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 PDF

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Publication number
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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WO
WIPO (PCT)
Prior art keywords
virtual
map
virtual map
racing
account
Prior art date
Legal status (The legal status 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 status listed.)
Ceased
Application number
PCT/CN2020/081271
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English (en)
French (fr)
Inventor
郭海源
夏焱
孙威
郑磊
刘晶
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Tencent Technology Shenzhen Co Ltd
Original Assignee
Tencent Technology Shenzhen Co Ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Tencent Technology Shenzhen Co Ltd filed Critical Tencent Technology Shenzhen Co Ltd
Priority to KR1020217022926A priority Critical patent/KR102585917B1/ko
Priority to SG11202105257SA priority patent/SG11202105257SA/en
Priority to JP2021528426A priority patent/JP7208391B2/ja
Publication of WO2020215971A1 publication Critical patent/WO2020215971A1/zh
Priority to US17/365,921 priority patent/US11786827B2/en
Anticipated expiration legal-status Critical
Priority to US18/243,025 priority patent/US12145073B2/en
Ceased legal-status Critical Current

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • A63F13/5378Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for displaying an additional top view, e.g. radar screens or maps
    • 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
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/63Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by the player, e.g. authoring using a level editor
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/71Game security or game management aspects using secure communication between game devices and game servers, e.g. by encrypting game data or authenticating players
    • 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
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/798Game 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
    • 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
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/803Driving vehicles or craft, e.g. cars, airplanes, ships, robots or tanks
    • 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
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/795Game 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
    • GPHYSICS
    • G06COMPUTING OR CALCULATING; 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

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

一种地图切换方法和装置、存储介质及设备。其中,该方法包括: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,第一虚拟赛车通过登陆客户端的第一账号控制,第一虚拟地图为一局竞速游戏中的虚拟地图(S202)。在行驶位置到达第一虚拟地图中的第一传送点的情况下,将第一虚拟赛车从第一虚拟地图传送到一局竞速游戏中的第二虚拟地图中,其中,第一虚拟地图通过第一传送点与第二虚拟地图连接,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,该多个虚拟地图包括第一虚拟地图与第二虚拟地图(S204)。实现了一局竞速游戏跨越多个虚拟地图的效果,提高了竞速游戏中的地图丰富性。

Description

地图切换方法和装置、存储介质及设备
本申请要求于2019年04月26日提交中国专利局、申请号为201910346254.1、申请名称为“游戏应用中的地图切换方法和装置、存储介质及电子装置”的中国专利申请的优先权,其全部内容通过引用结合在本申请中。
技术领域
本申请涉及计算机领域,具体而言,涉及一种地图切换技术。
背景技术
相关技术中,客户端运行竞速游戏的过程中,通常是在开始一局竞速游戏之前,由房主选择一张地图作为竞速所使用的地图。
发明内容
