.
- the above splicing process may be executed by the client or the server.
- the server receives the virtual map reported by each client, it stitches the virtual map into a general map, and then sends the general map to each client.
- the method further includes:
- S1 before the start of a racing game, receive a first instruction from a first account, where the first instruction is used to select a virtual map from multiple virtual maps as the target virtual map of the first account, where multiple The virtual map is spliced into a virtual map used in a racing game.
- the virtual map selected by any one of the first account and the second account can be used as the first account With the target virtual map of the second account, it is not necessary for each account to select a virtual map.
- the method further includes:
- the virtual racing car selected by any one of the first account and the second account can be used as the first account
- one account may select the target virtual map, and another account may select the virtual racing car used on the target virtual map.
- the method further includes:
- S1 Before the start of a racing game, receive a third instruction from the first account, where the third instruction is used to configure skills for the first account on the target virtual map.
- the skills selected by any one of the first account and the second account can be used as the target of the first account and the second account.
- the skills used on the virtual map do not require every account to select a skill.
- One account can select the target virtual map, and the other account can select the skills to be used on the target virtual map.
- the map in the racing game is enriched, and the flexibility of selecting skills is also improved.
- the method further includes:
- teaming skills are configured for the first account and the second account in the same camp as the first account.
- Team skills are skills that can be used by all accounts in the same camp, and they also require the cooperation of all accounts in the same camp.
- the first account and the second account correspond to a team nitrogen tank, and the drift operation of the first account and the drift operation of the second account can both increase the nitrogen tank of the team.
- Nitrogen when the nitrogen value in the nitrogen tank of the team is full or reaches a predetermined threshold, a nitrogen gas is configured for the first account and the second account at the same time.
- the first virtual racing car controlled by the first account on the first virtual map in a round of racing game is obtained. After the driving position on the first virtual map, it also includes:
- multiple detection points may be set on each virtual map.
- the first virtual racing car When the first virtual racing car is driving on the virtual map, it can be detected at which detection point the first virtual racing car is located. Report the detection point where the first virtual car is located to the server, and the server knows the location of the first virtual car.
- the method includes:
- the client 1 logged in with the first account reports the detection point of the first virtual car controlled by the first account to the server
- the client 2 logged in with the second account reports the detection point of the third virtual car controlled by the second account to the server .
- the server realizes the position synchronization of the first virtual racing car and the third virtual racing car.
- the server sends the position of the third virtual race car to client 1, and the position of the first virtual race car to client 2, and the client logged in with the first account can display the second account controlled by the second account.
- the running of the racing game is guaranteed by the server as shown in FIG. 16.
- the ranking server is responsible for ranking the rankings of multiple accounts
- the matching server is responsible for matching opponents in the racing game
- the allocation server is used to allocate rooms for the matched opponents
- the fleet server is responsible for managing fleet information
- the username server is used to manage usernames
- the online status server is used to manage the status of the account after login.
- the authentication server is used to verify whether the account password is correct, and if it is correct, the connection server connects the account to the game server.
- the battle server is responsible for multiplayer battles.
- the forwarding server is used to forward the data generated by the racing game
- the database is used to store the data generated by the racing game.
- the position of the virtual racing car of different accounts is synchronized and displayed, which not only enriches the map richness of the racing game, but also ensures data synchronization.
- the background will record the player's selection and send it to the client in the opening data package.
- the client's map is divided into segments, and each segment corresponds to a detection point.
- 3 maps are spliced into 2 transport tunnels, and 5 maps are merged into a larger map.
- the client terminal When the game is started, the client terminal will report the current detection point of the virtual car at regular intervals. The background will compare this detection point with the teleport point in the configuration. If it is confirmed that the teleport point is reached, the current player will be teleported to Transport tunnel, and then pass the next map through the transport tunnel. The background records the home field map and home field vehicle/skill selected by the player. When the player transmits to the home field map, if the home field vehicle is selected, the background will trigger the characteristics of the new vehicle. In addition, if the home field skill is selected, the home field map Players will also enjoy this home skill.
- Team skills are shared by each team.
- the background records the progress value of a team skill for each team. Any player in the team will increase the progress after drifting to collect nitrogen. When full, generate a team skill for both players in the team.
