WO2022156114A1 - 游戏地图内地图像素的归属控制方法、系统及计算机可读存储介质 - Google Patents

游戏地图内地图像素的归属控制方法、系统及计算机可读存储介质 Download PDF

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WO2022156114A1
WO2022156114A1 PCT/CN2021/097216 CN2021097216W WO2022156114A1 WO 2022156114 A1 WO2022156114 A1 WO 2022156114A1 CN 2021097216 W CN2021097216 W CN 2021097216W WO 2022156114 A1 WO2022156114 A1 WO 2022156114A1
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attribution
map
pixels
pixel
game
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PCT/CN2021/097216
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English (en)
French (fr)
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胡汀
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上海莉莉丝网络科技有限公司
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Priority to US17/784,001 priority Critical patent/US11992763B2/en
Publication of WO2022156114A1 publication Critical patent/WO2022156114A1/zh

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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
    • A63F13/45Controlling the progress of the video game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • A63F13/5372Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for tagging characters, objects or locations in the game scene, e.g. displaying a circle under the character controlled by the player
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • 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
    • A63F13/69Generating 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 enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
    • 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
    • A63F13/822Strategy games; Role-playing games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/63Methods for processing data by generating or executing the game program for controlling the execution of the game in time
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/807Role playing or strategy games

Definitions

  • the present invention relates to the field of game control, in particular to a method, system and computer-readable storage medium for attribution control of map pixels in a game map.
  • the division of the game maps in the game adopts the area coloring method, and the game maps of the players who do not belong to the same faction are marked as different map areas.
  • a single capture mode is adopted, that is, each time a plot is occupied, the plot must be attacked. This kind of operation is too simple and cumbersome, and cannot be occupied by convenient means for different attributes of the plot, such as a neutral area or an area without troops stationed by other parties.
  • the purpose of the present invention is to provide a method, system and computer-readable storage medium for attribution control of map pixels in a game map, which can improve game player experience and save system load.
  • the invention discloses a method for attribution control of map pixels in a game map, comprising the following steps:
  • an object group including at least a first belonging object and a second belonging object in a game map
  • the first attribution object and the second attribution object have the attribution right of any map pixel in the game map;
  • the first attribution object When the first attribution object requests attribution from a target map pixel whose attribution is not associated with the first attribution object in the game map, and the first attribution object obtains attribution of the target map pixel, it is judged that it is adjacent to the n-layer of the target map pixel Whether the surrounding map pixels are vacant map pixels;
  • the peripheral boundaries of the original map pixels, the target map pixels and the vacant map pixels to which the first attribution object has attribution rights are connected to form the updated area boundary of the first attribution object.
  • the first attribution object requests attribution from a target map pixel whose attribution is not associated with the first attribution object in the game map, and the first attribution object obtains attribution of the target map pixel, it is determined whether the attribution is related to the target map pixel.
  • the steps of whether the adjacent surrounding map pixels of n layers are vacant map pixels include:
  • the first attribution object selects a map pixel adjacent to one of the original map pixels located at the edge in the original area map with attribution as the target map pixel, and the attribution of the target map pixel is not associated with the first attribution object;
  • the first attribution object initiates a request for acquiring the attribution to the target map pixel, and obtains the attribution of the target map pixel;
  • each surrounding map pixel adjacent to the n-layer target map pixel is not associated with the second attribution object, or there is no game unit on the surrounding map pixel, it is determined that the surrounding map pixel is a vacant map pixel.
  • the step of assigning the attribution to the first attribution object includes:
  • the part of the adjacent map pixels that are closely connected with the target map pixels is the vacant map pixel, and its attribution is assigned to the first attribution object;
  • the part of the indirect map pixels that are closely connected with the adjacent map pixels is a vacant map pixel, and its attribution is assigned to the first attribution object, until the interval between the indirect map pixel and the target map pixel is n-1.
  • the game moment of the selected configuration object group is the start moment
  • the number of n layers is expanded every adjustment time t.
  • the first attribution object After the first attribution object acquires the attribution right of the map pixels, it renders the first color to the map pixels to represent the map area of the first attribution object.
  • the invention also discloses an attribution control system for map pixels in a game map, and the attribution control system includes:
  • a configuration module which configures an object group including at least a first attribution object and a second attribution object in a game map, and assigns the attribution right of any map pixel in the game map to the first attribution object and the second attribution object;
  • the combat module controls the first attribution object to request the attribution from a target map pixel whose attribution is not associated with the first attribution object in the game map, and after the first attribution object obtains the attribution of the target map pixel, Determine whether the surrounding map pixels adjacent to the n-layer of the target map pixel are vacant map pixels;
  • the delimitation module when the part of the surrounding map pixels adjacent to the n-layer of the target map pixel is the vacant map pixel, demarcate its ownership right to the first attribution object;
  • the updating module connects the original map pixels, target map pixels and vacant map pixels with attribution rights of the first attribution object to form the update area boundary of the first attribution object.