本申请实施例提供了一种地图切换方法和装置、存储介质及设备,实现了一局竞速游戏跨越多个虚拟地图的效果,提高了竞速游戏中的地图丰富性。
根据本申请实施例的一个方面,提供了一种地图切换方法,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上述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;
在上述行驶位置到达上述第一虚拟地图中的第一传送点的情况下,将上述第一虚拟赛车从上述第一虚拟地图传送到上述一局竞速游戏中的第二虚拟地图中,其中,上述第一虚拟地图通过上述第一传送点与上述第二虚拟地图连接,上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上述第一虚拟地图与上述第二虚拟地图。
根据本申请实施例的另一方面,还提供了一种地图切换装置,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上述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,用于在上述当前行驶位置到达上述第一虚拟地图中的第一传送点的情况下,将上述第一虚拟赛车从上述第一虚拟地图传送到上述一局竞速游戏中的第二虚拟地图中,其中,上述第一虚拟地图通过上述第一传送点与上述第二虚拟地图连接,上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上述第一虚拟地图与上述第二虚拟地图。
作为一种可选的示例,上述装置还包括:切换单元,用于在将上述第一虚拟赛车从上述第一虚拟地图传送到上述一局竞速游戏中的第二虚拟地图中之后,在上述第二虚拟地图为目标虚拟地图的情况下,将上述第一账号在上述第二虚拟地图中控制的虚拟赛车从上述第一虚拟赛车切换到第二虚拟赛车,并控制上述第二虚拟赛车在上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,上述第二虚拟赛车为上述第一账号在上述一局竞速游戏开始之前选择的在上述目标虚拟地图上行驶的虚拟赛车。
作为一种可选的示例,上述装置还包括:配置单元,用于在控制上述第二虚拟赛车在上述第二虚拟地图中行驶时,在上述客户端上激活为上述第二虚拟赛车配置的第一技能,其中,上述第一技能为上述第一账号在上述一局竞速游戏开始之前选择的在上述目标虚拟地图上自动激活或由激活指令激活的技能。
作为一种可选的示例,上述装置还包括:控制单元,用于在将上述第一虚拟赛车从上述第一虚拟地图传送到上述一局竞速游戏中的第二虚拟地图中之后,控制上述第一虚拟赛车在上述第二虚拟地图中行驶;第一激活单元,用于在上述第二虚拟地图为目标虚拟地图的情况下,在上述客户端上激活为上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,上述第二技能为上述第一账号在上述一局竞速游戏开始之前选择的在上述目标虚拟地图上自动激活或由激活指令激活的技能。
作为一种可选的示例,上述装置还包括:确定单元,用于在将上述第一虚拟赛车从上述第一虚拟地图传送到上述一局竞速游戏中的第二虚拟地图中之后,在上述第二虚拟地图不同于目标虚拟地图的情况下,将上述第一虚拟赛车作为上述第一账号在上述第二虚拟地图中控制的虚拟赛车,并控制上述第一虚 拟赛车在上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。
作为一种可选的示例,上述装置还包括:第二激活单元,用于在控制上述第一虚拟赛车在上述第二虚拟地图中行驶时,在接收到用于激活第三技能的激活指令的情况下,在上述客户端上激活上述第三技能,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上述第一虚拟赛车在上述第一虚拟地图上配置的技能。
作为一种可选的示例,上述装置还包括:选择单元,用于在上述一局竞速游戏开始之前,在虚拟地图集合中选择出包含上述第一虚拟地图与上述第二虚拟地图在内的多个虚拟地图;拼接单元,用于将上述多个虚拟地图拼接为上述一局竞速游戏中所使用的虚拟地图。
作为一种可选的示例,上述装置还包括:第一接收单元,用于在上述一局竞速游戏开始之前,接收上述第一账号的第一指令,其中,上述第一指令用于从包含上述多个虚拟地图中选择一个虚拟地图作为上述第一账号的上述目标虚拟地图,其中,上述多个虚拟地图被拼接为上述一局竞速游戏所使用的虚拟地图。
作为一种可选的示例,上述装置还包括:第二接收单元,用于在上述一局竞速游戏开始之前,接收上述第一账号的第二指令,其中,上述第二指令用于从多辆虚拟赛车中为上述第一账号选择在上述目标虚拟地图上使用的虚拟赛车。
作为一种可选的示例,上述装置还包括:第三接收单元,用于在上述一局竞速游戏开始之前,接收上述第一账号的第三指令,其中,上述第三指令用于为上述上述第一账号在上述目标虚拟地图上配置技能。
作为一种可选的示例,上述装置还包括:第三激活单元,用于在上述一局竞速游戏的过程中,在获取到上述第一账号的第四指令的情况下,激活上述第一账号的第四技能,其中,上述第四技能为为上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。
作为一种可选的示例,上述装置还包括:上报单元,用于在获取第一虚拟赛车在上述第一虚拟地图中的行驶位置之后,将上述行驶位置上报服务器。
根据本申请实施例的又一方面,还提供了一种存储介质,该存储介质中存储有计算机程序,其中,该计算机程序被设置为运行时执行上述地图切换方法。
根据本申请实施例的又一方面,还提供了一种设备,包括存储器、处理器及存储在存储器上并可在处理器上运行的计算机程序,其中,上述处理器通过计算机程序执行上述地图切换方法。
根据本申请实施例的又一方面,还提供了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上述方法。
在本申请实施例中,用户可以通过第一账号在客户端登陆,以在客户端控制第一虚拟赛车进行一局竞速游戏。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该局竞速游戏的第一虚拟地图中的行驶位置,若确定该行驶位置到达第一虚拟地图中的第一传送点,将第一虚拟赛车从第一虚拟地图传送到该局竞速游戏中的第二虚拟地图中。在上述方法中,在第一虚拟赛车到达指定位置后,将第一虚拟赛车切换到不同的虚拟地图上,从而实现了一局竞速游戏跨越多个虚拟地图的效果,提高了竞速游戏中的地图丰富性,进而解决了相关技术中存在的竞速游戏地图单调,丰富性差的技术问题。
附图说明
此处所说明的附图用来提供对本申请的进一步理解,构成本申请的一部分,本申请的示意性实施例及其说明用于解释本申请,并不构成对本申请的不当限定。在附图中:
图1是根据本申请实施例的一种可选的地图切换方法的应用环境的示意图;
图2是根据本申请实施例的一种可选的地图切换方法的流程示意图;
图3是根据本申请实施例的一种可选的地图切换方法的示意图;
图4是根据本申请实施例的另一种可选的地图切换方法的示意图;
图5是根据本申请实施例的又一种可选的地图切换方法的示意图;
图6是根据本申请实施例的又一种可选的地图切换方法的示意图;
图7是根据本申请实施例的又一种可选的地图切换方法的示意图;
图8是根据本申请实施例的又一种可选的地图切换方法的示意图;
图9是根据本申请实施例的又一种可选的地图切换方法的示意图;
图10是根据本申请实施例的又一种可选的地图切换方法的示意图;
图11是根据本申请实施例的又一种可选的地图切换方法的示意图;