- the device includes:
- the acquiring unit 1702 is configured to acquire the driving position of the first virtual racing car on the first virtual map during the process of running a round of racing game on the client, wherein the first virtual racing car is logged in to the customer
- the first account control of the terminal, the first virtual map is a virtual map in the one-round racing game
- the transfer unit 1704 is used to transfer the first virtual racing car from the first virtual map to the second virtual map in a round of racing game when the driving position reaches the first transfer point in the first virtual map
- the first virtual map is connected to the second virtual map through the first transfer point
- the virtual map used in a racing game is formed by splicing multiple virtual maps, and the multiple virtual maps include the first virtual map. Map and second virtual map.
- the client may run a racing game.
- the above-mentioned map switching device can be but not limited to be applied to the game field.
- the position of the car controlled by the first account has reached the designated position, upload the car from one virtual map to another virtual map, thereby completing Switching of the virtual map.
- the first virtual car when it is detected that the first virtual car corresponding to the first account in the racing game arrives at the designated location, the first virtual car can be switched to a different virtual map, thereby solving the problem of single racing game map. Realized the effect of enriching the map in the racing game.
- multiple detection points may be set on each virtual map, and the detection points corresponding to the virtual car on the virtual map are the positions of the virtual car on the virtual map.
- the detection point of the virtual car on the virtual map coincides with the first transmission point, it is deemed that the virtual car has moved to the first transmission point.
- the above-mentioned coincidence is not necessarily a complete coincidence, and may be a coincidence with a small error.
- multiple virtual maps may be selected from the virtual map set.
- multiple virtual maps may be randomly selected by the system, or multiple virtual maps may be selected by one or more of multiple players participating in the racing game.
- the multiple virtual maps include the first virtual map and the first virtual map. 2. Virtual map. For example, each player chooses a virtual map, or only one or a few players choose a virtual map.
- the multiple virtual maps need to be spliced into one virtual map, and the splicing order is random. After stitching multiple virtual maps to obtain a master map, use the master map for a round of racing game.
- Figure 3 is an optional interface display diagram for selecting a virtual map.
- the map display area 302 in FIG. 3 displays multiple virtual maps, and the user can select a virtual map from the map display area 302.
- the user can click the OK button 304 to confirm the selected virtual map. For example, if the user selects map 1, then map 1 and other selected virtual maps are spliced into a general map for competition.
- a virtual tunnel can also be set between two adjacent maps.
- Figure 4 contains 3 virtual maps and two virtual tunnels.
- the end point of the first virtual map 402-1 is connected to the start point of the first virtual tunnel 404-1.
- the end point of the tunnel 404-1 is connected to the start point of the second virtual map 402-2, the end point of the second virtual map 402-2 is connected to the start point of the second virtual tunnel 404-2, and the second virtual tunnel 404-2
- the end point of is connected to the start point of the third virtual map 402-3.
- the virtual map and the virtual tunnel in this embodiment may form a closed loop.
- Figure 5 contains three virtual maps and three virtual tunnels.
- the virtual map 502-1, the virtual map 502-2, and the virtual map 502-3 are connected by a virtual tunnel 504-1, a virtual tunnel 504-2, and a virtual tunnel 504-3 to form a closed loop.
- the user needs to travel a circle or several weeks.
- FIG. 6 is a display manner of a virtual tunnel.
- the first virtual racing car 602 controlled by the first account moves on the first virtual map.
- a virtual tunnel entrance 604 is displayed at the end of the first virtual map. When the first virtual racing car reaches the virtual tunnel entrance 604, it enters the virtual tunnel.
- Figure 7 is an optional interface diagram for driving in a virtual tunnel.
- 702 in Figure 7 is the exit of the virtual tunnel.
- the first virtual racing car after the first virtual racing car enters the virtual tunnel through the entrance of the virtual tunnel, it cannot exit the virtual tunnel through the entrance of the virtual tunnel, and can move freely in the virtual tunnel until it enters the second virtual map from the exit of the virtual tunnel.