  • the present invention also discloses a computer-readable storage medium on which a computer program is stored, and when the computer program is executed by a processor, the above steps are implemented.
  • FIG. 1 is a schematic flowchart of a method for controlling attribution of map pixels in a game map in accordance with a preferred embodiment of the present invention
  • FIG. 2 is a schematic diagram of obtaining attribution rights for vacant map pixels in accordance with a preferred embodiment of the present invention
  • FIG. 3 is a schematic structural diagram of an attribution control system for map pixels in a game map according to a preferred embodiment of the present invention.
  • first, second, third, etc. may be used in this disclosure to describe various pieces of information, such information should not be limited by these terms. These terms are only used to distinguish the same type of information from each other.
  • first information may also be referred to as the second information, and similarly, the second information may also be referred to as the first information, without departing from the scope of the present disclosure.
  • word "if” as used herein can be interpreted as "at the time of” or "when” or "in response to determining.”
  • the basic elements of a game map are map pixels, and the combination of map pixels forms a game map.
  • the game map When a game application is running in the smart terminal, the game map will be displayed in the interactive interface, indicating that the game application is used as a game. A movable position on the area where the hero of the unit waits.
  • the pixel referred to in the present invention is the smallest unit that constitutes a game map or a map area, and in the embodiment of the present invention, a regular hexagon or a regular quadrilateral map pixel is mainly used.
  • the specific shape of the map pixel is not limited.
  • each edge of a hexagonal map pixel is defined as follows: Ei represents the orientation of an edge of the regular hexagonal map pixel; Pi is the orientation of its six fixed points; OpEi is the opposite side of Ei.
  • a set formed by combining multiple map pixels forms a map area in the game map, that is, a set of connected map pixels on the map at a certain distance from the center point of the area. For games in general, the entire game map should be covered by all regions, that is, there are no blank map pixels in the game map.
  • FIG. 1 it is a schematic flowchart of a method for controlling attribution of map pixels in a game map in accordance with a preferred embodiment of the present invention.
  • the method for attribution control includes the following steps:
  • S100 Configure an object group including at least a first belonging object and a second belonging object in a game map
  • the game map contained within the game application will be configured with multiple object groups.
  • Different object groups can be divided by different game players, such as different game players forming different object groups, or neutral units in the game map, such as mountains, rivers, buildings and other non-mobile units in the game map,
  • the player's neutral characters (NPCs) can also be used as object groups. Therefore, it is understood that due to the different nature of the object groups themselves, the units divided into different object groups will be divided into different attribution objects, for example, one game player is the first attribution object, and another game player is the second attribution objects, the more players the game has, the more objects will be attributed.
  • the number of attribution objects should be more than two.
  • all neutral units that do not have attribution rights can be merged into one attribution object, such as a third attribution object.
  • the first attribution object and the second attribution object have attribution rights of any map pixel in the game map;
  • the first belonging object and the second belonging object have parts of the map pixels in the game map and have certain ownership rights. For example, some map pixels belong to a certain player, and the player allocates troops and builds buildings on the occupied map pixels. unit, etc., indicating the ownership. At the same time, in order to inform other game players (attribution objects) of the attribution of the map pixels, the map pixels can be color-rendered. logo.
  • the first attribution object requests a target map pixel for attribution, and the attribution of the target map pixel is not associated with the first attribution object.
  • the attribution of the target map pixel is not associated with the first attribution object, but may be associated with the second attribution object (belonging to another player) and the third attribution object (in a neutral state).
  • the first belonging object defeats the troops of other players on the target map pixel and allocates its own troops, and then takes the target map pixel as its own, thereby obtaining the ownership of the target map pixel.
  • the surrounding map pixels adjacent to the n-layer of the target map pixel are vacant map pixels, wherein the surrounding map pixels adjacent to the n-layer of the target map pixel are The map pixel that is adjacent to the target map pixel and expanded layer by layer with the target map pixel as the center.
  • the map pixel adjacent to the four sides of the quadrilateral is the surrounding map pixel and is the first layer, and the map pixel that is oblique to the four corners of the quadrilateral is also the surrounding map pixel, which is also the first layer.
  • each map pixel adjacent to or obliquely intersecting with the surrounding map pixels of the first layer is the surrounding map pixels of the second layer, and so on.
  • the surrounding map pixels (n ⁇ N * ) adjacent to its n layers will be determined.
  • the vacant map pixels described in the above embodiments are map pixels belonging to a neutral unit, and may also be map pixels that do not belong to any unit, that is, do not have any attribution, or may belong to the second attribution unit.
  • the attribution rights of these vacant map pixels will be assigned to the first attribution object. That is to say, although the first attribution object only expresses its willingness to acquire attribution rights to the target map pixel, the surrounding map pixels around the target map pixel will be classified into the first attribution object at one time when they are vacant. . Referring to FIG. 2 , an occupation action of the first attributable object will occupy multiple map pixels at the same time, and the game player does not need to acquire ownership rights for all map pixels one by one. Under the above configuration, gamers' time can be saved, and the background server will also process fewer data requests, saving load.