图12(a)-(b)是根据本申请实施例的又一种可选的地图切换方法的示意图;
图13是根据本申请实施例的又一种可选的地图切换方法的示意图;
图14是根据本申请实施例的另一种可选的地图切换方法的流程示意图;
图15是根据本申请实施例的又一种可选的地图切换方法的示意图;
图16是根据本申请实施例的又一种可选的地图切换方法的示意图;
图17是根据本申请实施例的一种可选的地图切换装置的结构示意图;
图18是根据本申请实施例的一种可选的设备的结构示意图。
具体实施方式
为了使本技术领域的人员更好地理解本申请方案,下面将结合本申请实施例中的附图,对本申请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申请一部分的实施例,而不是全部的实施例。基于本申请中的实施例,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,都应当属于本申请保护的范围。
需要说明的是,本申请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,以便这里描述的本申请的实施例能够以除了在这里图示或描述的那些以外的顺序实施。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。
根据本申请实施例的一个方面,提供了一种地图切换方法,该地图切换方法可以应用于游戏应用的场景中。可选地,作为一种可选的实施方式,上述地图切换方法可以但不限于应用于如图1所示的环境中。
图1中用户102与用户设备104之间可以进行人机交互。用户设备104 中包含有存储器106,用于存储交互数据、处理器108,用于处理交互数据。用户设备104可以通过网络110与服务器112之间进行数据交互。服务器112中包含有数据库114,用于存储交互数据、处理引擎116,用于处理交互数据。在用户设备104上运行有客户端,用户102可以用过第一账号登录客户端,客户端中运行有竞速游戏。用户102可以通过人机交互控制竞速游戏中第一账号对应的第一虚拟地图104-2上的第一虚拟赛车104-4,在检测到第一虚拟赛车104-4的当前行驶位置到达第一传送点104-6的情况下,将第一虚拟赛车从第一虚拟地图104-2上传送到第二虚拟地图104-8上。
需要说明的是,相关技术中,在竞速游戏中,通常仅仅能够在赛前选择一张地图,然后使用选择的地图进行竞速游戏。然而,上述方法地图单一,丰富性差。本方案中在检测到竞速游戏中第一账号对应的第一虚拟赛车到达指定位置时,能够将第一虚拟赛车切换到不同的虚拟地图上,从而解决了竞速游戏地图单一的问题,实现了丰富竞速游戏中的地图的效果。
可选地,上述地图切换方法可以但不限于应用于可以计算数据的终端上,例如手机、平板电脑、笔记本电脑、个人计算机(Personal Computer,PC)等终端上,上述网络可以包括但不限于无线网络或有线网络。其中,该无线网络包括:无线保真(Wireless Fidelity,WIFI)及其他实现无线通信的网络。上述有线网络可以包括但不限于:广域网、城域网、局域网。上述服务器可以包括但不限于任何可以进行计算的硬件设备。
可选地,作为一种可选的实施方式,如图2所示,上述地图切换方法包括:
S202,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;
S204,在行驶位置到达第一虚拟地图中的第一传送点的情况下,将第一虚拟赛车从第一虚拟地图传送到一局竞速游戏中的第二虚拟地图中,其中,第一虚拟地图通过第一传送点与第二虚拟地图连接,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第一虚拟地图与第二虚拟地图。
可选地,上述地图切换方法可以但不限于应用于游戏领域。在第一账号登 录的客户端运行游戏的过程中,在获取到第一账号控制的赛车的位置到达了指定位置的情况下,将赛车从一个虚拟地图上传送到另一个虚拟地图上,从而完成虚拟地图的切换。
采用上述方法,在检测到竞速游戏中第一账号对应的第一虚拟赛车到达指定位置时,能够将第一虚拟赛车切换到不同的虚拟地图上,从而解决了竞速游戏地图单一的问题,实现了丰富竞速游戏中的地图的效果。
可选地,本实施例中可以在每一张虚拟地图上设置多个检测点,虚拟赛车在虚拟地图上对应的检测点为虚拟赛车在虚拟地图上的位置。在虚拟赛车在虚拟地图上的检测点与第一传送点重合的情况下,则视为虚拟赛车移动到了第一传送点。而上述重合不一定为完全重合,可以为存在较小误差的重合。
可选地,本实施例中,在将多名玩家匹配到一起之后,准备开始竞速之前,还可以从虚拟地图集合中选择多个虚拟地图。本实施例中可以由系统随机选择多个虚拟地图,也可以由参与竞速游戏的多名玩家中的一名或几名选择多个虚拟地图,多个虚拟地图中包含第一虚拟地图与第二虚拟地图。例如,每一名玩家选择一个虚拟地图,或者只有一名或几名玩家选择一个虚拟地图。
可选地,本实施例中,在选择多个虚拟地图之后,需要将多个虚拟地图拼接为一个虚拟地图,拼接顺序是随机的。在将多个虚拟地图拼接得到总地图后,使用总地图进行一局竞速游戏。
例如,如图3所示,图3为一种可选的选择虚拟地图的界面显示图。图3中地图显示区域302显示有多张虚拟地图,用户可以从地图显示区域302中选择一张虚拟地图。可选地,当用户选择虚拟地图后,可以通过点击确定按钮304确定所选择的虚拟地图。例如,用户选择地图1,则地图1与其他被选择的虚拟地图拼接为总地图,供竞赛使用。
可选地,在拼接地图的过程中,还可以在两个相邻的地图间设置虚拟隧道。用户在控制虚拟赛车进行竞赛的过程中,当跑到一张虚拟地图的终点时,穿越隧道,到达另一张虚拟地图的起点。例如,如图4所示,图4中包含有3张虚拟地图与两个虚拟隧道,第一张虚拟地图402-1的终点与第一个虚拟隧道404-1的起点相连,第一个虚拟隧道404-1的终点与第二张虚拟地图402-2的起点相连,第二张虚拟地图402-2的终点与第二个虚拟隧道404-2的起点相连,第二 个虚拟隧道404-2的终点与第三张虚拟地图402-3的起点相连。
或者,本实施例中的虚拟地图与虚拟隧道可以组成一个闭环。例如如图5所示,图5中包含有三个虚拟地图与三个虚拟隧道。虚拟地图502-1、虚拟地图502-2、虚拟地图502-3之间以虚拟隧道504-1、虚拟隧道504-2、虚拟隧道504-3连接,形成一个闭环。用户需要环路线行驶一周或者几周。
作为一种可选的方式,如图6所示,图6为一种虚拟隧道的显示方式。在一局竞速游戏中,第一账号所控制的第一虚拟赛车602在第一虚拟地图中移动。在第一虚拟地图的尽头显示有虚拟隧道入口604,当第一虚拟赛车到达虚拟隧道入口604的情况下,进入虚拟隧道。
如图7所示,图7为一种可选的在虚拟隧道中行驶的界面图。图7中702为虚拟隧道的出口。
可选地,当第一虚拟赛车通过虚拟隧道的入口进入虚拟隧道后,无法通过虚拟隧道的入口退出虚拟隧道,可以在虚拟隧道中自由行动,直到从虚拟隧道的出口进入第二虚拟地图。
例如如图8所示,当第一虚拟赛车进入虚拟隧道802并通过检测点804后,当第一虚拟赛车后退触发检测点804时,将第一虚拟赛车复位到复位点806上,以避免第一虚拟赛车后退退出虚拟隧道。当第一虚拟赛车通过检测点808后,第一虚拟赛车驶出虚拟隧道进入到第二虚拟地图。
可选地,上述复位为在预定时间段内将虚拟赛车从一个位置移动到另一位置。作为另一种示例,在上述实施例中,当第一虚拟赛车在虚拟隧道中滞留时间超过预定时长后,将第一虚拟赛车传送到第二虚拟地图的开始位置。