- the first virtual racing car when the first virtual racing car enters the virtual tunnel 802 and passes the detection point 804, when the first virtual racing car moves back and triggers the detection point 804, the first virtual racing car is reset to the reset point 806 to avoid the first virtual racing car. A virtual racing car backs out of the virtual tunnel. After the first virtual racing car passes the detection point 808, the first virtual racing car drives out of the virtual tunnel and enters the second virtual map.
- the above reset is to move the virtual racing car from one position to another within a predetermined period of time.
- the first virtual racing car stays in the virtual tunnel for more than a predetermined period of time, the first virtual racing car is transmitted to the starting position of the second virtual map.
- the first virtual racing car when the first virtual racing car enters the second virtual map, if the second virtual map is not the target virtual map selected in the racing game by the first account corresponding to the first virtual racing car, the first virtual map is not correct.
- the virtual racing car does other settings.
- the first virtual racing car can be controlled to perform drift operations normally, accumulate nitrogen, use nitrogen, use props, etc.
- the second virtual map is the target virtual map selected by the first account corresponding to the first virtual racing car or the target virtual map selected by the teammates of the first account, and the first account preselects the virtual racing car and/or corresponding to the target virtual map
- the first virtual car needs to be adjusted at this time.
- the first account or the teammates of the first account select the first skill in advance, after the first virtual car enters the second virtual map (target virtual map), the first skill is allowed to be used, and the first The first skill is the first virtual racing car that is forbidden to use on other virtual maps.
- FIG. 9 is an optional skill selection interface.
- the user can select a first skill from a plurality of skills as the skill to be used in the target virtual map. In the case of only one skill, the user can choose whether to choose to configure the first skill for the target virtual map.
- the aforementioned first skill may be to improve the performance parameters of the first virtual racing car, such as speed.
- Figure 10 is the case where the second virtual map is not the target virtual map
- Figure 11 is the case where the second virtual map is the target virtual map
- Figure 11 shows that the first virtual car is activated.
- the speed 1102 of the first virtual car is greater than the speed 1002 at which the first skill is not activated in FIG. 10.
- the above-mentioned first skill may be activated immediately upon entering the second virtual map and when the second virtual map is the target virtual map, or upon receiving an activation instruction, for example, receiving activation by the user Activate under instruction.
- the first virtual racing car enters the second virtual map and the second virtual map is the target virtual map
- the first account pre-selects the second virtual racing car that matches the target virtual map
- enter the first virtual racing car After reaching the target virtual map, the first virtual racing car is changed to a second virtual racing car, and when the second virtual racing car is driven out of the target virtual map, the second virtual racing car is changed to the first virtual racing car.
- the second virtual racing car may be a racing car with better performance than the first virtual racing car. Such as faster speed, or faster start, or less impact on collisions, etc.
- the map in Figure 12(a) is not the target virtual map corresponding to the first account, and the first virtual racing car 1202 corresponding to the first account remains unchanged
- the map in FIG. 12(b) is the target virtual map corresponding to the first account, and the first virtual racing car corresponding to the first account is replaced with the second virtual racing car 1204.
- the speed of the second virtual racing car 1204 is faster than the speed of the first virtual racing car.
- the user can pre-select the second virtual racing car corresponding to the target virtual map.
- the user may select a virtual racing car in the virtual racing selection area 1302 as the second virtual racing car to be used on the target virtual map.
- teaming skills can also be configured for the teammates of the first account and the first account, and the teaming skills need to be triggered by the teammates of the first account and the first account.
- set up a team nitrogen tank when the first virtual racing car (or the second virtual racing car in the target virtual map) corresponding to the first account and the third virtual racing car controlled by the teammates of the first account perform a drift operation , Can increase energy for the nitrogen tank of the team.
- the energy of the nitrogen tank in the team is full, configure a nitrogen for the first account and the second account at the same time.
- map switching method will be described below in conjunction with S1402 to S1412 in FIG. 14. As shown in Figure 14, the method includes:
- the current driving position of the first virtual racing car is acquired.
- the first virtual racing car is transferred to the virtual tunnel.
- the first virtual racing car When the first virtual racing car reaches the end of the virtual tunnel, the first virtual racing car is transferred to the second virtual map. At this point, the switching of the virtual map is completed.
- the first virtual racing car can be transferred from the first virtual map to the second virtual map, thereby achieving One game of racing game spans multiple virtual maps, which improves the effect of map richness in the racing game.