  • the original map pixel that is, the first attribution object
  • the map pixels originally held or occupied by the attribution object the outer boundaries of the target map pixels and the vacant map pixels, thereby forming the updated area boundary of the changed first attribution object.
  • the attribution rights of all map pixels within the boundary of the update area belong to the first attribution object,
  • connection of the peripheral boundary is usually the part of all the connected map pixels belonging to the first attributable object at the outermost edge of the map area. If some map pixels are independent of other map pixels, the self-boundary of the map pixel forms the update area boundary of the map area.
  • step S300 includes:
  • the first attribution object selects a map pixel adjacent to one of the original map pixels located at the edge in the original area map with attribution as the target map pixel, and the attribution of the target map pixel is not associated with the first attribution object;
  • the target map pixel selected by the first attribution object is a map pixel adjacent to one of the original map pixels located at the edge in the original area map occupied by the first attribution object itself, thereby It can be avoided that all the surrounding map pixels belong to the first attribution object and the execution of step S400 is wasted. That is, some of the surrounding map pixels must be map pixels whose attribution rights do not belong to the first attribution object.
  • the first attribution object initiates a request for obtaining attribution rights to the target map pixel, and obtains the attribution right of the target map pixel;
  • S330 Determine whether the attribution of each surrounding map pixel adjacent to the n-layer of the target map pixel is associated with the second attribution object, or whether there is a game unit on the surrounding map pixel;
  • each surrounding map pixel adjacent to the n-layer target map pixel is not associated with the second attribution object, or when there is no game unit on the surrounding map pixel, determine that the surrounding map pixel is a vacant map pixel.
  • the surrounding map pixel does not belong to any attribution object, or although the surrounding map pixel belongs to a certain attribution object, but the attribution object does not have game units such as soldiers and buildings configured on the surrounding map pixel, it will be judged as vacant. map pixels.
  • step S400 includes:
  • S410 The part of the adjacent map pixels that are closely connected with the target map pixels is the vacant map pixel, and the attribution of which is assigned to the first attribution object;
  • the delineation of vacant map pixels it will be performed layer by layer, that is, in the first layer, the part of the adjacent map pixels that are closely connected (adjacent and close to) the target map pixels is the part of the vacant map pixels, and its ownership is delimited to the first attribution object.
  • the part of the indirect map pixels that are closely connected with the adjacent map pixels is the part of the vacant map pixels, and its attribution is determined. Delimited to the first attribution object.
  • it will be cut off when the interval between the indirect map pixel and the target map pixel is n-1, that is, the cut-off will be after the outermost layer of the surrounding map pixels is demarcated.
  • the number of n can be freely configured according to the size of the game map and the number of game players. For example, if n can be 1, the game players need to expand outward in a single layer.
  • the n-layer selection will no longer cure.
  • the game time of the selected configuration object group may be the start time, and from the start time, the number of n layers is expanded every adjustment time t.
  • the above configuration mainly considers that in some games, when the game time becomes longer, the number of game players may decrease, and there are only two or three game players against each other. At this time, in order to speed up the game process, n can be increased. increase the chance of confrontation among gamers.
  • the adjustment time t can also be freely configured and is not a fixed value. Or, for different attribution objects, the n value varies with the number of map pixels in its original map area.
  • the number of map pixels associated with it can be configured to be significantly smaller than the n value associated with other belonging objects.
  • the game environment can be balanced, and on the other hand, the strong players can be restricted accordingly to improve the experience of game players.
  • Others, such as the n value may be related to the number of game players, the size of the game map, and the setting of the consumption point by the game manufacturer.
  • the attribution control method further includes the following steps:
  • the first attribution object After the first attribution object acquires the attribution right of the map pixels, it renders a first color to the map pixels to represent the map area of the first attribution object
  • the newly acquired vacant map pixels will be rendered with the first color associated with the first attribution object, as long as the attribution belongs to the first attribution object, it will be represented by the same color, so as to experience the first color.
  • a map area owned by an attribution object improves user experience interactively.
  • the attribution control system includes: a configuration module, which is configured in a game map including at least a first attribution object and The object group of the second attribution object, and assigns the attribution right of any map pixel in the game map to the first attribution object and the second attribution object; the battle module, based on an operation instruction, controls the first attribution object to belong to an attribution in the game map
  • the target map pixel whose right is not associated with the first attribution object requests to obtain attribution rights, and after the first attribution object obtains the attribution right of the target map pixel, it is judged whether the surrounding map pixels adjacent to the n-layer of the target map pixel are vacant map pixels;
  • the determination module when the part of the surrounding map pixels adjacent to the n-layer of the target map pixel is the vacant map pixel, the attribution right is delimited to the first attribution object; the update
  • a computer-readable storage medium is also disclosed on which a computer program is stored, and the computer program implements the above steps when executed by a processor.