可选地,当第一虚拟赛车进入到第二虚拟地图后,若第二虚拟地图并不是第一虚拟赛车对应的第一账号在该局竞速游戏中选择的目标虚拟地图,则不对第一虚拟赛车做其他设置,第一虚拟赛车可以被控制正常执行漂移操作、积攒氮气、使用氮气、使用道具等。若第二虚拟地图为第一虚拟赛车对应的第一账号所选择的或者是第一账号的队友所选择的目标虚拟地图,且第一账号预先选择了与目标虚拟地图对应的虚拟赛车和/或第一技能的情况下,则在第一虚拟赛车进入到第二虚拟地图后,此时需要对第一虚拟赛车做调整。
例如,在第一账号或者第一账号的队友预先选择了第一技能的情况下,则 在第一虚拟赛车进入到第二虚拟地图(目标虚拟地图)后,被允许使用第一技能,而第一技能是第一虚拟赛车在其他虚拟地图上被禁止使用的。
例如如图9所示,图9为一种可选的技能选择界面,用户可以从多个技能中选择出一个第一技能作为在目标虚拟地图中使用的技能。而在只有一个技能的情况下,用户可以选择是否选择为目标虚拟地图配置第一技能。
可选地,上述第一技能可以为提升第一虚拟赛车的性能参数如速度。例如,如图10、11所示,图10为第二虚拟地图不是目标虚拟地图的情况,而图11为第二虚拟地图为目标虚拟地图的情况,图11中为第一虚拟赛车激活了第一技能,因此,第一虚拟赛车的速度1102要大于图10中不激活第一技能的速度1002。
可选地,上述第一技能可以在进入到第二虚拟地图且在第二虚拟地图为目标虚拟地图的情况下立即激活,或者在接收到激活指令的情况下激活,例如,接收到用户的激活指令下激活。
可选地,当第一虚拟赛车进入第二虚拟地图且第二虚拟地图为目标虚拟地图时,若是第一账号预先选择了与目标虚拟地图匹配的第二虚拟赛车,则在第一虚拟赛车进入到目标虚拟地图后,将第一虚拟赛车换成第二虚拟赛车,当第二虚拟赛车从目标虚拟地图驶出后,将第二虚拟赛车换成第一虚拟赛车。
可选地,第二虚拟赛车可以为比第一虚拟赛车性能好的赛车。如速度更快,或启动更快,或碰撞影响更小等等。
例如,如图12(a)与图12(b)所示,图12(a)中的地图不为与第一账号对应的目标虚拟地图,则第一账号对应的第一虚拟赛车1202无变化,而图12(b)中的地图为与第一账号对应的目标虚拟地图,则将与第一账号对应的第一虚拟赛车置换为第二虚拟赛车1204。第二虚拟赛车1204的速度比第一虚拟赛车的速度快。
可选地,用户可以预先选择与目标虚拟地图对应的第二虚拟赛车。例如,如图13所示,用户可以在虚拟赛车选择区域1302中选择出一个虚拟赛车作为在目标虚拟地图上使用的第二虚拟赛车。
可选地,本实施例中还可以为第一账号与第一账号的队友配置组队技能,组队技能需要第一账号与第一账号的队友合力触发。例如,设置一个组队氮气 槽,在第一账号对应的第一虚拟赛车(或在目标虚拟地图中的第二虚拟赛车)与第一账号的队友所控制的第三虚拟赛车在执行漂移操作时,都可以为组队氮气槽增加能量。在组队氮气槽能量满时,为第一账号与第二账号同时配置一个氮气。
以下结合图14中的S1402到S1412对上述地图切换方法进行说明。如图14所示,所述方法包括:
S1402:获取行驶位置。
在第一虚拟赛车在第一虚拟地图中行驶的过程中,获取第一虚拟赛车的行驶位置。
S1404:是否到达第一传送点。若是,执行S1406。若否,执行S1402。
S1406:进入虚拟隧道。
若行驶位置到达了第一传送点,则将第一虚拟赛车传送到虚拟隧道中。
S1408:在虚拟隧道中行驶。
S1410:是否到达虚拟隧道终点,若是,执行S1412,若否,执行S1408。
S1412:进入第二虚拟地图。
在第一虚拟赛车到达虚拟隧道终点时,将第一虚拟赛车传送到第二虚拟地图中。此时,完成虚拟地图的切换。
通过本实施例,通过上述方法,由于在检测到第一虚拟赛车的行驶位置到达第一传送点的情况下,能够将第一虚拟赛车从第一虚拟地图传送到第二虚拟地图上,从而实现了一局竞速游戏跨越多个虚拟地图,提高了竞速游戏中的地图丰富性的效果。
作为一种可选的实施方案,在将第一虚拟赛车从第一虚拟地图传送到一局竞速游戏中的第二虚拟地图中之后,方法还包括:
S1,在第二虚拟地图为目标虚拟地图的情况下,将第一账号在第二虚拟地图中控制的虚拟赛车从第一虚拟赛车切换到第二虚拟赛车,并控制第二虚拟赛车在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,第二虚拟赛车为第一账号在一局竞速游戏开始之前选择的在目标虚拟地图上行驶的虚拟赛车。
例如,以第一账号预先选择性能更好的第二虚拟赛车为例,在第一账号所 控制的第一虚拟赛车到达第二虚拟地图后,第二虚拟地图为第一账号预先选择的目标虚拟地图,则此时,将第一虚拟赛车置换为第二虚拟赛车,在第二虚拟赛车驶出第二虚拟地图后,将第二虚拟赛车还原回第一虚拟赛车。
通过本实施例,通过上述方法置换虚拟赛车,从而在丰富了竞速游戏中的地图的同时,还提高了竞速游戏的玩法灵活性。
作为一种可选的实施方案,在控制第二虚拟赛车在第二虚拟地图中行驶时,方法还包括:
S1,在客户端上激活为第二虚拟赛车配置的第一技能,其中,该第一技能可以用于提升第二虚拟赛车的性能参数,第一技能为第一账号在一局竞速游戏开始之前选择的在目标虚拟地图上自动激活或由激活指令激活的技能。
例如,以选择第一技能为加速技能为例,在第一账号所控制的第一虚拟赛车到达第二虚拟地图后,第二虚拟地图为第一账号预先选择的目标虚拟地图,则此时,在已经将第一虚拟赛车置换为第二虚拟赛车的情况下,还需要为第二虚拟赛车加速。若是加速技能为自动触发技能,则第二虚拟赛车在第二虚拟地图上全称加速,若是加速技能为主动触发技能,则在接收到用户的加速指令后,在对第二虚拟赛车加速。
通过本实施例,通过上述方法对第二虚拟赛车进行加速,实现了在丰富了竞速游戏中的地图的同时,还提高了竞速游戏的玩法灵活性。
作为一种可选的实施方案,在将第一虚拟赛车从第一虚拟地图传送到一局竞速游戏中的第二虚拟地图中之后,方法还包括:
S1,控制第一虚拟赛车在第二虚拟地图中行驶;
S2,在第二虚拟地图为目标虚拟地图的情况下,在客户端上激活为第一虚拟赛车配置的第二技能,其中,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,第二技能可以用于提升第一虚拟赛车的性能参数,第二技能为第一账号在一局竞速游戏开始之前选择的在目标虚拟地图上自动激活或由激活指令激活的技能。
例如,本实施例中仅预先选择了第二技能,而没有选择与目标虚拟地图对应的虚拟赛车,则此时,在第一账号控制的第一虚拟赛车进入到第二虚拟地图后,且第二虚拟地图为与第一账号对应的目标虚拟地图时,为第一虚拟赛自动 激活第二技能,或者在接收到激活指令的情况下激活第二技能。第二技能可以为对第一虚拟赛车进行加速、或者增加第一虚拟赛车的各项参数等。
通过本实施例,通过在预先选择第二技能的情况下,为第一虚拟赛车配置第二技能,从而实现了在丰富了竞速游戏中的地图的同时,还提高了竞速游戏的玩法灵活性。
作为一种可选的实施方案,在将第一虚拟赛车从第一虚拟地图传送到一局竞速游戏中的第二虚拟地图中之后,方法还包括:
S1,在第二虚拟地图不同于目标虚拟地图的情况下,将第一虚拟赛车作为第一账号在第二虚拟地图中控制的虚拟赛车,并控制第一虚拟赛车在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。
本实施例中,第二虚拟地图并不是与第一账号对应的目标虚拟地图,此时,不对第一账号的第一虚拟赛车进行调整,仍保持第一虚拟赛车的原始参数。
通过本实施例,通过在第二虚拟地图不为与第一账号对应的目标虚拟地图的情况下,仍保持第一虚拟赛车的性能参数,从而在丰富了竞速游戏中的地图的同时,还保证了游戏的公平性。