- the above device further includes:
- the switching unit is used for transferring the first virtual car from the first virtual map to the second virtual map in a round of racing game, and when the second virtual map is the target virtual map,
- the virtual racing car controlled by an account on the second virtual map switches from the first virtual racing car to the second virtual racing car, and controls the second virtual racing car to drive on the second virtual map, where the target virtual map is the first virtual racing car.
- the virtual map selected by the account before the start of the racing game, and the second virtual car is the virtual racing car selected by the first account to drive on the target virtual map before the start of the racing game.
- the virtual racing car is replaced by the above-mentioned method, thereby not only enriching the map in the racing game, but also improving the flexibility of the gameplay of the racing game.
- the above device further includes:
- the second virtual racing car is accelerated by the above method, which not only enriches the map in the racing game, but also improves the flexibility of the racing game.
- the above device further includes:
- the first activation unit is configured to activate the second skill configured for the first virtual racing car on the client when the second virtual map is the target virtual map, wherein the target virtual map is the first A virtual map selected by an account before the start of the racing game, and the second skill is a skill that is automatically activated on the target virtual map or activated by an activation instruction selected by the first account before the start of the racing game.
- the map in the racing game is enriched, and the flexibility of the racing game is also improved. Sex.
- the above device further includes:
- the determining unit is used to transfer the first virtual racing car from the first virtual map to the second virtual map in a round of racing game, when the second virtual map is different from the target virtual map,
- the first virtual racing car is used as the virtual racing car controlled by the first account in the second virtual map, and the first virtual racing car is controlled to drive on the second virtual map, wherein the target virtual map is the first account in the first virtual map.
- the virtual map selected before the start of the racing game.
- the performance parameters of the first virtual racing car are still maintained, thereby enriching the map in the racing game while also Ensure the fairness of the game.
- the above device further includes:
- the second activation unit is used to activate the third skill on the client when an activation instruction for activating the third skill is received when controlling the first virtual racing car to drive on the second virtual map
- the third skill is a skill configured for the first virtual racing car on the second virtual map
- the third skill includes a skill configured for the first virtual racing car on a first virtual map.
- the above device further includes:
- the selection unit is used to select multiple virtual maps including the first virtual map and the second virtual map from the virtual map set before the start of a racing game
- the splicing unit is used to splice multiple virtual maps into a virtual map used in a racing game.
- the above device further includes:
- the first receiving unit is configured to receive the first instruction of the first account before the start of a round of racing game, where the first instruction is used to select a virtual map from a plurality of virtual maps as the first account's Target virtual map, multiple virtual maps are spliced into a virtual map used in a racing game.
- the above device further includes:
- the second receiving unit is used to receive the second instruction of the first account before the start of a round of racing game, where the second instruction is used to select the target virtual map for the first account from multiple virtual racing cars Virtual racing car used on.
- the above device further includes:
- the third receiving unit is configured to receive a third instruction from the first account before the start of a round of a racing game, where the third instruction is used to configure skills for the first account on the target virtual map.
- the map in the racing game is enriched, and the flexibility of selecting skills is also improved.
- the above device further includes:
- the third activation unit is used for activating the fourth skill of the first account when the fourth instruction of the first account is obtained during a round of racing game, where the fourth skill is Skills configured for the first account and the second account, the second account is in the same camp as the first account.
- the above device further includes:
- the reporting unit is used to report the driving position of the first virtual car on the first virtual map after obtaining the driving position of the first virtual car on the first virtual map during the process of running a round of racing game on the client.
- the position of the virtual racing car of different accounts can be synchronized and displayed, which not only enriches the map richness of the racing game, but also ensures data synchronization.
- the device includes a memory 1802 and a processor 1804.
- the memory 1802 stores a computer program
- the processor 1804 is configured to execute the steps in any of the foregoing method embodiments through a computer program.
- the foregoing device may be located in at least one network device among multiple network devices in the computer network.
- the foregoing processor may be configured to execute the following steps through a computer program:
- the structure shown in FIG. 18 is only for illustration, and the device may also be a smart phone (such as an Android phone, an iOS phone, etc.), a tablet computer, a handheld computer, and a mobile Internet device (Mobile Internet). Devices, MID), PAD and other terminal equipment.