  • Smart terminals can be implemented in various forms.
  • the terminals described in the present invention may include smart terminals such as mobile phones, smart phones, notebook computers, PDAs (Personal Digital Assistants), PADs (Tablet Computers), PMPs (Portable Multimedia Players), navigation devices, etc., as well as smart terminals such as Stationary terminals for digital TVs, desktop computers, etc.
  • smart terminals such as Stationary terminals for digital TVs, desktop computers, etc.
  • the terminal is an intelligent terminal.
  • the configuration according to the embodiments of the present invention can also be applied to stationary type terminals, in addition to elements especially for mobile purposes.

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Abstract

一种游戏地图内地图像素的归属控制方法、系统及计算机可读存储介质,其中方法包括以下步骤:于游戏地图内配置至少包括第一归属对象和第二归属对象的对象群组;第一归属对象和第二归属对象具有游戏地图内任意地图像素的归属权;当第一归属对象向目标地图像素请求获取归属权,且第一归属对象获取目标地图像素的归属权后,判断周边地图像素是否为空置地图像素;当周边地图像素中为空置地图像素的部分,其归属权将被划定至第一归属对象;连接第一归属对象所具有归属权的原始地图像素、目标地图像素和空置地图像素的外围边界,以形成第一归属对象的更新区域边界。

Description

游戏地图内地图像素的归属控制方法、系统及计算机可读存储介质 技术领域
本发明涉及游戏控制领域,尤其涉及一种游戏地图内地图像素的归属控制方法、系统及计算机可读存储介质。
背景技术
随着智能终端的快速发展,用户使用智能终端进行各种操作的情况越来越普遍,尤其以使用智能终端进行游戏最为常见。以SLG游戏(模拟游戏)为例,游戏内需要存在大量游戏地图,以供用户操作游戏对象在游戏地图内移动。
现有技术中,游戏内的游戏地图的区分采用区域染色方式,将不属于同一阵营、玩家的游戏地图标记为不同的地图区域。当玩家需要对游戏地图内的领地进行扩张时,采用单一的攻占模式,即每占领一个地块都要对该地块进行攻打操作。这样的操作过于单一和繁琐,无法针对地块的不同属性,例如属于中立地区,或者无他方驻守的兵力的地区,进行便捷手段占领,玩家操作复杂,后台计算负载较大。
因此,需要一种新型的游戏地图内地图像素的归属控制方法、系统及计算机可读存储介质,可根据地块的不同属性,快速地分配和刷新游戏地图上的地图像素的归属,节省玩家的操作时间。
发明内容
为了克服上述技术缺陷,本发明的目的在于提供一种游戏地图内地图像素的归属控制方法、系统及计算机可读存储介质,可提高游戏玩家体验,节省系统负载。
本发明公开了一种游戏地图内地图像素的归属控制方法,包括以下步骤:
于一游戏地图内配置至少包括第一归属对象和第二归属对象的对象群组;
第一归属对象和第二归属对象具有游戏地图内任意地图像素的归属权;
当第一归属对象向游戏地图内一归属权未关联至第一归属对象的目标地图像素请求 获取归属权,且第一归属对象获取目标地图像素的归属权后,判断与目标地图像素n层邻接的周边地图像素是否为空置地图像素;
当与目标地图像素n层邻接的周边地图像素中为空置地图像素的部分,其归属权将被划定至第一归属对象;
连接第一归属对象所具有归属权的原始地图像素、目标地图像素和空置地图像素的外围边界,以形成第一归属对象的更新区域边界。
优选地,当第一归属对象向游戏地图内一归属权未关联至第一归属对象的目标地图像素请求获取归属权,且第一归属对象获取目标地图像素的归属权后,判断与目标地图像素n层邻接的周边地图像素是否为空置地图像素的步骤包括:
