WO2022156628A1 - 关卡画面的显示方法、装置、设备及存储介质 - Google Patents

关卡画面的显示方法、装置、设备及存储介质 Download PDF

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Publication number
WO2022156628A1
WO2022156628A1 PCT/CN2022/072327 CN2022072327W WO2022156628A1 WO 2022156628 A1 WO2022156628 A1 WO 2022156628A1 CN 2022072327 W CN2022072327 W CN 2022072327W WO 2022156628 A1 WO2022156628 A1 WO 2022156628A1
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WIPO (PCT)
Prior art keywords
level
sub
module
virtual character
response
Prior art date
Application number
PCT/CN2022/072327
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English (en)
French (fr)
Inventor
张晨楠
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腾讯科技(深圳)有限公司
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Priority to JP2023524478A priority Critical patent/JP2023548802A/ja
Publication of WO2022156628A1 publication Critical patent/WO2022156628A1/zh
Priority to US17/965,088 priority patent/US20230031248A1/en

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling 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
    • A63F13/45Controlling 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
    • A63F13/45Controlling the progress of the video game
    • A63F13/47Controlling the progress of the video game involving branching, e.g. choosing one of several possible scenarios at a given point 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
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/533Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/837Shooting of targets
    • 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
    • A63F13/90Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
    • A63F13/92Video game devices specially adapted to be hand-held while playing
    • 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
    • A63F2300/20Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
    • A63F2300/206Game information storage, e.g. cartridges, CD ROM's, DVD's, smart cards
    • A63F2300/207Game information storage, e.g. cartridges, CD ROM's, DVD's, smart cards for accessing game resources from local storage, e.g. streaming content from DVD

Definitions

  • the present application relates to the field of application programs supporting virtual environments, and in particular, to a method, apparatus, device and storage medium for displaying a level screen.
  • the user controls the virtual character to move and shoot in a certain level to complete the level task of the level, so as to enter the next level of the level until all levels are completed.
  • the screen of the two-dimensional horizontal shooting game is a two-dimensional screen, and the content of the screen is relatively simple, so the length of each level is relatively long.
  • the present application provides a method, device, device and storage medium for displaying a level screen, which can reduce the performance requirements of a terminal due to a longer level length.
  • the technical solution is as follows:
  • a method for displaying a level screen is provided, which is applied to a terminal device.
  • the level provided by the terminal device includes at least two sub-levels, and the method includes:
  • the virtual character is controlled to move from the first sub-level to the second sub-level.
  • a device for displaying a level screen is provided, the level provided by the device includes at least two sub-levels, and the device includes:
  • a display module configured to display the level screen, where the level screen displays a virtual character located in the first sublevel
  • an interaction module configured to control the virtual character to move in the first sub-level in response to a moving operation
  • a loading module configured to load the second sub-level in response to a trigger position of the virtual character moving to the second sub-level in the first sub-level
  • the interaction module is configured to control the virtual character to move from the first sub-level to the second sub-level.
  • the trigger position of the second sub-level is the tail position of the first sub-level; the interaction module is configured to respond to the virtual character passing through the first sub-level After the tail position of , display the settlement information of the first sub-level on the level screen; control the virtual character to keep moving until it moves to the second sub-level.
  • the interaction module is configured to, in response to the virtual character passing through the tail position of the first sub-level, display information on the level screen, pop-up prompt information or Following the prompt information of the virtual character moving, the settlement information of the first sub-level is displayed.
  • the display module is configured to display the first sub-level and the second sub-level in the process of controlling the virtual character to move from the first sub-level to the second sub-level The adjoining position of the second sublevel.
  • the first sub-level includes n level modules connected end to end, and the level modules are basic units used to form sub-levels;
  • the interaction module configured to control the virtual character to move within the i-th level module of the first sublevel in response to the moving operation
  • the loading module configured to load the i+1th level module in response to the virtual character moving to the trigger position of the i+1th level module in the first sublevel
  • the interaction module is configured to control the virtual character to move from the i-th level module to the i+1-th level module.
  • the distance between the trigger position of the second sub-level and the camp position of the first sub-level is less than a threshold, and the camp position is the last level mode of the first sub-level position in the group.
  • the loading module is configured to release the historically loaded level module in response to the historically loaded level module satisfying a release condition.
  • the loading module is configured to load the i+th level module in response to the virtual character moving to the trigger position of the i+3th level module in the first sublevel 3 level modules; after the i+3 level module is successfully loaded, the i-th level module is released.
  • the first sub-level and the second sub-level respectively include at least one level module
  • the loading module is configured to load the first level of the second sub-level in response to the virtual character moving to the trigger position of the second sub-level in the last level module of the first sub-level module.
  • a computer device comprising: a processor and a memory, the memory storing a computer program, the computer program being loaded and executed by the processor to implement the above The display method of the level screen.
  • a computer-readable storage medium stores a computer program, and the computer program is loaded and executed by a processor to implement the above-mentioned method for displaying a level screen.
  • a chip is provided.
  • the chip includes a programmable logic circuit and/or program instructions.
  • the chip runs on a computer device, it is used to implement the level screen described in the above aspect. Display method.
  • a computer program product comprising computer instructions stored in a computer-readable storage medium.
  • the processor of the computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the method for displaying a level screen provided by the above aspects.
  • the second sub-level is loaded in response to the virtual character moving to the trigger position of the second sub-level in the first sub-level, so that the terminal only loads the level resources of some sub-levels during the running process That is, there is no need to load all the level resources of the entire level at the same time, thereby reducing the high requirements on the computing performance and cache resources of the terminal.
  • Fig. 1 shows a schematic diagram of a level organization provided by an exemplary embodiment
  • FIG. 2 shows a structural block diagram of a computer system provided by an exemplary embodiment
  • FIG. 3 shows a flowchart of a method for displaying a level screen provided by an exemplary embodiment
  • FIG. 4 shows an interface diagram of a method for displaying a level screen provided by an exemplary embodiment
  • FIG. 5 shows a flowchart of a method for displaying a level screen provided by an exemplary embodiment
  • FIG. 6 shows an interface diagram of a method for displaying a level screen provided by an exemplary embodiment
  • FIG. 7 shows an interface diagram of a method for displaying a level screen provided by an exemplary embodiment
  • FIG. 8 shows a flowchart of a method for displaying a level screen provided by an exemplary embodiment
  • FIG. 9 shows an interface diagram of a method for displaying a level screen provided by an exemplary embodiment
  • FIG. 10 shows an interface diagram of a method for displaying a level screen provided by an exemplary embodiment
  • FIG. 11 shows an interface diagram of a method for displaying a level screen provided by an exemplary embodiment
  • FIG. 12 shows a block diagram of a display device for a level screen provided by an exemplary embodiment
  • Figure 13 shows a block diagram of a computer device provided by an exemplary embodiment.
  • Horizontal game refers to a game in which the movement route of the game character is controlled on a horizontal screen. In all or most of the screens in the horizontal version game, the movement route of the game character is carried out in the horizontal direction.
  • the horizontal game is divided into horizontal clearance, horizontal adventure, horizontal competition, horizontal strategy and other games; according to the technology, horizontal games are divided into two-dimensional (2D) horizontal games and three-dimensional (3D) games. ) side-scrolling game.
  • Virtual environment is the virtual environment displayed (or provided) by the application when it is run on the terminal.
  • the virtual environment may be a simulated environment of the real world, a semi-simulated and semi-fictional environment, or a purely fictional environment.
  • the virtual environment may be any one of a two-dimensional virtual environment, a 2.5-dimensional virtual environment, and a three-dimensional virtual environment, which is not limited in this application.
  • the following embodiments are exemplified by the virtual environment being a three-dimensional virtual environment.
  • the virtual environment may provide a battle environment for virtual characters.
  • a side-scrolling game one or two virtual characters compete in a single game in a virtual environment, and the virtual characters avoid attacks by enemy units and dangers in the virtual environment (such as gas circles, swamps, etc.) etc.) to achieve the purpose of surviving in the virtual environment, when the life value of the virtual character in the virtual environment is zero, the life of the virtual character in the virtual environment ends, and the virtual character that successfully passes the route in the level is the winner.
  • Each client can control one or more virtual characters in the virtual environment.
  • the competitive mode of the battle may include a single-player battle mode, a two-person group battle mode, or a multi-person group battle mode, which is not limited in this embodiment.
  • the level screen is a screen in which the virtual environment is observed from a horizontal screen perspective of the virtual character, for example, a shooting game in which the virtual character is observed in the vertical direction on the right side of the virtual character.
  • the level screen refers to the horizontal version of the level screen or the vertical version of the level screen.
  • the horizontal length of the horizontal version of the level screen is not less than the length of the vertical direction, and the length of the vertical version of the level screen is not greater than the length of the vertical direction.
  • the terminal supports switching between the vertical version level screen and the horizontal version level screen.
  • the terminal displays the horizontal version level screen
  • the terminal length direction changes to the vertical direction the terminal switches the horizontal version level screen to display the vertical version level screen.
  • the above switching process is a function provided by the client on the terminal.
  • the client will obtain the information provided by the sensor of the terminal, thereby judging the placement direction of the terminal, and then determining the current display mode of the level screen.
  • the sensor refers to a gyro sensor.
  • Virtual role refers to the movable object in the virtual environment.
  • the movable objects may be virtual characters, virtual animals, cartoon characters, etc., such as characters, animals, plants, oil barrels, walls, stones, etc. displayed in a three-dimensional virtual environment.
  • the virtual character is a three-dimensional solid model created based on animation skeleton technology.
  • Each virtual character has its own shape and volume in the three-dimensional virtual environment, and occupies a part of the space in the three-dimensional virtual environment.
  • a virtual character generally refers to one or more virtual characters in a virtual environment.
  • UI control refers to any visual control or element that can be seen on the user interface of an application, such as pictures, input boxes, text boxes, buttons, labels, etc., some of which UI controls respond to The user's operation, for example, the user can input text in the input box, and the user interacts with the user interface through the above-mentioned UI controls.
  • the embodiment of the present application provides a level organization method in a horizontal game.
  • the horizontal game includes a plurality of levels, and each level is divided into at least two sub-levels. 1 , taking level 1 as an example, level 1 is divided into four sub-levels: sub-level 1-1, sub-level 1-2, sub-level 1-3 and sub-level 1-4.