- Figure 18 does not limit the structure of the above device.
- the device may also include more or fewer components (such as network interfaces, etc.) than shown in FIG. 18, or have a different configuration from that shown in FIG. 18.
- the memory 1802 can be used to store software programs and modules, such as the program instructions/modules corresponding to the map switching method and device in the game application in the embodiment of the present application.
- the processor 1804 runs the software programs and modules stored in the memory 1802. , So as to perform various functional applications and data processing, that is, to achieve the above-mentioned map switching method.
- the memory 1802 may include a high-speed random access memory, and may also include a non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory.
- the memory 1802 may further include a memory remotely provided with respect to the processor 1804, and these remote memories may be connected to the terminal through a network.
- the aforementioned networks include, but are not limited to, the Internet, corporate intranets, local area networks, mobile communication networks, and combinations thereof.
- the memory 1802 can be specifically, but not limited to, used to store information generated in a racing game.
- the memory 1802 may include, but is not limited to, the acquisition unit 1702 and the transmission unit 1704 in the foregoing map switching device, and may also include, but is not limited to, the map switching device in the foregoing game application. The other modules in this example will not be repeated in this example.
- the aforementioned transmission device 1806 is used to receive or send data via a network.
- the above-mentioned specific examples of networks may include wired networks and wireless networks.
- the transmission device 1806 includes a network adapter (Network Interface Controller, NIC), which can be connected to other network devices and routers via a network cable so as to communicate with the Internet or a local area network.
- the transmission device 1806 is a radio frequency (RF) module, which is used to communicate with the Internet in a wireless manner.
- RF radio frequency
- the above-mentioned equipment further includes: a display 1808 for displaying scenes in a racing game; and a connection bus 1810 for connecting various module components in the above-mentioned electronic device.
- a storage medium in which a computer program is stored, wherein the computer program is configured to execute the steps in any of the foregoing method embodiments when running.
- the foregoing storage medium may be configured to store a computer program for executing the following steps:
- the storage medium may include a flash disk, a read-only memory (Read-Only Memory, ROM), a random access device (Random Access Memory, RAM), a magnetic disk or an optical disk, etc.
- a computer program product including instructions, which when run on a computer, causes the computer to execute the steps in any method embodiment.
- the integrated unit in the foregoing embodiment is implemented in the form of a software functional unit and sold or used as an independent product, it may be stored in the foregoing computer-readable storage medium.
- the technical solution of this application essentially or the part that contributes to the prior art or all or part of the technical solution can be embodied in the form of a software product, and the computer software product is stored in a storage medium, A number of instructions are included to enable one or more computer devices (which may be personal computers, servers, or network devices, etc.) to execute all or part of the steps of the methods described in the various embodiments of the present application.
- the disclosed client can be implemented in other ways.
- the device embodiments described above are only illustrative.
- the division of the units is only a logical function division.
- multiple units or components may be combined or may be Integrate into another system, or some features can be ignored or not implemented.
- the displayed or discussed mutual coupling or direct coupling or communication connection may be through some interfaces, indirect coupling or communication connection of units or modules, and may be in electrical or other forms.
- the units described as separate components may or may not be physically separated, and the components displayed as units may or may not be physical units, that is, they may be located in one place, or they may be distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the objectives of the solutions of the embodiments.
- each unit in each embodiment of the present application may be integrated into one processing unit, or each unit may exist alone physically, or two or more units may be integrated into one unit.
- the above-mentioned integrated unit can be implemented in the form of hardware or software functional unit.