第一归属对象选定与具有归属权的原始区域地图中位于边缘的原始地图像素之一邻接的地图像素为目标地图像素,且目标地图像素的归属权未关联至第一归属对象;
第一归属对象向目标地图像素发起获取归属权的请求,并获取到目标地图像素的归属权;
判断与目标地图像素n层邻接的每一周边地图像素的归属权是否关联至第二归属对象,或周边地图像素上是否具有游戏单元;
当与目标地图像素n层邻接的每一周边地图像素的归属权未关联至第二归属对象,或周边地图像素上未具有游戏单元时,判定周边地图像素为空置地图像素。
优选地,当与目标地图像素n层邻接的周边地图像素中为空置地图像素的部分,其归属权将被划定至第一归属对象的步骤包括:
与目标地图像素紧密连接的接壤地图像素中为空置地图像素的部分,其归属权被划定至第一归属对象;
与接壤地图像素紧密连接的间接地图像素中为空置地图像素的部分,其归属权被划定至第一归属对象,直至间接地图像素与目标地图像素的间隔层数为n-1。
优选地,还包括以下步骤:
选定配置对象群组的游戏时刻为起始时刻;
自起始时刻起,每隔调整时间t扩大n层的数量。
优选地,还包括以下步骤:
第一归属对象获取地图像素的归属权后,向地图像素渲染第一颜色,以表征第一归属对象的地图区域。
本发明还公开了一种游戏地图内地图像素的归属控制系统,归属控制系统包括:
配置模块,于一游戏地图内配置至少包括第一归属对象和第二归属对象的对象群组,并向第一归属对象和第二归属对象分配游戏地图内任意地图像素的归属权;
战斗模块,基于一操作指令,控制第一归属对象向游戏地图内一归属权未关联至第一归属对象的目标地图像素请求获取归属权,且第一归属对象获取目标地图像素的归属权后,判断与目标地图像素n层邻接的周边地图像素是否为空置地图像素;
划定模块,当与目标地图像素n层邻接的周边地图像素中为空置地图像素的部分,划定其归属权至第一归属对象;
更新模块,连接第一归属对象所具有归属权的原始地图像素、目标地图像素和空置地图像素的外围边界,以形成第一归属对象的更新区域边界。
本发明还公开了一种计算机可读存储介质,其上存储有计算机程序,计算机程序被处理器执行时实现如上所述的步骤。
采用了上述技术方案后,与现有技术相比,具有以下有益效果:
1.对于游戏地图内的控制地图像素可快速更新其归属权,节省玩家的等待时间;
2.丰富游戏的玩法,提高游戏应用程序的玩家使用体验。
附图说明
图1为符合本发明一优选实施例中游戏地图内地图像素的归属控制方法的流程示意图;
图2为符合本发明一优选实施例中对空置地图像素获取归属权的示意图;
图3为符合本发明一优选实施例中游戏地图内地图像素的归属控制系统的结构示意图。
具体实施方式
以下结合附图与具体实施例进一步阐述本发明的优点。
这里将详细地对示例性实施例进行说明,其示例表示在附图中。下面的描述涉及附图时,除非另有表示,不同附图中的相同数字表示相同或相似的要素。以下示例性实施例中所描述的实施方式并不代表与本公开相一致的所有实施方式。相反,它们仅是与如所附权利要求书中所详述的、本公开的一些方面相一致的装置和方法的例子。
在本公开使用的术语是仅仅出于描述特定实施例的目的,而非旨在限制本公开。在本公开和所附权利要求书中所使用的单数形式的“一种”、“所述”和“该”也旨在包括 多数形式,除非上下文清楚地表示其他含义。还应当理解,本文中使用的术语“和/或”是指并包含一个或多个相关联的列出项目的任何或所有可能组合。
应当理解,尽管在本公开可能采用术语第一、第二、第三等来描述各种信息,但这些信息不应限于这些术语。这些术语仅用来将同一类型的信息彼此区分开。例如,在不脱离本公开范围的情况下,第一信息也可以被称为第二信息,类似地,第二信息也可以被称为第一信息。取决于语境,如在此所使用的词语“如果”可以被解释成为“在……时”或“当……时”或“响应于确定”。
在本发明的描述中,需要理解的是,术语“纵向”、“横向”、“上”、“下”、“前”、“后”、“左”、“右”、“竖直”、“水平”、“顶”、“底”“内”、“外”等指示的方位或位置关系为基于附图所示的方位或位置关系,仅是为了便于描述本发明和简化描述,而不是指示或暗示所指的装置或元件必须具有特定的方位、以特定的方位构造和操作,因此不能理解为对本发明的限制。
在本发明的描述中,除非另有规定和限定,需要说明的是,术语“安装”、“相连”、“连接”应做广义理解,例如,可以是机械连接或电连接,也可以是两个元件内部的连通,可以是直接相连,也可以通过中间媒介间接相连,对于本领域的普通技术人员而言,可以根据具体情况理解上述术语的具体含义。
在后续的描述中,使用用于表示元件的诸如“模块”、“部件”或“单元”的后缀仅为了有利于本发明的说明,其本身并没有特定的意义。因此,“模块”与“部件”可以混合地使用。