  • Each sub-level has independent level resources, and each sub-level can be settled and recorded independently.
  • At least one sub-level in level 1 is split into at least two level modules.
  • sub-level 1-1 is split into level modules 1-11 and level modules 1-12.
  • a level module is the basic unit or the smallest unit when designing a level. Some level modules can be reused between different levels to improve design efficiency.
  • the terminal can load resources according to the granularity of sub-levels or level modules, thereby reducing the occupation of computing resources and cache resources.
  • FIG. 2 shows a structural block diagram of a computer system provided by an exemplary embodiment of the present application.
  • the computer system 100 includes: a first terminal 120 , a server 140 and a second terminal 160 .
  • the first terminal 120 has an application program supporting a virtual environment installed and running, and the application program supports a level screen.
  • the application can be any one of a 3D map program, a horizontal shooting, a horizontal adventure, a horizontal clearance, a horizontal strategy, a Virtual Reality (VR) application, and an Augmented Reality (AR) program .
  • the first terminal 120 is a terminal used by the first user, and the first user uses the first terminal 120 to control the first virtual character in the virtual environment to perform activities, including but not limited to: adjusting body posture, walking, running, jumping, At least one of riding, driving, aiming, picking up, using throwing props, and attacking other avatars.
  • the first virtual character is a first virtual character, such as a simulated character object or an anime character object.
  • the first user controls the first virtual character to perform activities through UI controls on the virtual environment screen.
  • the first terminal 120 is connected to the server 140 through a wireless network or a wired network.
  • the server 140 includes at least one of a server, multiple servers, a cloud computing platform and a virtualization center.
  • the server 140 includes a processor 144 and a memory 142, and the memory 142 further includes a receiving module 1421, a control module 1422 and a sending module 1423.
  • the receiving module 1421 is configured to receive a request sent by a client, such as a team request; the control module 1422 It is used to control the rendering of the virtual environment screen; the sending module 1423 is used to send a response to the client, such as sending a prompt message of successful team formation to the client.
  • the server 140 is used to provide background services for applications supporting a three-dimensional virtual environment.
  • the server 140 undertakes the main computing work, and the first terminal 120 and the second terminal 160 undertake the secondary computing work; or, the server 140 undertakes the secondary computing work, and the first terminal 120 and the second terminal 160 undertake the main computing work; Alternatively, the server 140 , the first terminal 120 and the second terminal 160 use a distributed computing architecture to perform collaborative computing.
  • the second terminal 160 has an application program supporting a virtual environment installed and running, the application program supporting a level screen.
  • the application can be any one of a three-dimensional map program, a horizontal shooting, a horizontal adventure, a horizontal clearance, a horizontal strategy, a virtual reality application, and an augmented reality program.
  • the second terminal 160 is a terminal used by the second user.
  • the second user uses the second terminal 160 to control the second virtual character located in the virtual environment to perform activities, including but not limited to: adjusting body posture, walking, running, jumping, At least one of riding, driving, aiming, picking up, using throwing props, and attacking other avatars.
  • the second virtual character is a second virtual character, such as a simulated character object or an anime character object.
  • first avatar and the second avatar are in the same virtual environment.
  • first avatar and the second avatar may belong to the same team, the same organization, the same camp, have a friend relationship or have temporary communication rights.
  • first avatar and the second avatar may also belong to different camps, different teams, different organizations or have an adversarial relationship.
  • the applications installed on the first terminal 120 and the second terminal 160 are the same, or the applications installed on the two terminals are the same type of applications on different operating system platforms (Android or IOS).
  • the first terminal 120 may generally refer to one of multiple terminals
  • the second terminal 160 may generally refer to one of multiple terminals.
  • This embodiment only takes the first terminal 120 and the second terminal 160 as examples for illustration.
  • the device types of the first terminal 120 and the second terminal 160 are the same or different, and the device types include: smart phones, tablet computers, e-book readers, MP3 players, MP4 players, laptop computers and desktop computers. at least one.
  • the following embodiments take the terminal including a smart phone as an example for illustration.
  • the number of the above-mentioned terminals may be more or less.
  • the above-mentioned terminal may be only one, or the above-mentioned terminal may be dozens or hundreds, or more.
  • the embodiments of the present application do not limit the number of terminals and device types.
  • FIG. 3 shows a flowchart of a method for displaying a level screen provided by an exemplary embodiment of the present application. This embodiment is described by taking the method applied to the terminal or application (also called client) shown in FIG. 2 as an example.
  • the method includes:
  • Step 320 Display a level screen, where the level screen displays the virtual character located in the first sub-level.
  • the level screen is a virtual environment screen displayed on the terminal where the client is based on the three-dimensional virtual environment.
  • the terminal when running an application program that supports a 3D virtual environment, the terminal will use a horizontal view to capture the virtual environment picture of the virtual character participating in the activity in the 3D virtual environment. screen.
  • the above-mentioned activity is a battle
  • the above-mentioned virtual environment screen is a screen where the virtual characters are playing against each other.
  • the virtual environment displayed on the virtual environment screen includes: at least one element of mountains, flat land, rivers, lakes, oceans, deserts, sky, plants, buildings, and vehicles.
  • a virtual character located in the first sub-level is displayed on the level screen.
  • the virtual environment of the sub-level 1-1 and the virtual character 31 located in the sub-level 1-1 are displayed in the level screen.
  • the level provided by the terminal includes at least two sub-levels.
  • the terminal implements the provision of levels and sub-levels through an installed client, and the client supports displaying level images, for example, the client is a horizontal shooting game. Multiple sub-levels can form a complete level, and the client provides at least one complete level.
  • the displayed sub-level will be determined according to the currently stored clearance progress, or the displayed sub-level will be determined according to the selection operation.
  • the first sublevel is a sublevel of a stored progress indication, or a sublevel selected for a selection operation.
  • Step 340 In response to the moving operation, control the virtual character to move in the first sub-level.
  • the user controls the movement of the virtual character through the handle, buttons, mouse or touch screen.
  • the terminal controls the virtual character to move within the first sub-level.
  • the virtual character moves along a horizontal moving line in the three-dimensional virtual environment.
  • the moving line is referred to as "moving line” for short, and is a collection of movable position points of the virtual character in the three-dimensional virtual environment.
  • the expression of this moving line is the grass, mud, desert, bridge and shallow puddle in the level screen.
  • the moving line includes the moving line along the horizontal direction.
  • the moving line at the same position can have two layers, upper and lower, or three upper, middle and lower layers.
  • the upper layer is the high platform moving line
  • the middle layer is the land moving line
  • the lower layer is the front puddle moving line.
  • Step 360 Load the second sub-level in response to the virtual character moving to the trigger position of the second sub-level in the first sub-level.
  • the trigger position of the second sub-level is set in the first sub-level.
  • the trigger position of the second sub-level is set at the end of the first sub-level. 4
  • the first sub-level is sub-level 1-1
  • the black tree 40 in FIG. 4 is the trigger position of the second sub-level (sub-level 1-2).
  • the terminal In response to the virtual character moving in the first sub-level to the trigger position of the second sub-level, the terminal starts to load the second sub-level. After loading the level resource of the second sub-level, the terminal can display a level screen related to the second sub-level based on the level resource of the second sub-level.
  • Step 380 Control the virtual character to move from the first sub-level to the second sub-level.
  • the terminal controls the virtual character to move from the first sub-level to the second sub-level, or, in some automatic movement scenarios, the terminal controls the virtual character to automatically move from the first sub-level to the second sub-level .
  • the first sublevel and the second sublevel are adjacent, the virtual environments in the first sublevel and the second sublevel are in a transitional connection relationship, and there is an adjacent position between the first sublevel and the second sublevel. .
  • the position of the dotted line in FIG. 4 is the adjoining position of the first sub-level and the second sub-level.
  • the process that the terminal controls the virtual character to move from the first sub-level to the second sub-level according to the movement operation is performed continuously, and no pause occurs during the movement. Moreover, during the moving process, the terminal will display the above-mentioned adjacent position.
  • the level screen displayed by the terminal includes both the part of the first sub-level and the part of the second sub-level.
  • a level is divided into multiple sub-levels, and the second sub-level is loaded in response to the virtual character moving in the first sub-level to the trigger position of the second sub-level, so that the terminal Only load the level resources of some sub-levels during the running process, instead of loading all the level resources of the whole level at the same time, thus reducing the high requirements for the computing performance and cache resources of the terminal.
  • Fig. 5 shows a flowchart of a method for displaying a level screen provided by an exemplary embodiment of the present application. This embodiment is described by taking the method applied to the terminal or application (also called client) shown in FIG. 2 as an example.
  • the method includes:
  • Step 320 Display a level screen, where the level screen displays the virtual character located in the first sub-level.
  • the level screen displays: a virtual character 31 controlled by the player and a plurality of enemy units 32 .
  • the virtual character 31 and the enemy unit 32 are located in a three-dimensional virtual environment.
  • the level picture is collected by the camera model 30 set in the three-dimensional virtual environment.
  • the acquisition direction of the camera model 30 is perpendicular to the x-axis.
  • the level screen shown in FIG. The camera model 30 of the version viewing angle is collected during the movement of the virtual character along the positive and semi-axis directions of the x-axis.
  • UI controls are superimposed and displayed on the level screen, and the UI controls include controls for realizing a certain function of controlling the virtual character to perform an action; At least one of UI controls, aiming type UI controls, and state switching type UI controls.
  • the movement type UI controls are used to control the virtual character to move.
  • the direction movement control 33 shown in FIG. 6 belongs to the movement type UI controls.
  • the direction movement control 33 is triggered, the virtual character moves forward and backward in the virtual environment. back, left, right.
  • Auxiliary type UI controls are used to assist the avatar to perform activities, such as the shooting control 34 and the grenade throwing control 35 shown in FIG. 6 .
  • the shooting control 34 is used to control the virtual character to fire bullets.
  • Throwing grenade control 35 is used to control the virtual character to throw grenade props.
  • the aiming type UI control is a control for switching the attack target of the avatar, or a control for aiming at the attack target.
  • the aiming switch control 37 shown in FIG. 6 is a control for switching the attack target of the avatar.