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Abstract
Description
Claims (16)
- 一种地图切换方法,包括:在客户端运行一局竞速游戏的过程中,获取第一虚拟赛车在第一虚拟地图中的行驶位置,其中,所述第一虚拟赛车通过登陆所述客户端的第一账号控制,所述第一虚拟地图为所述一局竞速游戏中的虚拟地图;在所述行驶位置到达所述第一虚拟地图中的第一传送点的情况下,将所述第一虚拟赛车从所述第一虚拟地图传送到所述一局竞速游戏中的第二虚拟地图中,其中,所述第一虚拟地图通过所述第一传送点与所述第二虚拟地图连接,所述一局竞速游戏中所使用的虚拟地图由多个虚拟地图拼接而成,所述多个虚拟地图包括所述第一虚拟地图与所述第二虚拟地图。
- 根据权利要求1所述的方法,在所述将所述第一虚拟赛车从所述第一虚拟地图传送到所述一局竞速游戏中的第二虚拟地图中之后,所述方法还包括:在所述第二虚拟地图为目标虚拟地图的情况下,将所述第一账号在所述第二虚拟地图中控制的虚拟赛车从所述第一虚拟赛车切换到第二虚拟赛车,并控制所述第二虚拟赛车在所述第二虚拟地图中行驶,其中,所述目标虚拟地图为所述第一账号在所述一局竞速游戏开始之前所选择的虚拟地图,所述第二虚拟赛车为所述第一账号在所述一局竞速游戏开始之前选择的在所述目标虚拟地图上行驶的虚拟赛车。
- 根据权利要求2所述的方法,在所述控制所述第二虚拟赛车在所述第二虚拟地图中行驶时,所述方法还包括:在所述客户端上激活为所述第二虚拟赛车配置的第一技能,其中,所述第一技能为所述第一账号在所述一局竞速游戏开始之前选择的在所述目标虚拟地图上自动激活或由激活指令激活的技能。
- 根据权利要求1所述的方法,在所述将所述第一虚拟赛车从所述第一虚拟地图传送到所述一局竞速游戏中的第二虚拟地图中之后,所述方法还包括:控制所述第一虚拟赛车在所述第二虚拟地图中行驶;在所述第二虚拟地图为目标虚拟地图的情况下,在所述客户端上激活为所 述第一虚拟赛车配置的第二技能,其中,所述目标虚拟地图为所述第一账号在所述一局竞速游戏开始之前所选择的虚拟地图,所述第二技能为所述第一账号在所述一局竞速游戏开始之前选择的在所述目标虚拟地图上自动激活或由激活指令激活的技能。
- 根据权利要求1所述的方法,在所述将所述第一虚拟赛车从所述第一虚拟地图传送到所述一局竞速游戏中的第二虚拟地图中之后,所述方法还包括:在所述第二虚拟地图不同于目标虚拟地图的情况下,将所述第一虚拟赛车作为所述第一账号在所述第二虚拟地图中控制的虚拟赛车,并控制所述第一虚拟赛车在所述第二虚拟地图中行驶,其中,所述目标虚拟地图为所述第一账号在所述一局竞速游戏开始之前所选择的虚拟地图。
- 根据权利要求5所述的方法,在所述控制所述第一虚拟赛车在所述第二虚拟地图中行驶时,所述方法还包括:在接收到用于激活第三技能的激活指令的情况下,在所述客户端上激活所述第三技能,其中,所述第三技能是为所述第一虚拟赛车在所述第二虚拟地图上配置的技能,所述第三技能包括为所述第一虚拟赛车在所述第一虚拟地图上配置的技能。
- 根据权利要求1至6中任一项所述的方法,所述方法还包括:在所述一局竞速游戏开始之前,在虚拟地图集合中选择出包含所述第一虚拟地图与所述第二虚拟地图在内的所述多个虚拟地图;将所述多个虚拟地图拼接为所述一局竞速游戏中所使用的虚拟地图。
- 根据权利要求2至6中任一项所述的方法,所述方法还包括:在所述一局竞速游戏开始之前,接收所述第一账号的第一指令,其中,所述第一指令用于从所述多个虚拟地图中选择一个虚拟地图作为所述第一账号的所述目标虚拟地图,所述多个虚拟地图被拼接为所述一局竞速游戏所使用的虚拟地图。
- 根据权利要求2、3、5和6中任一项所述的方法,所述方法还包括:在所述一局竞速游戏开始之前,接收所述第一账号的第二指令,其中,所述第二指令用于从多辆虚拟赛车中为所述第一账号选择在所述目标虚拟地图 上使用的虚拟赛车。
- 根据权利要求3、4和6中任一项所述的方法,所述方法还包括:在所述一局竞速游戏开始之前,接收所述第一账号的第三指令,其中,所述第三指令用于为所述第一账号在所述目标虚拟地图上配置技能。
- 根据权利要求1所述的方法,还包括:在所述一局竞速游戏的过程中,在获取到所述第一账号的第四指令的情况下,激活所述第一账号的第四技能,其中,所述第四技能为为所述第一账号和第二账号配置的技能,所述第二账号与所述第一账号同阵营。