作为一种可选的实施方案,在控制第一虚拟赛车在第二虚拟地图中行驶时,方法还包括:
S1,在接收到用于激活第三技能的激活指令的情况下,在客户端上激活第三技能,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第一虚拟赛车在第一虚拟地图上配置的技能同样为第三技能。
可选地,在第二虚拟地图不为与第一账号对应的目标虚拟地图的情况下,第一账号仍可以对第一虚拟赛车执行漂移操作、使用氮气进行加速操作、使用道具等操作,只是并不将第一虚拟赛车置换为第二虚拟赛车,也不为第一虚拟赛车配置额外的技能。
通过本实施例,通过上述方法,从而在丰富了竞速游戏中的地图的同时,还提高了竞速游戏的公平性。
作为一种可选的实施方案,方法还包括:
S1,在一局竞速游戏开始之前,在虚拟地图集合中选择出包含第一虚拟地图与第二虚拟地图在内的多个虚拟地图,
S2,将上述多个虚拟地图拼接为一局竞速游戏中所使用的虚拟地图。
可选地,本实施例中,若是存在与第一账号同组或者同队伍或者同阵营的第二账号,则第一账号与第二账号中任意一个账号都可以选择虚拟地图,或者,仅有队伍中的一个账号来选择虚拟地图。在由一个账号选择虚拟地图时,将每一支队伍或组或阵营的账号所选择的虚拟地图拼接为总地图,以在一局竞速游戏中使用总地图进行竞速。
可选地,上述拼接过程可以有客户端执行或者服务器执行。例如,服务器在接收到各个客户端上报的虚拟地图后,将虚拟地图拼接为总地图,再将总地图下发给各个客户端。
通过本实施例,通过上述方法,从而在丰富了竞速游戏中的地图的同时,还提高了选择虚拟地图的灵活性。
作为一种可选的实施方案,方法还包括:
S1,在一局竞速游戏开始之前,接收第一账号的第一指令,其中,第一指令用于从多个虚拟地图中选择一个虚拟地图作为第一账号的目标虚拟地图,其中,多个虚拟地图被拼接为一局竞速游戏所使用的虚拟地图。
可选地,本实施例中,若是存在与第一账号同组或者同队伍或者同阵营的第二账号,则第一账号与第二账号中任意一个账号所选择的虚拟地图可以作为第一账号与第二账号的目标虚拟地图,而并不需要每一个账号都选择一个虚拟地图。
通过本实施例,通过上述方法,从而在丰富了竞速游戏中的地图的同时,还提高了选择虚拟地图的灵活性。
作为一种可选的实施方案,方法还包括:
S1,在一局竞速游戏开始之前,接收第一账号的第二指令,其中,第二指令用于从多辆虚拟赛车中为第一账号选择在目标虚拟地图上使用的虚拟赛车。
可选地,本实施例中,若是存在与第一账号同组或者同队伍或者同阵营的第二账号,则第一账号与第二账号中任意一个账号所选择的虚拟赛车可以作为第一账号与第二账号在目标虚拟地图上所使用的虚拟赛车,而并不需要每一个 账号都选择一个虚拟赛车。或者,可以由一个账号选择目标虚拟地图,另一个账号选择在目标虚拟地图上所使用的虚拟赛车。
通过本实施例,通过上述方法,从而在丰富了竞速游戏中的地图的同时,还提高了选择虚拟赛车的灵活性。
作为一种可选的实施方案,方法还包括:
S1,在一局竞速游戏开始之前,接收第一账号的第三指令,其中,第三指令用于为第一账号在目标虚拟地图上配置技能。
可选地,若是存在与第一账号同组或者同队伍或者同阵营的第二账号,则第一账号与第二账号中任意一个账号所选择的技能可以作为第一账号与第二账号在目标虚拟地图上所使用的技能,而并不需要每一个账号都选择一个技能。可以由一个账号选择目标虚拟地图,另一个账号选择在目标虚拟地图上所使用的技能。
通过本实施例,通过上述方法,从而在丰富了竞速游戏中的地图的同时,还提高了选择技能的灵活性。
作为一种可选的实施方案,方法还包括:
S1,在一局竞速游戏的过程中,在获取到第一账号的第四指令的情况下,激活第一账号的第四技能,其中,第四技能可以用于提升第一虚拟赛车的性能参数,第四技能为为第一账号和第二账号同时配置的技能,所述第二账号与所述第一账号同阵营。
可选地,本实施例中为第一账号和与第一账号同阵营的第二账号配置了组队技能。组队技能为同阵营的所有账号均可以使用的技能,同时也需要同阵营的所有账号配合才能得到的技能。例如,在第一账号与第二账号同阵营时,第一账号与第二账号对应一个组队氮气槽,第一账号执行漂移操作与第二账号执行漂移操作都可以增加组队氮气槽中的氮气,在组队氮气槽中的氮气值满或者达到预定阈值的情况下,为第一账号与第二账号同时配置一个氮气。
通过本实施例,通过上述方法,从而在丰富了竞速游戏中的地图的同时,还提高了技能配置的灵活性。
作为一种可选的实施方案,在第一账号登录的客户端运行一局竞速游戏的过程中,获取第一账号在一局竞速游戏中的第一虚拟地图中控制的第一虚拟赛 车在第一虚拟地图中的行驶位置之后,还包括:
S1,将行驶位置上报服务器。
可选地,本实施例中可以在每一张虚拟地图上设置多个检测点。在第一虚拟赛车在虚拟地图上行驶时,可以检测到第一虚拟赛车位于哪一个检测点上。将第一虚拟赛车位于的检测点上报服务器,则服务器知晓第一虚拟赛车的位置。
下面对通过服务器进行数据同步的方法进行介绍,如图15所示,所述方法包括:
S1502:上报第一虚拟赛车检测点。
S1504:上报第三虚拟赛车检测点。
第一账号登录的客户端1将第一账号控制的第一虚拟赛车的赛车检测点上报服务器,第二账号登录的客户端2将第二账号控制的第三虚拟赛车的检测点位置上报给服务器。
S1506:同步数据。
服务器实现第一虚拟赛车与第三虚拟赛车的位置同步。
S1508:下发第三虚拟赛车位置。
S1510:下发第一虚拟赛车位置。
之后,服务器将第三虚拟赛车的位置下发给客户端1,将第一虚拟赛车的位置下发给客户端2,则第一账号登录的客户端上就可以显示第二账号所控制的第三虚拟赛车的位置。
本实施例中通过如图16中的服务器保证竞速游戏的运行。排名服务器负责对多个账号的名次进行排名,匹配服务器负责在竞速游戏中匹配对手,分配服务器用于为匹配好的对手分配房间,车队服务器负责管理车队信息,用户名服务器用于管理用户名与密码等信息,在线状态服务器用于管理账号登录后的状态。而鉴权服务器用于鉴定账号密码是否正确,正确的情况下由连接服务器将账号连接到游戏服务器。在多个账号通过连接服务器连接到对战服务器后,对战服务器负责多人间的对战。转发服务器用于转发竞速游戏产生的数据,数据库用于存储竞速游戏产生的数据。
通过本实施例,通过将虚拟赛车的位置上报服务器,从而实现不同账号的 虚拟赛车的位置同步并显示,在丰富了竞速游戏的地图丰富性的同时,保证了数据的同步。
需要说明的是,对于前述的各方法实施例,为了简单描述,故将其都表述为一系列的动作组合,但是本领域技术人员应该知悉,本申请并不受所描述的动作顺序的限制,因为依据本申请,某些步骤可以采用其他顺序或者同时进行。其次,本领域技术人员也应该知悉,说明书中所描述的实施例均属于优选实施例,所涉及的动作和模块并不一定是本申请所必须的。
以下结合游戏说明。当玩家在选择阶段,选择了主场地图,主场车辆/主场技能之后,后台会记录下玩家的选择,在开局的数据包中下发给客户端。
客户端的地图,是被切分成一段一段的,每一段对应一个检测点。穿梭模式将3张地图,拼接2个传送隧道,将5个地图合并行程一个大一点的地图。
当开始游戏之后,客户端每隔一定时间会上报虚拟赛车当前所在的检测点,后台根据这个检测点,再与配置中的传送点进行比较,如果确认到达传送点了,则将当前玩家传送至传送隧道,再由传送隧道传入下一张地图。后台记录了玩家选择的主场地图,主场车辆/技能,当玩家传送至主场地图后,如果选择了主场车辆,后台会触发新的车辆的特性的,此外,如果选择了主场技能,则在主场地图中,玩家也会享受到这个主场技能。