游戏地图的基本元素为地图像素,各地图像素结合后形成的为游戏地图,当游戏类应用程序在智能终端内运行时,在交互界面内将显示该游戏地图,表示游戏类应用程序内作为游戏单元的英雄等在区域上的可移动位置。本发明所指的像素,为组成游戏地图或地图区域的最小单元,且本发明实施例中,主要采用的为正六边形或正四边形的地图像素,当然对于地图像素的具体形状不作限制。以正六边形的地图像素为例,对于六边形的地图像素的各棱边定义如下:Ei表示正六边形的地图像素的某一棱边的方位;Pi为其六个定点的方位;OpEi为Ei的对边。基于该正六边形的定义,多个地图像素组合而成的集合,形成了游戏地图内的地图区域,即地图上距离区域中心点一定距离的连通的地图像素的集合。对于游戏一般而言,整个游戏地图应当被所有地区区域覆盖,即游戏地图内无空白地图像素。
参阅图1,为符合本发明一优选实施例中游戏地图内地图像素的归属控制方法的流程示意图,在该实施例中,归属控制方法包括以下步骤:
S100:于一游戏地图内配置至少包括第一归属对象和第二归属对象的对象群组;
在游戏应用程序运行时,游戏应用程序内具有的游戏地图将配置有多个对象群组。不同的对象群组可以由不同的游戏玩家分割,例如不同的游戏玩家形成不同的对象群组,亦或是游戏地图内的中立单元,例如游戏地图内的山河、建筑等非移动单位、不为玩家的中立人物(NPC)同样可作为对象群组。因此,理解的是,由于对象群组本身的性质不同,分割为不同对象群组的单元将被划分至不同的归属对象,例如一游戏玩家为第一归属对象,另一游戏玩家为第二归属对象,则当游戏玩家越多时,归属对象的数量也将越多。在本实施例中,由于需区分地图像素应当属于哪一归属对象,因此,归属对象的数量应多于两个。同时当游戏地图内出现中立单元时,所有不具有归属权的中立单元可合并为一归属对象,例如第三归属对象等。
S200:第一归属对象和第二归属对象具有游戏地图内任意地图像素的归属权;
第一归属对象和第二归属对象在游戏地图内具有地图像素中的部分,具有一定归属权,例如某些地图像素属于某一玩家,该玩家在占领的地图像素上分配有兵力,建造有建筑单位等,表示该归属权。同时为告知其他游戏玩家(归属对象)该地图像素的归属权,可对地图像素进行颜色渲染,也就是说,不同的归属对象具有的不同地图像素的归属权,将在游戏地图上通过不同颜色标识。
S300:当第一归属对象向游戏地图内一归属权未关联至第一归属对象的目标地图像素请求获取归属权,且第一归属对象获取目标地图像素的归属权后,判断与目标地图像素n层邻接的周边地图像素是否为空置地图像素;
当一游戏玩家期望占领某一地图像素时,即表示第一归属对象向一目标地图像素请求获取归属权,且该目标地图像素的归属权未关联至第一归属对象。可以理解的是,该目标地图像素的归属权未关联至第一归属对象,但可关联至第二归属对象(属于另一玩家)、第三归属对象(呈中立状态)。上述占领期望完成后,例如第一归属对象将目标地图像素上的其他玩家的兵力击败,并配置自身的兵力后,将该目标地图像素占为己有,从而获取该目标地图像素的归属权。在该实施例中,对目标地图像素的归属权获取后,将额外地判断与目标地图像素n层邻接的周边地图像素是否为空置地图像素,其中与目标地图像素n层邻接的周边地图像素为与目标地图像素相邻,且以目标地图像素为中心,逐层向外扩展后的地图像素。例如当目标地图像素呈四边形时,与四边形的四条边邻接的地图像素则为周边地图像素,且为第一层,与四边形的四个角斜交的地图像素也为周边地图像素,同样为第一层(类似于扫雷游戏中对于地雷数量判定的周边八个),而再往 外,每个与第一层周边地图像素邻接或斜交的地图像素为第二层的周边地图像素,以此类推,对于一目标地图像素而言,将判定与其n层邻接的周边地图像素(n∈N *)。
可以理解的是,上述实施例中所述的空置地图像素,为属于中立单元的地图像素,也可以是不属于任何单元,即不具有任何归属的地图像素,也可以是属于第二归属单元的地图像素,但第二归属单元未在该地图像素内配置兵力或建造建筑(例如第二归属单元视其为闲置或价值较低)。
S400:当与目标地图像素n层邻接的周边地图像素中为空置地图像素的部分,其归属权将被划定至第一归属对象;
当对周边地图像素的判定为,其中的全部或部分为空置地图像素时,这些空置地图像素的归属权均将被划定至第一归属对象。也就是说,虽然第一归属对象仅向目标地图像素表达获取归属权的意愿,但在目标地图像素周围的周边地图像素在空置状态下,均将被一次性地划入到第一归属对象内。参阅图2,则第一归属对象的一次占领动作,将同时占领多个地图像素,游戏玩家无需逐一地对所有地图像素获取归属权。在上述配置下,可节省游戏玩家的时间,同时后台服务器也将处理更少的数据请求,节省负载。
S500:连接第一归属对象所具有归属权的原始地图像素、目标地图像素和空置地图像素的外围边界,以形成第一归属对象的更新区域边界