  • the client is provided with an automatic aiming mechanism, and the automatic aiming mechanism will be based on at least one factor among the distance between the virtual character and the enemy unit, the blood volume of the enemy unit, and the type of the enemy unit.
  • the character automatically targets an attack target. However, after the user is dissatisfied with the attack target aimed at by the automatic aiming mechanism, the user clicks the aiming switch control 37, thereby switching the attack target to the enemy unit with the second highest priority in the self-aiming list.
  • Step 340 In response to the moving operation, control the virtual character to move in the first sub-level.
  • the user controls the movement of the virtual character through the handle, buttons, mouse or touch screen.
  • the terminal controls the virtual character to move within the first sub-level.
  • the virtual character moves along a horizontal moving line in the three-dimensional virtual environment.
  • the moving line is referred to as "moving line” for short, and is a collection of movable position points of the virtual character in the three-dimensional virtual environment.
  • the expression of this moving line is the grass, mud, desert, bridge and shallow puddle in the level screen.
  • the moving line includes the moving line along the horizontal direction.
  • the moving line at the same position can have two layers, upper and lower, or three upper, middle and lower layers.
  • the upper layer is the high platform moving line
  • the middle layer is the land moving line
  • the lower layer is the front puddle moving line.
  • Step 360 Load the second sub-level in response to the virtual character moving to the trigger position of the second sub-level in the first sub-level.
  • the trigger position of the second sub-level is the tail position of the first sub-level.
  • the tail position is used to trigger the settlement of the first sub-level, and the position is to trigger the calculation of at least one of the game parameters of the virtual character in the first sub-level of gold coins, points, experience, rewards, and props. Location of billing and recording.
  • the tail position is a position near the end position of the first sub-level, for example, the distance between the tail position and the end position of the first sub-level is less than a distance threshold.
  • a display element exists in the virtual environment to indicate this tail position.
  • the tail position is marked by a marker element with a preset color and a preset shape. Typically, this tail position is at the end position within the first sublevel.
  • the black tree 40 in FIG. 4 is the trigger position of the second sub-level.
  • the terminal In response to the virtual character moving in the first sub-level to the trigger position of the second sub-level, the terminal starts to load the second sub-level. After loading the level resource of the second sub-level, the terminal can display a level screen related to the second sub-level based on the level resource of the second sub-level.
  • the level resources of sub-levels include: logic resources and art resources. in:
  • Logic resources include code resources related to running logic. Logic resources include but are not limited to: trigger logic of enemy units, movement logic of enemy units, attack logic of enemy units, appearance logic of neutral units, action logic of neutral units, delivery logic of flying props, delivery of ground vehicles At least one of the logic, the drop logic of the robot vehicle, and the reward drop logic, and the embodiment of the present application does not limit the specific type of the logic resource.
  • Art resources include: model resources and texture resources of 3D virtual models.
  • the three-dimensional virtual model includes: at least one of buildings, grasses, sculptures, trees, background objects, flying objects, vehicles, robots, and props that appear in the sub-level.
  • Step 382 In response to the virtual character passing through the tail position of the first sub-level, display the settlement information of the first sub-level on the level screen.
  • the terminal In response to the virtual character passing the tail position of the first sub-level, the terminal will display the information of the first sub-level by using Head Up Display (HUD) information, pop-up prompt information or prompt information to follow the virtual character on the level screen.
  • HUD Head Up Display
  • Billing information Billing information.
  • the HUD information, the pop-up prompt information, or the prompt information that moves with the virtual character does not affect the control of the virtual character. That is, in the process of displaying HUD information, pop-up prompt information, or prompt information following the movement of the virtual character, the user can continue to control the virtual character to move or attack.
  • the settlement information is displayed using the prompt information that follows the movement of the avatar, the displayed settlement information will move in accordance with the movement direction of the avatar. For example, prompt information following the movement of the avatar is displayed above the head of the avatar, and during the movement of the avatar, the position relative to the avatar remains unchanged.
  • the HUD information, the pop-up prompt information, or the prompt information that moves with the virtual character is canceled after being displayed for a preset duration.
  • pop-up prompt information, or the prompt information to follow the virtual character cancel the display of the HUD information, the pop-up prompt information, or the prompt to follow the virtual character. information.
  • the settlement information of the first sub-level includes, but is not limited to: settlement information of at least one level parameter among gold coins, experience, props, and rewards of the virtual character in the first sub-level.
  • Step 384 Control the virtual character to keep moving until it moves to the second sub-level.
  • the terminal will control the virtual character to keep moving until it moves to the second sub-level.
  • the first sublevel and the second sublevel are adjacent, the virtual environments in the first sublevel and the second sublevel are in a transitional connection, and there is an adjacent position between the first sublevel and the second sublevel.
  • the process that the terminal controls the virtual character to move from the first sub-level to the second sub-level according to the movement operation is performed continuously, and no pause occurs during the movement.
  • the terminal will display the above-mentioned adjacent position.
  • the level screen displayed by the terminal includes both the part of the first sub-level and the part of the second sub-level, that is, the two sides of the adjacent position are respectively The first sublevel and the second sublevel.
  • the differences include differences in the virtual environment, differences in enemy units, differences in the movement logic or attack logic of enemy units, differences in neutral units, flight At least one of differences in props, differences in ground vehicles, differences in robotic vehicles, and differences in virtual objects.
  • the user by displaying the settlement information of the first sub-level, the user can feel the end of the first sub-level, but does not need to perceive the loading process of the second sub-level.
  • the loading process of the sub-level will not interrupt the user's operation in the first sub-level, so that when the user operates the virtual character from the first sub-level to the second sub-level, there is no loading and switching process of the traditional level switching process.
  • the first sub-level may be the i-th sub-level among the multiple sub-levels
  • the second sub-level may be the i+1-th sub-level among the multiple sub-levels, where i is a positive integer . That is, the first sub-level and the second sub-level are two adjacent sub-levels among the multiple sub-levels.
  • Step 340 can optionally include the following sub-steps, as shown in FIG. 8 :
  • Step 341 In response to the moving operation, control the virtual character to move within the ith level module of the first sublevel.
  • the module resources of each level module include: logic resources and art resources. in:
  • Logic resources include code resources related to running logic. Logic resources include but are not limited to: trigger logic of enemy units, movement logic of enemy units, attack logic of enemy units, appearance logic of neutral units, action logic of neutral units, delivery logic of flying props, delivery of ground vehicles At least one of the logic, the drop logic of the robot vehicle, and the reward drop logic, and the embodiment of the present application does not limit the specific type of the logic resource.
  • Art resources include: model resources and texture resources of 3D virtual models.
  • the three-dimensional virtual model includes: at least one of buildings, grasses, sculptures, trees, background objects, flying objects, vehicles, robots, and props that appear in the sub-level.
  • the same level module can be reused in multiple sub-levels or levels without modification; it can also be reused in multiple sub-levels or multiple levels after modifying only a small part of logic resources and/or art resources.
  • Step 342 In response to the virtual character moving to the trigger position of the i+1 th level module in the first sub-level, load the i+1 th level module.
  • the triggering position of the i+1 th level module is a designated position or an arbitrary position within the ith level module. For example, as long as the virtual character enters the i-th level module, the module resources of the i+1-th level module will be loaded.
  • Step 343 Control the virtual character to move from the i-th level module to the i+1-th level module.
  • the virtual character in the level module 1 .
  • the terminal loads the module resources of the level module 2; when the position 2 of the virtual character is at the trigger position of the level module 3, the terminal loads the module resources of the level module 3.
  • the terminal releases the historically loaded level module.
  • Step 344 In response to the virtual character moving to the trigger position of the i+3 th level module in the first sub-level, load the i+3 th level module.
  • Step 345 After the i+3th level module is successfully loaded, the ith level module is released.
  • Releasing a level module means that the terminal no longer loads the level module. Exemplarily, after loading the module resources of the level module 4, the module resources of the level module 1 are released.
  • first sub-level and the second sub-level respectively include at least one level module.
  • the above step 360 may be implemented as: in response to the virtual character moving to the trigger position of the second sub-level in the last level module of the first sub-level, loading the first level module of the second sub-level.
  • the distance between the trigger position of the second sub-level and the camp location of the first sub-level is less than a threshold, and the camp location is the first sub-level.
  • the position in the last level module of the level, the threshold is set by the client.
  • the camp location is displayed with display elements for reflecting that the location is a camp, such as a virtual tent, a virtual bonfire, a virtual house, and the like.
  • the first sub-level includes 5 level modules, and the camp location of the first sub-level is in level module 5.
  • first sub-level and the second sub-level respectively include at least one level module
  • the terminal in response to the virtual character moving to the trigger position of the second sub-level in the last level module of the first sub-level, The terminal will load the first level module of the second sub-level, so as to display the second sub-level on the level screen.
  • the method provided in this embodiment divides the sub-level into multiple level modules, so that the terminal only needs to load a small number of module resources of the level module during the running process to run normally without loading
  • the level resources of the entire sub-level further reduce the computing performance and cache performance requirements of the terminal.
  • the method provided by this embodiment also allows the terminal to release the historically loaded level module when the historically loaded level module meets the release conditions, so that computing resources and cache resources can be recycled as soon as possible, thereby improving the resource utilization efficiency on the terminal.
  • level 1 can be split into two sub-levels: sub-level 1 and sub-level 2.
  • Sub-level 1 can be split into module 1-1 and module 1-2.
  • Sub-level 2 can be split into module 2-1, module 2-2 and module 2-3.
  • Module 1-1 has the starting record point of sub-level 1, which is also the birth point of the virtual character in level 1. After entering level 1, the avatar is born at the starting record point of sub-level 1.
  • the module 1-2 corresponds to the record point 1, and the end of the module 1-2 is provided with the level transfer point of the sub-level 2, that is, the trigger position of the sub-level 2.
  • Module 2-1 has the starting record point of sub-level 2;
  • module 2-2 corresponds to record point 1;
  • module 2-3 corresponds to record point 2, and the end of module 2-3 is set with the next level or the level teleporter for the next sublevel.
  • a level can also be directly divided into multiple modules.
  • a level world 1 includes several levels: level 1 , level 2 and level 3 .