组队技能是每个队伍共用的,后台为每只队伍记录了一个组队技能的进度值,队伍中的任何一个玩家漂移收集氮气之后,都会增加进度。当满了之后,为队伍中的两个玩家都生成一个组队技能。
根据本申请实施例的另一个方面,还提供了一种用于实施上述地图切换方法的地图切换装置。如图17所示,该装置包括:
(1)获取单元1702,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;
(2)传送单元1704,用于在行驶位置到达第一虚拟地图中的第一传送点的情况下,将第一虚拟赛车从第一虚拟地图传送到一局竞速游戏中的第二虚拟 地图中,其中,第一虚拟地图通过第一传送点与第二虚拟地图连接,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第一虚拟地图与第二虚拟地图。
可选地,上述装置上可以运行有客户端,客户端可以运行竞速游戏。
可选地,上述地图切换装置可以但不限于应用于游戏领域。在第一账号登录的客户端运行游戏的过程中,在获取到第一账号控制的赛车的位置到达了指定位置的情况下,将赛车从一个虚拟地图上传送到另一个虚拟地图上,从而完成虚拟地图的切换。
采用上述方法,在检测到竞速游戏中第一账号对应的第一虚拟赛车到达指定位置时,能够将第一虚拟赛车切换到不同的虚拟地图上,从而解决了竞速游戏地图单一的问题,实现了丰富竞速游戏中的地图的效果。
可选地,本实施例中可以在每一张虚拟地图上设置多个检测点,虚拟赛车在虚拟地图上对应的检测点为虚拟赛车在虚拟地图上的位置。在虚拟赛车在虚拟地图上的检测点与第一传送点重合的情况下,则视为虚拟赛车移动到了第一传送点。而上述重合不一定为完全重合,可以为存在较小误差的重合。
可选地,本实施例中,在将多名玩家匹配到一起之后,准备开始竞速之前,还可以从虚拟地图集合中选择多个虚拟地图。本实施例中可以由系统随机选择多个虚拟地图,也可以由参与竞速游戏的多名玩家中的一名或几名选择多个虚拟地图,多个虚拟地图中包含第一虚拟地图与第二虚拟地图。例如,每一名玩家选择一个虚拟地图,或者只有一名或几名玩家选择一个虚拟地图。
可选地,本实施例中,在选择多个虚拟地图之后,需要将多个虚拟地图拼接为一个虚拟地图,拼接顺序是随机的。在将多个虚拟地图拼接得到总地图后,使用总地图进行一局竞速游戏。
例如,如图3所示,图3为一种可选的选择虚拟地图的界面显示图。图3中地图显示区域302显示有多张虚拟地图,用户可以从地图显示区域302中选择一张虚拟地图。可选地,当用户选择虚拟地图后,可以通过点击确定按钮304确定所选择的虚拟地图。例如,用户选择地图1,则地图1与其他被选择的虚拟地图拼接为总地图,供竞赛使用。
可选地,在拼接地图的过程中,还可以在两个相邻的地图间设置虚拟隧道。 用户在控制虚拟赛车进行竞赛的过程中,当跑到一张虚拟地图的终点时,穿越隧道,到达另一张虚拟地图的起点。例如,如图4所示,图4中包含有3张虚拟地图与两个虚拟隧道,第一张虚拟地图402-1的终点与第一个虚拟隧道404-1的起点相连,第一个虚拟隧道404-1的终点与第二张虚拟地图402-2的起点相连,第二张虚拟地图402-2的终点与第二个虚拟隧道404-2的起点相连,第二个虚拟隧道404-2的终点与第三张虚拟地图402-3的起点相连。
或者,本实施例中的虚拟地图与虚拟隧道可以组成一个闭环。例如如图5所示,图5中包含有三个虚拟地图与三个虚拟隧道。虚拟地图502-1、虚拟地图502-2、虚拟地图502-3之间以虚拟隧道504-1、虚拟隧道504-2、虚拟隧道504-3连接,形成一个闭环。用户需要环路线行驶一周或者几周。
作为一种可选的方式,如图6所示,图6为一种虚拟隧道的显示方式。在一局竞速游戏中,第一账号所控制的第一虚拟赛车602在第一虚拟地图中移动。在第一虚拟地图的尽头显示有虚拟隧道入口604,当第一虚拟赛车到达虚拟隧道入口604的情况下,进入虚拟隧道。
如图7所示,图7为一种可选的在虚拟隧道中行驶的界面图。图7中702为虚拟隧道的出口。
可选地,当第一虚拟赛车通过虚拟隧道的入口进入虚拟隧道后,无法通过虚拟隧道的入口退出虚拟隧道,可以在虚拟隧道中自由行动,直到从虚拟隧道的出口进入第二虚拟地图。
例如如图8所示,当第一虚拟赛车进入虚拟隧道802并通过检测点804后,当第一虚拟赛车后退触发检测点804时,将第一虚拟赛车复位到复位点806上,以避免第一虚拟赛车后退退出虚拟隧道。当第一虚拟赛车通过检测点808后,第一虚拟赛车驶出虚拟隧道进入到第二虚拟地图。
可选地,上述复位为在预定时间段内将虚拟赛车从一个位置移动到另一位置。作为另一种示例,在上述实施例中,当第一虚拟赛车在虚拟隧道中滞留时间超过预定时长后,将第一虚拟赛车传送到第二虚拟地图的开始位置。
可选地,当第一虚拟赛车进入到第二虚拟地图后,若第二虚拟地图并不是第一虚拟赛车对应的第一账号在该局竞速游戏中选择的目标虚拟地图,则不对第一虚拟赛车做其他设置,第一虚拟赛车可以被控制正常执行漂移操作、积攒 氮气、使用氮气、使用道具等。而若是第二虚拟地图为第一虚拟赛车对应的第一账号所选择的或者是第一账号的队友所选择的目标虚拟地图,且第一账号预先选择了与目标虚拟地图对应的虚拟赛车和/或第一技能的情况下,则在第一虚拟赛车进入到第二虚拟地图后,此时需要对第一虚拟赛车做调整。
例如,在第一账号或者第一账号的队友预先选择了第一技能的情况下,则在第一虚拟赛车进入到第二虚拟地图(目标虚拟地图)后,被允许使用第一技能,而第一技能是第一虚拟赛车在其他虚拟地图上被禁止使用的。
例如如图9所示,图9为一种可选的技能选择界面,用户可以从多个技能中选择出一个第一技能作为在目标虚拟地图中使用的技能。而在只有一个技能的情况下,用户可以选择是否选择为目标虚拟地图配置第一技能。
可选地,上述第一技能可以为提升第一虚拟赛车的性能参数如速度。例如,如图10、11所示,图10为第二虚拟地图不是目标虚拟地图的情况,而图11为第二虚拟地图为目标虚拟地图的情况,图11中为第一虚拟赛车激活了第一技能,因此,第一虚拟赛车的速度1102要大于图10中不激活第一技能的速度1002。
可选地,上述第一技能可以在进入到第二虚拟地图且在第二虚拟地图为目标虚拟地图的情况下立即激活,或者在接收到激活指令的情况下激活,例如,接收到用户的激活指令下激活。
可选地,当第一虚拟赛车进入第二虚拟地图且第二虚拟地图为目标虚拟地图时,若是第一账号预先选择了与目标虚拟地图匹配的第二虚拟赛车,则在第一虚拟赛车进入到目标虚拟地图后,将第一虚拟赛车换成第二虚拟赛车,当第二虚拟赛车从目标虚拟地图驶出后,将第二虚拟赛车换成第一虚拟赛车。
可选地,第二虚拟赛车可以为比第一虚拟赛车性能好的赛车。如速度更快,或启动更快,或碰撞影响更小等等。
例如,如图12(a)与图12(b)所示,图12(a)中的地图不为与第一账号对应的目标虚拟地图,则第一账号对应的第一虚拟赛车1202无变化,而图12(b)中的地图为与第一账号对应的目标虚拟地图,则将与第一账号对应的第一虚拟赛车置换为第二虚拟赛车1204。第二虚拟赛车1204的速度比第一虚拟赛车的速度快。
可选地,用户可以预先选择与目标虚拟地图对应的第二虚拟赛车。例如,如图13所示,用户可以在虚拟赛车选择区域1302中选择出一个虚拟赛车作为在目标虚拟地图上使用的第二虚拟赛车。
可选地,本实施例中还可以为第一账号与第一账号的队友配置组队技能,组队技能需要第一账号与第一账号的队友合力触发。例如,设置一个组队氮气槽,在第一账号对应的第一虚拟赛车(或在目标虚拟地图中的第二虚拟赛车)与第一账号的队友所控制的第三虚拟赛车在执行漂移操作时,都可以为组队氮气槽增加能量。在组队氮气槽能量满时,为第一账号与第二账号同时配置一个氮气。