在空置地图像素的归属权变化后,为向游戏玩家展现变化结果,或向其他游戏玩家展现实时的游戏地图变化交互结果,将连接第一归属对象所具有归属权的原始地图像素(即第一归属对象原先就持有或占领的地图像素)、目标地图像素和空置地图像素的外围边界,从而形成变化后的第一归属对象的更新区域边界。更新区域边界内的所有地图像素的归属权均属于第一归属对象,
可以理解的是,外围边界的连接,通常为所有归属于第一归属对象的相连的地图像素在地图区域最外围边缘的部分。若部分地图像素独立于其他地图像素,则该地图像素的自身边界形成地图区域的更新区域边界。
一优选实施例中,步骤S300包括:
S310:第一归属对象选定与具有归属权的原始区域地图中位于边缘的原始地图像素之一邻接的地图像素为目标地图像素,且目标地图像素的归属权未关联至第一归属对象;
在一具体实施例中,第一归属对象所选择的目标地图像素,为与第一归属对象本身所占领的原始区域地图中位于边缘的原始地图像素其中之一相邻接的地图像素,由此可避免周边地图像素中的全部为已归属于第一归属对象,浪费步骤S400的执行。即周边地 图像素中必然有部分为归属权不属于第一归属对象的地图像素。
S320:第一归属对象向目标地图像素发起获取归属权的请求,并获取到目标地图像素的归属权;
S330:判断与目标地图像素n层邻接的每一周边地图像素的归属权是否关联至第二归属对象,或周边地图像素上是否具有游戏单元;
S340:当与目标地图像素n层邻接的每一周边地图像素的归属权未关联至第二归属对象,或周边地图像素上未具有游戏单元时,判定周边地图像素为空置地图像素。例如周边地图像素未属于任何归属对象,或是该周边地图像素虽然属于某一归属对象,但该归属对象未在该周边地图像素上配置有如士兵、建筑等游戏单元,则均将被判定为空置地图像素。
另一优选实施例中,步骤S400包括:
S410:与目标地图像素紧密连接的接壤地图像素中为空置地图像素的部分,其归属权被划定至第一归属对象;
对于空置地图像素的划定,将逐层执行,即第一层中,与目标地图像素紧密连接(相邻且紧贴)的接壤地图像素中为空置地图像素的部分,其归属权被划定至第一归属对象。
S420:与接壤地图像素紧密连接的间接地图像素中为空置地图像素的部分,其归属权被划定至第一归属对象,直至间接地图像素与目标地图像素的间隔层数为n-1。
逐层往外的第二层中,与接壤地图像素紧密连接的间接地图像素(与接壤地图像素相邻紧贴,但不与目标地图像素相邻)中为空置地图像素的部分,其归属权被划定至第一归属对象。每一层均如上步骤执行后,将与间接地图像素与目标地图像素的间隔层数为n-1时截止,即周边地图像素的最外层划定完毕后截止。可以理解的是,不同实施例中,可根据游戏地图的大小、游戏玩家的数量自由配置n的数量,如n可以为1,则游戏玩家需单层地往外扩张。
一优选实施例中,n层的选定将不再固化。反之,选定配置对象群组的游戏时可为起始时刻,自该起始时刻起,每隔调整时间t扩大n层的数量。上述配置主要考虑到,在某些游戏中,当游戏时间变长时,游戏玩家的数量可能变少,仅具有二个或三个游戏玩家互相对抗,此时,为加快游戏进程,可提高n的数量,提高游戏玩家间的对抗机会。如其他实施例中,调整时间t也可自由配置,不为固定值。亦或者,对于不同的归属对象而言,该n值随其原始地图区域内地图像素的数量变化,例如,第一归属对象具有归属权的地图像素数量明显多于其他归属对象,则与其关联的n值可配置为明显小于其他 归属对象所关联的n值,一方面可平衡游戏环境,另一方面,相应地限制强者,提高游戏玩家的体验。其他如该n值随游戏玩家的数量、游戏地图的大小、游戏厂商对消费点的设置等关联亦可。
又一优选实施例中,归属控制方法还包括以下步骤:
S600:第一归属对象获取地图像素的归属权后,向地图像素渲染第一颜色,以表征所述第一归属对象的地图区域
在该步骤S600中,将对最新获取归属权的空置地图像素一并渲染与第一归属对象关联的第一颜色,则只要归属权属于第一归属对象,都将用同一颜色表征,从而体验第一归属对象所具有的地图区域,在交互上提高用户体验。
参阅图3,为符合本发明一优选实施例中游戏地图内地图像素的归属控制系统,在该实施例中,归属控制系统包括:配置模块,于一游戏地图内配置至少包括第一归属对象和第二归属对象的对象群组,并向第一归属对象和第二归属对象分配游戏地图内任意地图像素的归属权;战斗模块,基于一操作指令,控制第一归属对象向游戏地图内一归属权未关联至第一归属对象的目标地图像素请求获取归属权,且第一归属对象获取目标地图像素的归属权后,判断与目标地图像素n层邻接的周边地图像素是否为空置地图像素;划定模块,当与目标地图像素n层邻接的周边地图像素中为空置地图像素的部分,划定其归属权至第一归属对象;更新模块,连接第一归属对象所具有归属权的原始地图像素、目标地图像素和空置地图像素的外围边界,以形成第一归属对象的更新区域边界。