  • level 1 includes module 1, module 2 and module 3 (camp)
  • level 2 includes module 1, module 2 and module 3 (camp)
  • level 3 includes module 1.
  • Module 3 of level 1 can communicate with module 1 of level 2
  • module 3 of level 2 can communicate with module 1 of level 3.
  • a camp is set at the end of each level, and the camp is the settlement point of the current level and the trigger point of the next level.
  • the original level refers to the traditional level in the 2D side-scrolling shooting game.
  • the recording point in the level is used as the mark to separate the level.
  • ⁇ Passing a record point is equivalent to clearing the previous sub-level, and the level settlement will be triggered at this time.
  • the level settlement is not blocking, and it will not jump out of a single game level.
  • the settlement information is only displayed through the UI in the level. At the same time, the player is not affected during the settlement process and can continue to operate the avatar.
  • the big map of the level is the player's selection interface. An area on the level map corresponds to a specific sublevel. Clicking on this area on the big map will directly enter the corresponding sub-level.
  • Each sub-level is configured with corresponding experience that can be obtained.
  • Level experience consists of two parts: experience gained through customs and experience in the process (with an upper limit).
  • experience can be obtained by killing enemies, picking up props, and completing tasks.
  • the above sections will configure different experiences respectively.
  • the level reward will be determined after the corresponding random logic when entering the sub-level, and then randomly dropped during the clearance process.
  • ⁇ Get weapons ⁇ Dual weapons In the novice stage, the weapons are unlocked after upgrading, and the dual weapons can be equipped and used immediately. The above weapons are virtual props in the game.
  • Fig. 12 shows a block diagram of an apparatus for displaying a level screen provided by an exemplary embodiment of the present application, and the apparatus includes:
  • a display module 1220 configured to display the level screen, where the level screen displays a virtual character located in the first sub-level;
  • an interaction module 1240 configured to control the virtual character to move in the first sub-level in response to a moving operation
  • a loading module 1260 configured to load the second sub-level in response to the trigger position of the virtual character moving to the second sub-level in the first sub-level;
  • the interaction module 1240 is configured to control the virtual character to move from the first sub-level to the second sub-level.
  • the trigger position of the second sub-level is the tail position of the first sub-level; the interaction module 1240 is configured to respond to the virtual character passing through the first sub-level After the tail position of the sub-level, the settlement information of the first sub-level is displayed on the level screen; the virtual character is controlled to keep moving until it moves to the second sub-level.
  • the interaction module 1240 is configured to, in response to the virtual character passing through the tail position of the first sub-level, display information on the level screen by using a heads-up display and pop-up prompts information or prompt information following the movement of the virtual character, displaying the settlement information of the first sub-level.
  • the display module 1220 is configured to display the first sub-level during the process of controlling the virtual character to move from the first sub-level to the second sub-level The adjoining position of the level and the second sublevel.
  • the first sub-level includes n end-to-end level modules, and the level modules are basic units used to form sub-levels;
  • the interaction module 1240 is configured to control the virtual character to move within the i-th level module of the first sublevel in response to the moving operation;
  • the loading module 1260 is configured to load the i+1th level module in response to the virtual character moving to the trigger position of the i+1th level module in the first sublevel;
  • the interaction module 1240 is configured to control the virtual character to move from the i-th level module to the i+1-th level module.
  • the distance between the trigger position of the second sub-level and the camp location of the first sub-level is less than a threshold, and the camp location is the last level of the first sub-level position in the mod.
  • the loading module 1260 is configured to release the historically loaded level module in response to the historically loaded level module satisfying the release condition.
  • the loading module 1260 is configured to load the first sublevel in response to the virtual character moving to the trigger position of the i+3th level module in the first sublevel i+3 level modules; after the i+3 level module is successfully loaded, the i-th level module is released.
  • the first sub-level and the second sub-level respectively include at least one level module
  • the loading module 1260 is configured to load the first sub-level of the second sub-level in response to the virtual character moving to the trigger position of the second sub-level in the last level module of the first sub-level Level mods.
  • the embodiments of the present application also provide a computer device, the computer device includes: a processor and a memory, and the memory stores at least one instruction, at least one piece of program, code set or instruction set, at least one instruction, at least one piece of program, code
  • the set or instruction set is loaded and executed by the processor to implement the method for displaying a level screen provided by the above method embodiments.
  • Fig. 13 is a schematic structural diagram of a computer device according to an exemplary embodiment.
  • the computer device 1300 includes a central processing unit (Central Processing Unit, CPU) 1301, a memory 1302, and a system bus 1303 connecting the memory 1302 and the central processing unit 1301.
  • the computer device 1300 also includes a basic input/output system (Input/Output, I/O system) 1304 that facilitates the transfer of information between various devices within the computer device.
  • CPU Central Processing Unit
  • I/O system basic input/output system
  • the basic input/output system 1304 includes a display 1305 for displaying information and input devices 1306 such as a mouse, keyboard, etc., for user input of information.
  • the display 1305 and the input device 1306 are both connected to the central processing unit 1301 through the input and output controller 1307 connected to the system bus 1303 .
  • the basic input/output system 1304 may also include an input output controller 1307 for receiving and processing input from a number of other devices such as a keyboard, mouse, or electronic stylus.
  • the memory 1302 is connected to the central processing unit 1301 through a memory controller (not shown) connected to the system bus 1303 .
  • the memory 1302 and its associated computer device-readable media provide non-volatile storage for the computer device 1300 . That is, the memory 1302 may include a computer device readable medium (not shown) such as a hard disk or a Compact Disc Read-Only Memory (CD-ROM) drive.
  • a computer device readable medium such as a hard disk or a Compact Disc Read-Only Memory (CD-ROM) drive.
  • the computer device readable medium may include computer device storage media and communication media.
  • Computer device storage media includes volatile and nonvolatile, removable and non-removable media implemented in any method or technology for storage of information such as computer device readable instructions, data structures, program modules or other data.
  • Computer equipment storage media include RAM, ROM, Erasable Programmable Read Only Memory (EPROM), Electrically Erasable Programmable Read-Only Memory (EEPROM), CD-ROM , Digital Video Disc (DVD) or other optical storage, cassette, magnetic tape, disk storage or other magnetic storage device.
  • EPROM Erasable Programmable Read Only Memory
  • EEPROM Electrically Erasable Programmable Read-Only Memory
  • CD-ROM Compact Disc
  • DVD Digital Video Disc
  • the memory also includes one or more programs, the one or more programs are stored in the memory, and the central processing unit 1301 implements all or part of the steps of the above-mentioned method for displaying the level screen by executing the one or more programs.
  • the present application further provides a computer-readable storage medium, where at least one instruction, at least one piece of program, code set or instruction set is stored in the storage medium, the at least one instruction, the at least one piece of program, the code set or The instruction set is loaded and executed by the processor to implement the method for displaying a level screen provided by the above method embodiments.
  • the computer-readable storage medium exists in the form of a medium capable of storing the above-mentioned information, such as an optical disc, a USB flash drive, and a memory card.
  • the computer-readable storage medium exists in the form of a game memory card, only the computer equipment supporting the game memory card supports reading the memory card, thereby realizing the execution of the level screen provided by the above method embodiments. Display method.
  • the present application further provides a chip, which includes a programmable logic circuit and/or program instructions, and when the chip runs on a computer device, is used to implement the method for displaying a level screen provided by each of the above method embodiments.
  • the present application also provides a computer program product containing instructions, which, when run on a computer device, causes the computer device to execute the method for displaying a level screen described in the above aspects.