以下结合图14中的S1402到S1412对上述地图切换方法进行说明。如图14所示,所述方法包括:
S1402:获取行驶位置。
在第一虚拟赛车在第一虚拟地图中行驶的过程中,获取第一虚拟赛车的当前行驶位置。
S1404:是否到达第一传送点。若是,执行S1406。若否,执行S1402。
S1406:进入虚拟隧道。
若是行驶位置到达了第一传送点,则将第一虚拟赛车传送到虚拟隧道中。
S1408:在虚拟隧道中行驶。
S1410:是否到达虚拟隧道终点,若是,执行S1412,若否,执行S1408。
S1412:进入第二虚拟地图。
在第一虚拟赛车到达虚拟隧道终点时,将第一虚拟赛车传送到第二虚拟地图中。此时,完成虚拟地图的切换。
通过本实施例,通过上述方法,由于在检测到第一虚拟赛车的行驶位置到达第一传送点的情况下,能够将第一虚拟赛车从第一虚拟地图传送到第二虚拟地图上,从而实现了一局竞速游戏跨越多个虚拟地图,提高了竞速游戏中的地图丰富性的效果。
作为一种可选的实施方案,上述装置还包括:
(1)切换单元,用于在将第一虚拟赛车从第一虚拟地图传送到一局竞速游戏中的第二虚拟地图中之后,在第二虚拟地图为目标虚拟地图的情况下,将 第一账号在第二虚拟地图中控制的虚拟赛车从第一虚拟赛车切换到第二虚拟赛车,并控制第二虚拟赛车在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,第二虚拟赛车为第一账号在一局竞速游戏开始之前选择的在目标虚拟地图上行驶的虚拟赛车。
通过本实施例,通过上述方法置换虚拟赛车,从而在丰富了竞速游戏中的地图的同时,还提高了竞速游戏的玩法灵活性。
作为一种可选的实施方案,上述装置还包括:
(1)配置单元,用于在控制第二虚拟赛车在第二虚拟地图中行驶时,在客户端上激活为第二虚拟赛车配置的第一技能,其中,第一技能为第一账号在一局竞速游戏开始之前选择的在目标虚拟地图上自动激活或由激活指令激活的技能。
通过本实施例,通过上述方法对第二虚拟赛车进行加速,实现了在丰富了竞速游戏中的地图的同时,还提高了竞速游戏的玩法灵活性。
作为一种可选的实施方案,上述装置还包括:
(1)控制单元,用于在将第一虚拟赛车从第一虚拟地图传送到一局竞速游戏中的第二虚拟地图中之后,控制第一虚拟赛车在第二虚拟地图中行驶;
(2)第一激活单元,用于在第二虚拟地图为目标虚拟地图的情况下,在客户端上激活为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,第二技能为第一账号在一局竞速游戏开始之前选择的在目标虚拟地图上自动激活或由激活指令激活的技能。
通过本实施例,通过在预先选择第二技能的情况下,为第一虚拟赛车配置第二技能,从而实现了在丰富了竞速游戏中的地图的同时,还提高了竞速游戏的玩法灵活性。
作为一种可选的实施方案,上述装置还包括:
(1)确定单元,用于在将第一虚拟赛车从第一虚拟地图传送到一局竞速游戏中的第二虚拟地图中之后,在第二虚拟地图不同于目标虚拟地图的情况下,将第一虚拟赛车作为第一账号在第二虚拟地图中控制的虚拟赛车,并控制 第一虚拟赛车在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。
通过本实施例,通过在第二虚拟地图不为与第一账号对应的目标虚拟地图的情况下,仍保持第一虚拟赛车的性能参数,从而在丰富了竞速游戏中的地图的同时,还保证了游戏的公平性。
作为一种可选的实施方案,上述装置还包括:
(1)第二激活单元,用于在控制第一虚拟赛车在第二虚拟地图中行驶时,在接收到用于激活第三技能的激活指令的情况下,在客户端上激活第三技能,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第一虚拟赛车在第一虚拟地图上配置的技能。
通过本实施例,通过上述方法,从而在丰富了竞速游戏中的地图的同时,还提高了竞速游戏的公平性。
作为一种可选的实施方案,上述装置还包括:
(1)选择单元,用于在一局竞速游戏开始之前,在虚拟地图集合中选择出包含第一虚拟地图与第二虚拟地图在内的多个虚拟地图,
(2)拼接单元,用于将多个虚拟地图拼接为一局竞速游戏中所使用的虚拟地图。
通过本实施例,通过上述方法,从而在丰富了竞速游戏中的地图的同时,还提高了选择虚拟地图的灵活性。
作为一种可选的实施方案,上述装置还包括:
(1)第一接收单元,用于在一局竞速游戏开始之前,接收第一账号的第一指令,其中,第一指令用于从多个虚拟地图中选择一个虚拟地图作为第一账号的目标虚拟地图,多个虚拟地图被拼接为一局竞速游戏所使用的虚拟地图。
通过本实施例,通过上述方法,从而在丰富了竞速游戏中的地图的同时,还提高了选择虚拟地图的灵活性。
作为一种可选的实施方案,上述装置还包括:
(1)第二接收单元,用于在一局竞速游戏开始之前,接收第一账号的第二指令,其中,第二指令用于从多辆虚拟赛车中为第一账号选择在目标虚拟地图上使用的虚拟赛车。
通过本实施例,通过上述方法,从而在丰富了竞速游戏中的地图的同时,还提高了选择虚拟赛车的灵活性。
作为一种可选的实施方案,上述装置还包括:
(1)第三接收单元,用于在一局竞速游戏开始之前,接收第一账号的第三指令,其中,第三指令用于为第一账号在目标虚拟地图上配置技能。
通过本实施例,通过上述方法,从而在丰富了竞速游戏中的地图的同时,还提高了选择技能的灵活性。
作为一种可选的实施方案,上述装置还包括:
(2)第三激活单元,用于在一局竞速游戏的过程中,在获取到第一账号的第四指令的情况下,激活第一账号的第四技能,其中,第四技能为为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。
通过本实施例,通过上述方法,从而在丰富了竞速游戏中的地图的同时,还提高了技能配置的灵活性。
作为一种可选的实施方案,上述装置还包括:
(1)上报单元,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之后,将行驶位置上报服务器。
通过本实施例,通过将虚拟赛车的位置上报服务器,从而实现不同账号的虚拟赛车的位置同步并显示,在丰富了竞速游戏的地图丰富性的同时,保证了数据的同步。
根据本申请实施例的又一个方面,还提供了一种用于实施上述地图切换方法的设备,如图18所示,该设备包括存储器1802和处理器1804,该存储器1802中存储有计算机程序,该处理器1804被设置为通过计算机程序执行上述任一项方法实施例中的步骤。
可选地,在本实施例中,上述设备可以位于计算机网络的多个网络设备中的至少一个网络设备。
可选地,在本实施例中,上述处理器可以被设置为通过计算机程序执行以下步骤:
S1,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;
S2,在行驶位置到达第一虚拟地图中的第一传送点的情况下,将第一虚拟赛车从第一虚拟地图传送到一局竞速游戏中的第二虚拟地图中,其中,第一虚拟地图通过第一传送点与第二虚拟地图连接,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第一虚拟地图与第二虚拟地图。
可选地,本领域普通技术人员可以理解,图18所示的结构仅为示意,设备也可以是智能手机(如Android手机、iOS手机等)、平板电脑、掌上电脑以及移动互联网设备(Mobile Internet Devices,MID)、PAD等终端设备。图18其并不对上述设备的结构造成限定。例如,设备还可包括比图18中所示更多或者更少的组件(如网络接口等),或者具有与图18所示不同的配置。