又一优选实施例中,还公开了一种计算机可读存储介质,其上存储有计算机程序,所述计算机程序被处理器执行时实现如上所述的步骤。
智能终端可以以各种形式来实施。例如,本发明中描述的终端可以包括诸如移动电话、智能电话、笔记本电脑、PDA(个人数字助理)、PAD(平板电脑)、PMP(便携式多媒体播放器)、导航装置等等的智能终端以及诸如数字TV、台式计算机等等的固定终端。下面,假设终端是智能终端。然而,本领域技术人员将理解的是,除了特别用于移动目的的元件之外,根据本发明的实施方式的构造也能够应用于固定类型的终端。
应当注意的是,本发明的实施例有较佳的实施性,且并非对本发明作任何形式的限制,任何熟悉该领域的技术人员可能利用上述揭示的技术内容变更或修饰为等同的有效实施例,但凡未脱离本发明技术方案的内容,依据本发明的技术实质对以上实施例所作的任何修改或等同变化及修饰,均仍属于本发明技术方案的范围内。

Claims (7)

  1. 一种游戏地图内地图像素的归属控制方法,其特征在于,包括以下步骤:
    于一游戏地图内配置至少包括第一归属对象和第二归属对象的对象群组;
    所述第一归属对象和第二归属对象具有所述游戏地图内任意地图像素的归属权;
    当所述第一归属对象向游戏地图内一归属权未关联至所述第一归属对象的目标地图像素请求获取归属权,且所述第一归属对象获取所述目标地图像素的归属权后,判断与所述目标地图像素n层邻接的周边地图像素是否为空置地图像素;
    当与所述目标地图像素n层邻接的周边地图像素中为空置地图像素的部分,其归属权将被划定至所述第一归属对象;
    连接第一归属对象所具有归属权的原始地图像素、目标地图像素和空置地图像素的外围边界,以形成所述第一归属对象的更新区域边界。
  2. 如权利要求1所述的归属控制方法,其特征在于,
    当所述第一归属对象向游戏地图内一归属权未关联至所述第一归属对象的目标地图像素请求获取归属权,且所述第一归属对象获取所述目标地图像素的归属权后,判断与所述目标地图像素n层邻接的周边地图像素是否为空置地图像素的步骤包括:
    所述第一归属对象选定与具有归属权的原始区域地图中位于边缘的原始地图像素之一邻接的地图像素为目标地图像素,且所述目标地图像素的归属权未关联至所述第一归属对象;
    所述第一归属对象向所述目标地图像素发起获取归属权的请求,并获取到所述目标地图像素的归属权;
    判断与所述目标地图像素n层邻接的每一周边地图像素的归属权是否关联至第二归属对象,或周边地图像素上是否具有游戏单元;
    当与所述目标地图像素n层邻接的每一周边地图像素的归属权未关联至第二归属对象,或周边地图像素上未具有游戏单元时,判定周边地图像素为空置地图像素。
  3. 如权利要求1所述的归属控制方法,其特征在于,
    当与所述目标地图像素n层邻接的周边地图像素中为空置地图像素的部分,其归属权将被划定至所述第一归属对象的步骤包括:
    与所述目标地图像素紧密连接的接壤地图像素中为空置地图像素的部分,其归属权被划 定至所述第一归属对象;
    与所述接壤地图像素紧密连接的间接地图像素中为空置地图像素的部分,其归属权被划定至所述第一归属对象,直至间接地图像素与目标地图像素的间隔层数为n-1。
  4. 如权利要求1所述的归属控制方法,其特征在于,还包括以下步骤:
    选定配置所述对象群组的游戏时刻为起始时刻;
    自起始时刻起,每隔调整时间t扩大n层的数量。
  5. 如权利要求1所述的归属控制方法,其特征在于,还包括以下步骤:
    所述第一归属对象获取地图像素的归属权后,向地图像素渲染第一颜色,以表征所述第一归属对象的地图区域。
  6. 一种游戏地图内地图像素的归属控制系统,其特征在于,所述归属控制系统包括:
    配置模块,于一游戏地图内配置至少包括第一归属对象和第二归属对象的对象群组,并向所述第一归属对象和第二归属对象分配所述游戏地图内任意地图像素的归属权;
    战斗模块,基于一操作指令,控制所述第一归属对象向游戏地图内一归属权未关联至所述第一归属对象的目标地图像素请求获取归属权,且所述第一归属对象获取所述目标地图像素的归属权后,判断与所述目标地图像素n层邻接的周边地图像素是否为空置地图像素;
    划定模块,当与所述目标地图像素n层邻接的周边地图像素中为空置地图像素的部分,划定其归属权至所述第一归属对象;
    更新模块,连接第一归属对象所具有归属权的原始地图像素、目标地图像素和空置地图像素的外围边界,以形成所述第一归属对象的更新区域边界。
  7. 一种计算机可读存储介质,其上存储有计算机程序,其特征在于,所述计算机程序被处理器执行时实现如权利要求1-5任一项所述的步骤。
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