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Abstract

一种关卡画面的显示方法、装置、设备及存储介质,属于支持虚拟环境的应用程序领域。应用于终端设备中,终端设备提供的关卡包括至少两个子关卡,所述方法包括:显示关卡画面,关卡画面显示有位于第一子关卡的虚拟角色(320);响应于移动操作,控制虚拟角色在第一子关卡进行移动(340);响应于虚拟角色在第一子关卡中移动至第二子关卡的触发位置,加载第二子关卡(360);控制虚拟角色从第一子关卡移动至第二子关卡(380)。本申请使得终端在运行过程中只加载部分子关卡的关卡资源即可,无需同时加载整个关卡的所有关卡资源,从而降低对移动终端的计算性能和缓存资源的较高要求。

Description

关卡画面的显示方法、装置、设备及存储介质
本申请要求于2021年1月21日提交的申请号为202110084242.3、发明名称为“关卡画面的显示方法、装置、设备及介质”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
本申请涉及支持虚拟环境的应用程序领域,特别涉及一种关卡画面的显示方法、装置、设备及存储介质。
背景技术
在横版射击游戏中提供有多个关卡,用户控制虚拟角色在某一关卡内进行移动和射击,以完成该关卡的关卡任务,从而进入该关卡的下一个关卡,直至完成全部关卡。
相关技术中的二维横版射击游戏出现在早期的游戏主机中。该二维横版射击游戏的画面为二维画面,并且画面内容也较为简易,因此每一关卡的关卡长度比较长。
在将上述二维横版射击游戏实现成为终端的三维横版射击游戏时,由于三维横版射击游戏所需要的计算性能和缓存资源较高,因此实现较长的关卡长度会存在技术困难。
发明内容
本申请提供了一种关卡画面的显示方法、装置、设备及存储介质,能够降低较长的关卡长度对终端的性能要求。所述技术方案如下:
根据本申请的一方面,提供了一种关卡画面的显示方法,应用于终端设备中,所述终端设备提供的关卡包括至少两个子关卡,所述方法包括:
显示所述关卡画面,所述关卡画面显示有位于第一子关卡的虚拟角色;
响应于移动操作,控制所述虚拟角色在所述第一子关卡进行移动;
响应于所述虚拟角色在所述第一子关卡中移动至第二子关卡的触发位置,加载所述第二子关卡;
控制所述虚拟角色从所述第一子关卡移动至所述第二子关卡。
根据本申请的另一方面,提供了一种关卡画面的显示装置,所述装置提供的关卡包括至少两个子关卡,所述装置包括:
显示模块,用于显示所述关卡画面,所述关卡画面显示有位于第一子关卡的虚拟角色;
交互模块,用于响应于移动操作,控制所述虚拟角色在所述第一子关卡进行移动;
加载模块,用于响应于所述虚拟角色在所述第一子关卡中移动至第二子关卡的触发位置,加载所述第二子关卡;
所述交互模块,用于控制所述虚拟角色从所述第一子关卡移动至所述第二子关卡。
在本申请的一个可选设计中,所述第二子关卡的触发位置是所述第一子关卡的尾部位置;所述交互模块,用于响应于所述虚拟角色经过所述第一子关卡的尾部位置后,在所述关卡画面上显示所述第一子关卡的结算信息;控制所述虚拟角色保持移动,直至移动至所述第二子关卡。
在本申请的一个可选设计中,所述交互模块,用于响应于所述虚拟角色经过所述第一子关卡的尾部位置后,在所述关卡画面上采用抬头显示信息、弹出提示信息或跟随所述虚拟角色移动的提示信息,显示所述第一子关卡的结算信息。
在本申请的一个可选设计中,所述显示模块,用于在控制所述虚拟角色从所述第一子关卡移动至所述第二子关卡的过程中,显示所述第一子关卡与所述第二子关卡的邻接位置。
在本申请的一个可选设计中,所述第一子关卡包括n个首尾相连的关卡模组,所述关卡模组是用于组成子关卡的基础单位;
所述交互模块,用于响应于所述移动操作,控制所述虚拟角色在所述第一子关卡的第i个关卡模组内进行移动;
所述加载模块,用于响应于所述虚拟角色在所述第一子关卡中移动至第i+1个关卡模组的触发位置,加载所述第i+1个关卡模组;
所述交互模块,用于控制所述虚拟角色从所述第i个关卡模组移动至所述第i+1个关卡模组。
在本申请的一个可选设计中,所述第二子关卡的触发位置与所述第一子关卡的营地位置的距离小于阈值,所述营地位置是所述第一子关卡的最后一个关卡模组中的位置。
在本申请的一个可选设计中,所述加载模块,用于响应于历史加载的关卡模组满足释放条件,释放所述历史加载的关卡模组。
在本申请的一个可选设计中,所述加载模块,用于响应于所述虚拟角色在所述第一子关卡中移动至第i+3个关卡模组的触发位置,加载所述第i+3个关卡模组;在成功加载所述第i+3个关卡模组后,释放所述第i个关卡模组。
在本申请的一个可选设计中,所述第一子关卡和所述第二子关卡分别包括至少一个关卡模组;
所述加载模块,用于响应于所述虚拟角色在所述第一子关卡的最后一个关卡模组中移动至所述第二子关卡的触发位置,加载所述第二子关卡的第一个关卡模组。
根据本申请的一个方面,提供了一种计算机设备,所述计算机设备包括:处理器和存储器,所述存储器存储有计算机程序,所述计算机程序由所述处理器加载并执行以实现如上所述的关卡画面的显示方法。
根据本申请的另一方面,提供了一种计算机可读存储介质,所述存储介质存储有计算机程序,所述计算机程序由处理器加载并执行以实现如上所述的关卡画面的显示方法。
根据本申请的另一方面,提供了一种芯片,所述芯片包括可编程逻辑电路和/或程序指令,当所述芯片在计算机设备上运行时,用于实现上述方面所述的关卡画面的显示方法。
根据本申请的另一方面,提供了一种计算机程序产品,所述计算机程序产品包括计算机指令,该计算机指令存储在计算机可读存储介质中。计算机设备的处理器从计算机可读存储介质读取该计算机指令,处理器执行该计算机指令,使得该计算机设备执行上述方面提供的关卡画面的显示方法。
本申请实施例提供的技术方案带来的有益效果至少包括:
通过将一个关卡拆分为多个子关卡,响应于虚拟角色在第一子关卡中移动至第二子关卡的触发位置,加载第二子关卡,使得终端在运行过程中只加载部分子关卡的关卡资源即可,无需同时加载整个关卡的所有关卡资源,从而降低对终端的计算性能和缓存资源的较高要求。
附图说明
图1示出了一个示例性实施例提供的关卡组织方式的示意图;
图2示出了一个示例性实施例提供的计算机系统的结构框图;
图3示出了一个示例性实施例提供的关卡画面的显示方法的流程图;
图4示出了一个示例性实施例提供的关卡画面的显示方法的界面图;
图5示出了一个示例性实施例提供的关卡画面的显示方法的流程图;
图6示出了一个示例性实施例提供的关卡画面的显示方法的界面图;
图7示出了一个示例性实施例提供的关卡画面的显示方法的界面图;
图8示出了一个示例性实施例提供的关卡画面的显示方法的流程图;
图9示出了一个示例性实施例提供的关卡画面的显示方法的界面图;
图10示出了一个示例性实施例提供的关卡画面的显示方法的界面图;
图11示出了一个示例性实施例提供的关卡画面的显示方法的界面图;
图12示出了一个示例性实施例提供的关卡画面的显示装置的框图;
图13示出了一个示例性实施例提供的计算机设备的框图。
具体实施方式
首先,对本申请实施例中涉及的名词进行介绍:
横版游戏:是指将游戏角色的移动路线控制在水平画面上的游戏。横版游戏中的全部画面或绝大部分画面中,游戏角色的移动路线都是沿着水平方向进行的。按照内容来分,横版游戏分为横版过关、横版冒险、横版竞技、横版策略等游戏;按照技术来分,横版游戏分为二维(2D)横版游戏和三维(3D)横版游戏。
虚拟环境:是应用程序在终端上运行时显示(或提供)的虚拟环境。该虚拟环境可以是对真实世界的仿真环境,也可以是半仿真半虚构的环境,还可以是纯虚构的环境。虚拟环境可以是二维虚拟环境、2.5维虚拟环境和三维虚拟环境中的任意一种,本申请对此不加以限定。下述实施例以虚拟环境是三维虚拟环境来举例说明。
可选地,该虚拟环境可以提供虚拟角色的对战环境。示例性的,在横版游戏中,一个或两个虚拟角色在虚拟环境中进行单局对战,虚拟角色通过躲避敌方单位发起的攻击和虚拟环境中存在的危险(比如,毒气圈、沼泽地等)来达到在虚拟环境中存活的目的,当虚拟角色在虚拟环境中的生命值为零时,虚拟角色在虚拟环境中的生命结束,最后顺利通过关卡内的路线的虚拟角色是获胜方。每一个客户端可以控制虚拟环境中的一个或多个虚拟角色。可选地,该对战的竞技模式可以包括单人对战模式、双人小组对战模式或者多人大组对战模式,本实施例对对战模式不加以限定。
示例性的,关卡画面是以虚拟角色的横屏视角对虚拟环境进行观察的画面,比如,以虚拟角色的右侧垂直方向对虚拟角色进行观察的射击游戏。该关卡画面指横版关卡画面或竖版关卡画面,横版关卡画面在水平方向的长度不小于竖直方向的长度,竖版关卡画面在水平方向的长度不大于竖直方向的长度。可选地,终端在显示关卡画面时,支持在竖版关卡画面与横版关卡画面之间进行切换。例如,在终端的长度方向为水平方向的情况下,终端显示横版关卡画面,在终端的长度方向变化为竖直方向的情况下,终端会将横版关卡画面切换显示为竖版关卡画面。横版关卡画面与竖版关卡画面在虚拟环境的显示范围方面存在差异。上述切换过程是终端上的客户端提供的功能,在实现切换的过程中,客户端会获取终端的传感器提供的信息,从而判断终端的放置方向,进而确定当前显示关卡画面的方式。示例性的,该传感器指陀螺仪传感器。
虚拟角色:是指虚拟环境中的可活动对象。该可活动对象可以是虚拟人物、虚拟动物、动漫人物等,比如:在三维虚拟环境中显示的人物、动物、植物、油桶、墙壁、石块等。可选地,虚拟角色是基于动画骨骼技术创建的三维立体模型。每个虚拟角色在三维虚拟环境中具有自身的形状和体积,占据三维虚拟环境中的一部分空间。虚拟角色泛指虚拟环境中的一个或多个虚拟角色。