- 根据权利要求1至6中任一项所述的方法,在所述获取第一虚拟赛车在第一虚拟地图中的行驶位置之后,还包括:将所述行驶位置上报服务器。
- 一种地图切换装置,包括:获取单元,用于在客户端运行一局竞速游戏的过程中,获取第一虚拟赛车在第一虚拟地图中的行驶位置,其中,所述第一虚拟赛车通过登陆所述客户端的第一账号控制,所述第一虚拟地图为所述一局竞速游戏中的虚拟地图;传送单元,用于在所述行驶位置到达所述第一虚拟地图中的第一传送点的情况下,将所述第一虚拟赛车从所述第一虚拟地图传送到所述一局竞速游戏中的第二虚拟地图中,其中,所述第一虚拟地图通过所述第一传送点与所述第二虚拟地图连接,所述一局竞速游戏中所使用的虚拟地图由多个虚拟地图拼接而成,所述多个虚拟地图包括所述第一虚拟地图与所述第二虚拟地图。
- 一种存储介质,所述存储介质存储有计算机程序,所述计算机程序运行时执行所述权利要求1至12任一项中所述的方法。
- 一种设备,包括存储器和处理器,所述存储器中存储有计算机程序,所述处理器被设置为通过所述计算机程序执行所述权利要求1至12任一项中所述的方法。
- 一种包括指令的计算机程序产品,当其在计算机上运行时,使得所述计算机执行权利要求1至12任一项中所述的方法。
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| WO2023071588A1 (zh) * | 2021-10-26 | 2023-05-04 | 北京字跳网络技术有限公司 | 游戏地图的加载方法及装置、电子设备、存储介质 |
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| CN110013670B (zh) | 2019-04-26 | 2021-03-26 | 腾讯科技(深圳)有限公司 | 游戏应用中的地图切换方法和装置、存储介质及电子装置 |
| CN111617467B (zh) * | 2020-04-30 | 2025-07-11 | 珠海网易达电子科技发展有限公司 | 用于生成地图的方法、装置、电子设备和计算机存储介质 |
| CN111729306B (zh) * | 2020-06-24 | 2024-06-04 | 网易(杭州)网络有限公司 | 游戏角色的传送方法、装置、电子设备及存储介质 |
| CN111939567B (zh) * | 2020-09-03 | 2024-08-16 | 网易(杭州)网络有限公司 | 游戏虚拟场景变换方法、装置以及电子终端 |
| KR20230075778A (ko) | 2021-11-23 | 2023-05-31 | 현대자동차주식회사 | 서킷 주행 보조 방법 및 서킷 주행 보조 시스템 |
| CN117339216A (zh) * | 2022-06-28 | 2024-01-05 | 腾讯科技(深圳)有限公司 | 虚拟场景的地图切换方法、装置、服务器及存储介质 |
| CN117531191A (zh) * | 2022-08-01 | 2024-02-09 | 腾讯科技(成都)有限公司 | 虚拟场景中的交互方法、装置、设备、存储介质及产品 |
| CN116088722A (zh) * | 2023-01-03 | 2023-05-09 | 奇瑞汽车股份有限公司 | 虚拟交互系统 |
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| JP2022509960A (ja) | 2022-01-25 |
| SG11202105257SA (en) | 2021-06-29 |
| KR20210100191A (ko) | 2021-08-13 |
| US20230405473A1 (en) | 2023-12-21 |
| CN110013670B (zh) | 2021-03-26 |
| JP7208391B2 (ja) | 2023-01-18 |
| CN110013670A (zh) | 2019-07-16 |
| US20210331079A1 (en) | 2021-10-28 |
| KR102585917B1 (ko) | 2023-10-05 |
| US11786827B2 (en) | 2023-10-17 |
| US12145073B2 (en) | 2024-11-19 |
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