其中,存储器1802可用于存储软件程序以及模块,如本申请实施例中的游戏应用中的地图切换方法和装置对应的程序指令/模块,处理器1804通过运行存储在存储器1802内的软件程序以及模块,从而执行各种功能应用以及数据处理,即实现上述的地图切换方法。存储器1802可包括高速随机存储器,还可以包括非易失性存储器,如一个或者多个磁性存储装置、闪存、或者其他非易失性固态存储器。在一些实例中,存储器1802可进一步包括相对于处理器1804远程设置的存储器,这些远程存储器可以通过网络连接至终端。上述网络的实例包括但不限于互联网、企业内部网、局域网、移动通信网及其组合。其中,存储器1802具体可以但不限于用于存储竞速游戏中产生的信息。作为一种示例,如图18所示,上述存储器1802中可以但不限于包括上述地图切换装置中的获取单元1702、传送单元1704,此外,还可以包括但不限于上述游戏应用中的地图切换装置中的其他模块单元,本示例中不再赘述。
可选地,上述的传输装置1806用于经由一个网络接收或者发送数据。上述的网络具体实例可包括有线网络及无线网络。在一个实例中,传输装置1806包括一个网络适配器(Network Interface Controller,NIC),其可通过网线与其他网络设备与路由器相连从而可与互联网或局域网进行通讯。在一个实例中,传输装置1806为射频(Radio Frequency,RF)模块,其用于通过无线方 式与互联网进行通讯。
此外,上述设备还包括:显示器1808,用于显示竞速游戏中的场景;和连接总线1810,用于连接上述电子装置中的各个模块部件。
根据本申请的实施例的又一方面,还提供了一种存储介质,该存储介质中存储有计算机程序,其中,该计算机程序被设置为运行时执行上述任一项方法实施例中的步骤。
可选地,在本实施例中,上述存储介质可以被设置为存储用于执行以下步骤的计算机程序:
S1,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;
S2,在行驶位置到达第一虚拟地图中的第一传送点的情况下,将第一虚拟赛车从第一虚拟地图传送到一局竞速游戏中的第二虚拟地图中,其中,第一虚拟地图通过第一传送点与第二虚拟地图连接,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第一虚拟地图与第二虚拟地图。
可选地,在本实施例中,本领域普通技术人员可以理解上述实施例的各种方法中的全部或部分步骤是可以通过程序来指令终端设备相关的硬件来完成,该程序可以存储于一计算机可读存储介质中,存储介质可以包括:闪存盘、只读存储器(Read-Only Memory,ROM)、随机存取器(Random Access Memory,RAM)、磁盘或光盘等。
根据本申请的实施例的又一方面,还提供了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任一项方法实施例中的步骤。
上述本申请实施例序号仅仅为了描述,不代表实施例的优劣。
上述实施例中的集成的单元如果以软件功能单元的形式实现并作为独立的产品销售或使用时,可以存储在上述计算机可读取的存储介质中。基于这样的理解,本申请的技术方案本质上或者说对现有技术做出贡献的部分或者该技术方案的全部或部分可以以软件产品的形式体现出来,该计算机软件产品存储 在存储介质中,包括若干指令用以使得一台或多台计算机设备(可为个人计算机、服务器或者网络设备等)执行本申请各个实施例所述方法的全部或部分步骤。
在本申请的上述实施例中,对各个实施例的描述都各有侧重,某个实施例中没有详述的部分,可以参见其他实施例的相关描述。
在本申请所提供的几个实施例中,应该理解到,所揭露的客户端,可通过其它的方式实现。其中,以上所描述的装置实施例仅仅是示意性的,例如所述单元的划分,仅仅为一种逻辑功能划分,实际实现时可以有另外的划分方式,例如多个单元或组件可以结合或者可以集成到另一个系统,或一些特征可以忽略,或不执行。另一点,所显示或讨论的相互之间的耦合或直接耦合或通信连接可以是通过一些接口,单元或模块的间接耦合或通信连接,可以是电性或其它的形式。
所述作为分离部件说明的单元可以是或者也可以不是物理上分开的,作为单元显示的部件可以是或者也可以不是物理单元,即可以位于一个地方,或者也可以分布到多个网络单元上。可以根据实际的需要选择其中的部分或者全部单元来实现本实施例方案的目的。
另外,在本申请各个实施例中的各功能单元可以集成在一个处理单元中,也可以是各个单元单独物理存在,也可以两个或两个以上单元集成在一个单元中。上述集成的单元既可以采用硬件的形式实现,也可以采用软件功能单元的形式实现。
以上所述仅是本申请的优选实施方式,应当指出,对于本技术领域的普通技术人员来说,在不脱离本申请原理的前提下,还可以做出若干改进和润饰,这些改进和润饰也应视为本申请的保护范围。

Claims (16)

  1. 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。
  2. 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。
  3. 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。
  4. 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。
  5. 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。
  6. 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。
  7. 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。
  8. 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。
  9. 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。
  10. 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。
  11. 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。
  12. 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。
  13. 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。
  14. 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。
  15. 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。
  16. 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。
PCT/CN2020/081271 2019-04-26 2020-03-26 地图切换方法和装置、存储介质及设备 Ceased WO2020215971A1 (zh)

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