用户界面(User Interface,UI)控件:是指在应用程序的用户界面上能够看见的任何可视控件或元素,比如,图片、输入框、文本框、按钮、标签等控件,其中一些UI控件响应用户的操作,比如,用户在输入框中能够输入文字,用户通过上述UI控件与用户界面进行信息交互。
本申请实施例提供了一种横版游戏中的关卡组织方式,在该横版游戏中包括多个关卡,每个关卡又拆分为至少两个子关卡。示例性的参考图1,以关卡1为例,关卡1拆分为四个子关卡:子关卡1-1、子关卡1-2、子关卡1-3和子关卡1-4。每个子关卡具有独立的关卡资源,每个子关卡可以独立结算和记录。
示例性的,关卡1中存在至少一个子关卡被拆分为至少两个关卡模组。比如,子关卡1-1拆分为关卡模组1-11和关卡模组1-12。关卡模组是设计关卡时的基本单位或最小单位。一些关卡模组可以在不同的关卡之间复用,从而提高设计效率。
在游戏过程中,终端可以按照子关卡粒度或关卡模组粒度进行资源加载,从而减少对计算资源和缓存资源的占用。
图2示出了本申请一个示例性实施例提供的计算机系统的结构框图。该计算机系统100包括:第一终端120、服务器140和第二终端160。
第一终端120安装和运行有支持虚拟环境的应用程序,该应用程序支持关卡画面。该应用程序可以是三维地图程序、横版射击、横版冒险、横版过关、横版策略、虚拟现实(Virtual Reality,VR)应用程序、增强现实(Augmented Reality,AR)程序中的任意一种。第一终端120是第一用户使用的终端,第一用户使用第一终端120控制位于虚拟环境中的第一虚拟角色进行活动,该活动包括但不限于:调整身体姿态、行走、奔跑、跳跃、骑行、驾驶、瞄准、拾取、使用投掷类道具、攻击其他虚拟角色中的至少一种。示例性的,第一虚拟角色是第一虚拟人物,比如仿真人物对象或动漫人物对象。示例性的,第一用户通过虚拟环境画面上的UI控件来控制第一虚拟角色进行活动。
第一终端120通过无线网络或有线网络与服务器140相连。
服务器140包括一台服务器、多台服务器、云计算平台和虚拟化中心中的至少一种。示例性的,服务器140包括处理器144和存储器142,存储器142又包括接收模块1421、控制模块1422和发送模块1423,接收模块1421用于接收客户端发送的请求,如组队请求;控制模块1422用于控制虚拟环境画面的渲染;发送模块1423用于向客户端发送响应,如向客户端发送组队成功的提示信息。服务器140用于为支持三维虚拟环境的应用程序提供后台服务。可选地,服务器140承担主要计算工作,第一终端120和第二终端160承担次要计算工作;或者,服务器140承担次要计算工作,第一终端120和第二终端160承担主要计算工作;或者,服务器140、第一终端120和第二终端160三者之间采用分布式计算架构进行协同计算。
第二终端160安装和运行有支持虚拟环境的应用程序,该应用程序支持关卡画面。该应用程序可以是三维地图程序、横版射击、横版冒险、横版过关、横版策略、虚拟现实应用程序、增强现实程序中的任意一种。第二终端160是第二用户使用的终端,第二用户使用第二终端160控制位于虚拟环境中的第二虚拟角色进行活动,该活动包括但不限于:调整身体姿态、行走、奔跑、跳跃、骑行、驾驶、瞄准、拾取、使用投掷类道具、攻击其他虚拟角色中的至少一种。示例性的,第二虚拟角色是第二虚拟人物,比如仿真人物对象或动漫人物对象。
可选地,第一虚拟人物和第二虚拟人物处于同一虚拟环境中。可选地,第一虚拟人物和第二虚拟人物可以属于同一个队伍、同一个组织、同一个阵营、具有好友关系或具有临时性的通讯权限。可选地,第一虚拟人物和第二虚拟人物也可以属于不同阵营、不同队伍、不同的组织或具有敌对关系。
可选地,第一终端120和第二终端160上安装的应用程序是相同的,或两个终端上安装的应用程序是不同操作系统平台(安卓或IOS)上的同一类型应用程序。第一终端120可以泛指多个终端中的一个,第二终端160可以泛指多个终端中的一个,本实施例仅以第一终端120和第二终端160来举例说明。第一终端120和第二终端160的设备类型相同或不同,该设备类型包括:智能手机、平板电脑、电子书阅读器、MP3播放器、MP4播放器、膝上型便携计算机和台式计算机中的至少一种。以下实施例以终端包括智能手机来举例说明。
本领域技术人员可以知晓,上述终端的数量可以更多或更少。比如上述终端可以仅为一个,或者上述终端为几十个或几百个,或者更多数量。本申请实施例对终端的数量和设备类型不加以限定。
图3示出了本申请一个示例性实施例提供的关卡画面的显示方法的流程图。本实施例以该方法应用于图2所示的终端或应用程序(也称客户端)中来举例说明。该方法包括:
步骤320:显示关卡画面,关卡画面显示有位于第一子关卡的虚拟角色。
关卡画面是基于三维虚拟环境在客户端所在终端上显示的虚拟环境画面。示例性的,在运行支持三维虚拟环境的应用程序时,终端会采用横版视角采集虚拟角色在三维虚拟环境中参与活动时的虚拟环境画面,该虚拟环境画面是虚拟角色在活动中执行动作时的画面。比如,上述活动为对战,则上述虚拟环境画面是虚拟角色正在对战的画面。示例性的,虚拟环境画面显示的虚拟环境包括:山川、平地、河流、湖泊、海洋、沙漠、天空、植物、建筑、交通工具中的至少一种元素。
在该关卡画面中显示有位于第一子关卡的虚拟角色。示意性的参考图4,在关卡画面中显示有子关卡1-1的虚拟环境,以及位于子关卡1-1中的虚拟角色31。
终端提供的关卡包括至少两个子关卡。可选地,终端通过安装的客户端实现提供关卡以及子关卡,该客户端支持显示关卡画面,例如该客户端为横版射击游戏。多个子关卡能够组成一个完整的关卡,客户端提供有至少一个完整的关卡。客户端在运行的过程中,会根据当前存储的通关进度确定显示的子关卡,或者根据选择操作确定显示的子关卡。示例地,第一子关卡是存储的进度指示的子关卡,或者为选择操作选择的子关卡。
步骤340:响应于移动操作,控制虚拟角色在第一子关卡进行移动。
用户通过手柄、按键、鼠标或触摸屏来控制虚拟角色的移动。响应于用户触发的移动操作,终端控制虚拟角色在第一子关卡内进行移动。
示例性的,虚拟角色在三维虚拟环境中沿着水平方向的移动线进行移动。该移动线简称为“动线”,是虚拟角色在三维虚拟环境中可移动的位置点的合集。该动线的表现形式是关卡画面中的草地、泥地、沙漠、桥梁和浅水坑等。
动线包括沿着水平方向的动线,同一位置的动线可以有上下两层,或者,上中下三层,比如上层是高台动线,中层是陆地动线,下层是前水坑动线。示例性的,存在一些局部区域的动线,可以是沿竖直方向、斜45度方向等其它方向,并不完全沿水平方向,本实施例对此不加限定。
步骤360:响应于虚拟角色在第一子关卡中移动至第二子关卡的触发位置,加载第二子关卡。
在第一子关卡中设置有第二子关卡的触发位置。比如,该第一子关卡的末尾处设置有第二子关卡的触发位置。示例性的参考图4,第一子关卡为子关卡1-1,图4中黑色的树40即为第二子关卡(子关卡1-2)的触发位置。
响应于虚拟角色在第一子关卡中移动至第二子关卡的触发位置,终端开始加载第二子关卡。在加载第二子关卡的关卡资源后,终端能够基于第二子关卡的关卡资源显示有关第二子关卡的关卡画面。
步骤380:控制虚拟角色从第一子关卡移动至第二子关卡。
响应于用户触发的移动操作,终端控制虚拟角色从第一子关卡移动至第二子关卡,或者,在某些自动移动场景下,终端控制虚拟角色自动从第一子关卡移动至第二子关卡。可选地,第一子关卡与第二子关卡是邻接的,第一子关卡和第二子关卡中的虚拟环境存在过渡连接的关系,第一子关卡和第二子关卡之间存在邻接位置。例如,继续参考图4,图4中的虚线位置即为第一子关卡和第二子关卡的邻接位置。终端根据移动操作控制虚拟角色从第一子关卡移动至第二子关卡的过程是连贯进行的,在移动的过程中不会产生停顿。并且,在移动过程中,终端会显示上述邻接位置,在该情况下,终端显示的关卡画面同时包括第一子关卡的部分以及第二子关卡的部分。
综上所述,本实施例提供的方法,通过将一个关卡拆分为多个子关卡,响应于虚拟角色在第一子关卡中移动至第二子关卡的触发位置,加载第二子关卡,使得终端在运行过程中只加载部分子关卡的关卡资源即可,无需同时加载整个关卡的所有关卡资源,从而降低对终端的计算性能和缓存资源的较高要求。
图5示出了本申请一个示例性实施例提供的关卡画面的显示方法的流程图。本实施例以该方法应用于图2所示的终端或应用程序(也称客户端)中来举例说明。该方法包括:
步骤320:显示关卡画面,关卡画面显示有位于第一子关卡的虚拟角色。
示例性的参考图6,关卡画面中显示有:玩家控制的虚拟角色31和多个敌方单位32。虚拟角色31和敌方单位32位于三维虚拟环境中。该关卡画面是由设置在三维虚拟环境中的摄像机模型30采集到的。参考图7,该摄像机模型30的采集方向与x轴垂直,假设虚拟角色在该三维虚拟环境中的移动线是沿世界坐标系的x轴正方向,则图6所示的关卡画面是采用横版视角的摄像机模型30跟随虚拟角色沿x轴正半轴方向的移动过程中采集到的。
示例性的,该关卡画面上叠加显示有UI控件,该UI控件包括用于实现控制虚拟角色执行动作某一功能的控件;示例性的,上述UI控件包括:移动类型的UI控件、辅助类型的UI控件、瞄准类型的UI控件和状态切换类型的UI控件中的至少一类。
移动类型的UI控件用于控制虚拟角色进行移动,比如,图6示出的方向移动控件33属于移动类型的UI控件,当方向移动控件33被触发时,虚拟角色在虚拟环境中向前、向后、向左、向右地移动。
辅助类型的UI控件用于辅助虚拟角色进行活动,比如,图6中示出的射击控件34和投掷手榴弹控件35。射击控件34用于控制虚拟角色发射出子弹。投掷手榴弹控件35用于控制虚拟角色投掷手榴弹道具。
瞄准类型的UI控件是用于切换虚拟角色的攻击目标的控件,或者用于瞄准攻击目标的控件。比如,图6中示出的瞄准切换控件37是用于切换虚拟角色的攻击目标的控件。示例性的,客户端提供有自动瞄准机制,该自动瞄准机制会基于虚拟角色和敌方单位之间的距离、敌方单位的血量、敌方单位的类型中的至少一种因素,为虚拟角色自动瞄准一个攻击目标。但用户不满意自动瞄准机制所瞄准的攻击目标后,点击瞄准切换控件37,从而将攻击目标切换为自瞄列表中的次高优先级的敌方单位。
步骤340:响应于移动操作,控制虚拟角色在第一子关卡进行移动。
用户通过手柄、按键、鼠标或触摸屏来控制虚拟角色的移动。响应于用户触发的移动操作,终端控制虚拟角色在第一子关卡内进行移动。
示例性的,虚拟角色在三维虚拟环境中沿着水平方向的移动线进行移动。该移动线简称为“动线”,是虚拟角色在三维虚拟环境中可移动的位置点的合集。该动线的表现形式是关卡画面中的草地、泥地、沙漠、桥梁和浅水坑等。
动线包括沿着水平方向的动线,同一位置的动线可以有上下两层,或者,上中下三层,比如上层是高台动线,中层是陆地动线,下层是前水坑动线。示例性的,存在一些局部区域的动线,可以是沿竖直方向、斜45度方向等其它方向,并不完全沿水平方向,本实施例对此不加限定。
步骤360:响应于虚拟角色在第一子关卡中移动至第二子关卡的触发位置,加载第二子关卡。
示例性的,第二子关卡的触发位置是第一子关卡的尾部位置。可选地,该尾部位置用于触发对第一子关卡进行结算,该位置是触发对虚拟角色在第一子关卡中的金币、积分、经验、奖励、道具中的至少一项对局参数进行结算和记录的位置。可选地,该尾部位置是第一子关卡的结束位置附近的位置,例如,尾部位置与第一子关卡的结束位置之间的距离小于距离阈值。虚拟环境中存在显示元素用于指示该尾部位置。例如,通过预设颜色、预设形状的标记元素标记该尾部位置。通常情况下,该尾部位置位于第一子关卡内的末端位置。
示例性的参考图4,图4中的黑色的树40即为第二子关卡的触发位置。
响应于虚拟角色在第一子关卡中移动至第二子关卡的触发位置,终端开始加载第二子关卡。在加载第二子关卡的关卡资源后,终端能够基于第二子关卡的关卡资源显示有关第二子关卡的关卡画面。
子关卡的关卡资源包括:逻辑资源和美术资源。其中:
逻辑资源包括与运行逻辑有关的代码资源。逻辑资源包括但不限于:敌方单位的触发逻辑、敌方单位的移动逻辑、敌方单位的攻击逻辑、中立单位的出现逻辑、中立单位的动作逻辑、飞行道具的投放逻辑、地面车辆的投放逻辑、机器人载具的投放逻辑、奖励掉落逻辑中的至少一种,本申请实施例对逻辑资源的具体类型不加以限定。
美术资源包括:三维虚拟模型的模型资源和贴图资源。三维虚拟模型包括:子关卡中出现的建筑、草丛、雕塑、树木、背景物体、飞行物、车辆、机器人、道具中的至少一种。
步骤382:响应于虚拟角色经过第一子关卡的尾部位置后,在关卡画面上显示第一子关卡的结算信息。
响应于虚拟角色经过第一子关卡的尾部位置后,终端会在关卡画面上采用抬头显示(Head Up Display,HUD)信息、弹出提示信息或跟随虚拟角色移动的提示信息,显示第一子关卡的结算信息。
示例性的,该HUD信息、弹出提示信息或跟随虚拟角色移动的提示信息不影响对虚拟角色的控制。也即在显示HUD信息、弹出提示信息或跟随虚拟角色移动的提示信息的过程中,用户可以继续控制虚拟角色进行移动或攻击。并且,在采用跟随虚拟角色移动的提示信息显示结算信息时,显示的结算信息会跟随虚拟角色的移动方向进行移动。例如,跟随虚拟角色移动的提示信息显示在虚拟角色的头部上方,并且在虚拟角色移动的过程中,相对于虚拟角色的位置保持不变。
示例性的,该HUD信息、弹出提示信息或跟随虚拟角色移动的提示信息在显示预设时长后取消显示。或者,响应于接收到用户在除HUD信息、弹出提示信息或跟随虚拟角色移动的提示信息之外的其它区域上的人机交互操作,取消显示HUD信息、弹出提示信息或跟随虚拟角色移动的提示信息。
第一子关卡的结算信息包括但不限于:虚拟角色在第一子关卡的金币、经验、道具、奖励中的至少一种关卡参数的结算信息。
步骤384:控制虚拟角色保持移动,直至移动至第二子关卡。
在显示第一子关卡的结算信息的过程中,响应于用户触发的移动操作,终端会控制虚拟角色保持移动,直至移动至第二子关卡。可选地,第一子关卡与第二子关卡是邻接的,第一子关卡和第二子关卡中的虚拟环境存在过渡连接的关系,第一子关卡和第二子关卡之间存在邻接位置。终端根据移动操作控制虚拟角色从第一子关卡移动至第二子关卡的过程是连贯进行的,在移动的过程中不会产生停顿。并且,在移动过程中,终端会显示上述邻接位置,在该情况下,终端显示的关卡画面同时包括第一子关卡的部分以及第二子关卡的部分,即该邻接位置的两侧,分别为第一子关卡和第二子关卡。可选地,关卡画面在邻接位置的两侧显示的内容存在差异,该差异包括虚拟环境存在差异,敌方单位存在差异、敌方单位的移动逻辑或攻击逻辑存在差异、中立单位存在差异、飞行道具存在差异、地面车辆存在差异、机器人载具存在差异以及虚拟对象存在差异中的至少一种。
综上所述,本实施例提供的方法,通过显示第一子关卡的结算信息,能够让用户感受到第一子关卡的结束,但是又不需要感知到第二子关卡的加载过程,第二子关卡的加载过程也不会打断用户在第一子关卡内的操作,使得用户在操作虚拟角色从第一子关卡进入第二子关卡时,并无传统关卡切换过程的加载切换过程,与传统的关卡内操作基本没有区别,从而实现较少的资源消耗也能提供长度非常长的关卡体验。
在一个关卡内包括多个子关卡的情况下,第一子关卡可以是多个子关卡中的第i个子关卡,第二子关卡可以是多个子关卡中的第i+1个子关卡,i为正整数。也即,第一子关卡和第二子关卡是多个子关卡中相邻的两个子关卡。
在一个示例性的实施例中,存在至少一个子关卡被拆分为多个关卡模组。假设第一子关卡包括n个首尾相连的关卡模组,关卡模组是用于组成子关卡的基础单位。步骤340可选包括如下子步骤,如图8所示:
步骤341:响应于移动操作,控制虚拟角色在第一子关卡的第i个关卡模组内进行移动。
每个关卡模组的模组资源包括:逻辑资源和美术资源。其中:
逻辑资源包括与运行逻辑有关的代码资源。逻辑资源包括但不限于:敌方单位的触发逻辑、敌方单位的移动逻辑、敌方单位的攻击逻辑、中立单位的出现逻辑、中立单位的动作逻辑、飞行道具的投放逻辑、地面车辆的投放逻辑、机器人载具的投放逻辑、奖励掉落逻辑中的至少一种,本申请实施例对逻辑资源的具体类型不加以限定。
美术资源包括:三维虚拟模型的模型资源和贴图资源。三维虚拟模型包括:子关卡中出现的建筑、草丛、雕塑、树木、背景物体、飞行物、车辆、机器人、道具中的至少一种。
同一个关卡模组,可以不修改直接在多个子关卡或多个关卡内复用;也可以仅修改小部分的逻辑资源和/或美术资源后,在多个子关卡或多个关卡内复用。
步骤342:响应于虚拟角色在第一子关卡中移动至第i+1个关卡模组的触发位置,加载第i+1个关卡模组。
示例性的,第i+1个关卡模组的触发位置是第i个关卡模组内的指定位置或任意位置。比如,只要虚拟角色进入第i个关卡模组,就开始加载第i+1个关卡模组的模组资源。
步骤343:控制虚拟角色从第i个关卡模组移动至第i+1个关卡模组。
结合参考图9,初始状态下,虚拟角色在关卡模组1中。当虚拟角色的位置1处于关卡模组2的触发位置时,终端加载关卡模组2的模组资源;当虚拟角色的位置2处于关卡模组3的触发位置时,终端加载关卡模组3的模组资源;当虚拟角色的位置3处于关卡模组4的触发位置时,终端加载关卡模组4的模组资源。
由于虚拟角色向后移动的距离有限,比如不超过1个关卡模组,则历史加载的关卡模组满足释放条件时,终端释放历史加载的关卡模组。
步骤344:响应于虚拟角色在第一子关卡中移动至第i+3个关卡模组的触发位置,加载第i+3个关卡模组。
步骤345:在成功加载第i+3个关卡模组后,释放第i个关卡模组。
释放关卡模组指终端不再加载该关卡模组。示例性的,在加载关卡模组4的模组资源后,释放关卡模组1的模组资源。
同理,假设第一子关卡和第二子关卡分别包括至少一个关卡模组。上述步骤360可实现成为:响应于虚拟角色在第一子关卡的最后一个关卡模组中移动至第二子关卡的触发位置,加载第二子关卡的第一个关卡模组。
在第一子关卡包括n个首尾相连的关卡模组的情况下,可选地,上述第二子关卡的触发位置与第一子关卡的营地位置的距离小于阈值,该营地位置是第一子关卡的最后一个关卡模组中的位置,该阈值是客户端设置的。可选地,该营地位置显示有用于反映该位置为营地的显示元素,例如虚拟帐篷、虚拟篝火、虚拟房屋等。示例地,第一子关卡包括5个关卡模组,则第一子关卡的营地位置在关卡模组5中。
在第一子关卡和第二子关卡分别包括至少一个关卡模组的情况下,可选地,响应于虚拟角色在第一子关卡的最后一个关卡模组中移动至第二子关卡的触发位置,终端会加载第二子关卡的第一个关卡模组,从而实现在关卡画面中显示出第二子关卡。
综上所述,本实施例提供的方法,通过将子关卡拆分为多个关卡模组,使得终端在运行过程中,仅需要加载少量关卡模组的模组资源即可正常运行,无需加载整个子关卡的关卡资源,进一步减少了对终端的计算性能和缓存性能的需求。
本实施例提供的方法,还通过在历史加载的关卡模组满足释放条件时,终端释放历史加载的关卡模组,能够尽快对计算资源和缓存资源进行回收利用,提高终端上的资源利用效率。
下面采用一个示例性的例子来阐述上述方案:
关卡拆分和子关卡逻辑:
示例性的参考图10,关卡1可以拆分为两个子关卡:子关卡1和子关卡2。子关卡1又可以拆分为模组1-1和模组1-2。子关卡2又可以拆分为模组2-1、模组2-2和模组2-3。模组1-1有子关卡1的起始记录点,也是虚拟角色在关卡1的出生点。虚拟角色进入关卡1后在子关卡1的起始记录点出生。模组1-2对应有记录点1,以及模组1-2的末尾设置有子关卡2的关卡传送点,也即子关卡2的触发位置。模组2-1有子关卡2的起始记录点;模组2-2对应有记录点1;模组2-3对应有记录点2,以及模组2-3的末尾设置有下一个关卡或下一个子关卡的关卡传送点。
需要说明的是,在一些实施例中也可以将一个关卡直接拆分为多个模组,示例性的参考图11,一个关卡世界1包含若干个关卡:关卡1、关卡2和关卡3。其中关卡1包括模组1、模组2和模组3(营地),关卡2包括模组1、模组2和模组3(营地),关卡3包括模组1。关卡1的模组3可以与关卡2的模组1连通,关卡2的模组3可以与关卡3的模组1连通。每个关卡的终点设置有营地,营地是当前关卡的结算点,也是下一个关卡的触发点。
关卡的拆分原因:
·一个原版关卡的长度过长,需要切分成多个子关卡才能适应玩家对于时长的需求。(60-90秒)
原版关卡是指在2D横版射击游戏中的传统关卡。
拆分方式:
·一个原版关卡切分成多个子关卡时,以关卡内的记录点作为分隔关卡的标记。
·通过一个记录点时就相当于通关前一个子关卡,此时会触发关卡结算。关卡结算并非阻断式的,也不会跳出单局关卡。仅通过关卡内的UI对结算信息做展示,同时结算过程中玩家不受影响,可以继续操作虚拟角色。
子关卡的进入和退出:
进入子关卡:
·关卡大地图就是玩家的选关界面。在关卡大地图上的一个区域就对应一个具体的子关卡。在大地图上点击这个区域,就会直接进入对应的子关卡中。
·进入子关卡时,玩家会出生在该子关卡对应的记录点位置。并且不能返回记录点之前的区域。
·进入子关卡时,就会扣除该子关卡所需的体力(这条规则主要是因为,我们的关卡奖励将调整为在关卡过程中掉落)。离开记录点时,就会扣除下一个子关卡的体力。体力是虚拟角色的一种属性值。
退出关卡:
正常的关卡退出有以下2种方式:
·关卡过程中退出:关卡进行中,。
·整关通关退出:在整关通关后,会有主动退出关卡的可交互UI。
经验与奖励掉落:
经验获取:
·每个子关卡都配置有对应能获得的经验。关卡经验包括两个部分:通关获得经验和过程中经验(有上限)。
·过程中经验可以通过击杀敌人、拾取道具、完成任务等多种方式获得。以上部分会分别配置不同的经验。
·每个关卡的过程中经验有上限,到达上限后就无法再获得。
奖励掉落:
关卡奖励会在进入子关卡时经过相应随机逻辑后确定,然后在通关过程中随机掉落。
·关卡内拾取到掉落的奖励就会放入临时背包,当玩家正常退出关卡时,就能获得临时背包内的奖励。
关卡内升级:
·关卡过程中可以获得经验,因此,玩家可能(一定)会在关卡内升级。
·关卡内UI会展示玩家升级的经验条。
单局内升级反馈:
·关卡内升级后,我们希望立即给予玩很强的反馈,尤其是在新手阶段。
·状态全满:升级后回复主角全部血量、弹药、技能CD等。
·升级技能:升级后如果满足系统要求的技能升级条件,则在关卡内可以直接进行技能升级并立即生效。
·获得武器\双武器:新手阶段,升级后解锁武器、双武器能够立即装备并使用。上述武器是游戏中的虚拟道具。
·获得载具:新手阶段,升级后解锁载具后能够立即使用。
·关卡内升级后有系统解锁,单局内有相应的UI提示。
图12示出了本申请一个示例性实施例提供的关卡画面的显示装置的框图,所述装置包括:
显示模块1220,用于显示所述关卡画面,所述关卡画面显示有位于第一子关卡的虚拟角色;
交互模块1240,用于响应于移动操作,控制所述虚拟角色在所述第一子关卡进行移动;
加载模块1260,用于响应于所述虚拟角色在所述第一子关卡中移动至第二子关卡的触发位置,加载所述第二子关卡;
交互模块1240,用于控制所述虚拟角色从所述第一子关卡移动至所述第二子关卡。
在本实施例的一个可选设计中,所述第二子关卡的触发位置是所述第一子关卡的尾部位置;所述交互模块1240,用于响应于所述虚拟角色经过所述第一子关卡的尾部位置后,在所述关卡画面上显示所述第一子关卡的结算信息;控制所述虚拟角色保持移动,直至移动至所述第二子关卡。
在本实施例的一个可选设计中,所述交互模块1240,用于响应于所述虚拟角色经过所述第一子关卡的尾部位置后,在所述关卡画面上采用抬头显示信息、弹出提示信息或跟随所述虚拟角色移动的提示信息,显示所述第一子关卡的结算信息。
在本实施例的一个可选设计中,所述显示模块1220,用于在控制所述虚拟角色从所述第一子关卡移动至所述第二子关卡的过程中,显示所述第一子关卡与所述第二子关卡的邻接位置。
在本实施例的一个可选设计中,所述第一子关卡包括n个首尾相连的关卡模组,所述关卡模组是用于组成子关卡的基础单位;
所述交互模块1240,用于响应于所述移动操作,控制所述虚拟角色在所述第一子关卡的第i个关卡模组内进行移动;
所述加载模块1260,用于响应于所述虚拟角色在所述第一子关卡中移动至第i+1个关卡模组的触发位置,加载所述第i+1个关卡模组;
所述交互模块1240,用于控制所述虚拟角色从所述第i个关卡模组移动至所述第i+1个关卡模组。
在本实施例的一个可选设计中,所述第二子关卡的触发位置与所述第一子关卡的营地位置的距离小于阈值,所述营地位置是所述第一子关卡的最后一个关卡模组中的位置。
在本实施例的一个可选设计中,所述加载模块1260,用于响应于历史加载的关卡模组满足释放条件,释放所述历史加载的关卡模组。
在本实施例的一个可选设计中,所述加载模块1260,用于响应于所述虚拟角色在所述第一子关卡中移动至第i+3个关卡模组的触发位置,加载所述第i+3个关卡模组;在成功加载所述第i+3个关卡模组后,释放所述第i个关卡模组。
在本实施例的一个可选设计中,所述第一子关卡和所述第二子关卡分别包括至少一个关卡模组;
所述加载模块1260,用于响应于所述虚拟角色在所述第一子关卡的最后一个关卡模组中移动至所述第二子关卡的触发位置,加载所述第二子关卡的第一个关卡模组。
本申请的实施例还提供了一种计算机设备,该计算机设备包括:处理器和存储器,存储器中存储有至少一条指令、至少一段程序、代码集或指令集,至少一条指令、至少一段程序、代码集或指令集由处理器加载并执行以实现上述各方法实施例提供的关卡画面的显示方法。
图13是根据一示例性实施例示出的一种计算机设备的结构示意图。所述计算机设备1300包括中央处理单元(Central Processing Unit,CPU)1301、存储器1302,以及连接存储器1302和中央处理单元1301的系统总线1303。所述计算机设备1300还包括帮助计算机设备内的各个器件之间传输信息的基本输入/输出系统(Input/Output,I/O系统)1304。
所述基本输入/输出系统1304包括有用于显示信息的显示器1305和用于用户输入信息的诸如鼠标、键盘之类的输入设备1306。其中所述显示器1305和输入设备1306都通过连接到系统总线1303的输入输出控制器1307连接到中央处理单元1301。所述基本输入/输出系统1304还可以包括输入输出控制器1307以用于接收和处理来自键盘、鼠标、或电子触控笔等多个其他设备的输入。
所述存储器1302通过连接到系统总线1303的存储控制器(未示出)连接到中央处理单元1301。所述存储器1302及其相关联的计算机设备可读介质为计算机设备1300提供非易失性存储。也就是说,所述存储器1302可以包括诸如硬盘或者只读光盘(Compact Disc Read-Only Memory,CD-ROM)驱动器之类的计算机设备可读介质(未示出)。
不失一般性,所述计算机设备可读介质可以包括计算机设备存储介质和通信介质。计算机设备存储介质包括以用于存储诸如计算机设备可读指令、数据结构、程序模块或其他数据等信息的任何方法或技术实现的易失性和非易失性、可移动和不可移动介质。计算机设备存储介质包括RAM、ROM、可擦除可编程只读存储器(Erasable Programmable Read Only Memory,EPROM)、带电可擦可编程只读存储器(Electrically Erasable Programmable Read-Only Memory,EEPROM),CD-ROM、数字视频光盘(Digital Video Disc,DVD)或其他光学存储、磁带盒、磁带、磁盘存储或其他磁性存储设备。当然,本领域技术人员可知所述计算机设备存储介质不局限于上述几种。
所述存储器还包括一个或者一个以上的程序,所述一个或者一个以上程序存储于存储器中,中央处理器1301通过执行该一个或一个以上程序来实现上述关卡画面的显示方法的全部或者部分步骤。
本申请还提供一种计算机可读存储介质,所述存储介质中存储有至少一条指令、至少一段程序、代码集或指令集,所述至少一条指令、所述至少一段程序、所述代码集或指令集由处理器加载并执行以实现上述方法实施例提供的关卡画面的显示方法。示例性地,该计算机可读存储介质存在的形式包括光盘、U盘和存储卡等能够存储上述信息的媒介。可选地,在 计算机可读存储介质以游戏存储卡的形式存在的情况下,仅与游戏存储卡配套的计算机设备支持对存储卡进行读取,从而实现执行上述方法实施例提供的关卡画面的显示方法。
本申请还提供一种芯片,所述芯片包括可编程逻辑电路和/或程序指令,当所述芯片在计算机设备上运行时,用于实现上述各个方法实施例提供的关卡画面的显示方法。
可选地,本申请还提供了一种包含指令的计算机程序产品,当其在计算机设备上运行时,使得计算机设备执行上述各方面所述的关卡画面的显示方法。
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。
本领域普通技术人员可以理解实现上述实施例的全部或部分步骤可以通过硬件来完成,也可以通过程序来指令相关的硬件完成,所述的程序可以存储于一种计算机可读存储介质中,上述提到的存储介质可以是只读存储器,磁盘或光盘等。
以上所述仅为本申请的可选实施例,并不用以限制本申请,凡在本申请的精神和原则之内,所作的任何修改、等同替换、改进等,均应包含在本申请的保护范围之内。

Claims (22)

  1. 一种关卡画面的显示方法,应用于终端设备中,所述终端设备提供的关卡包括至少两个子关卡,所述方法包括:
    显示所述关卡画面,所述关卡画面显示有位于第一子关卡的虚拟角色;
    响应于移动操作,控制所述虚拟角色在所述第一子关卡进行移动;
    响应于所述虚拟角色在所述第一子关卡中移动至第二子关卡的触发位置,加载所述第二子关卡;
    控制所述虚拟角色从所述第一子关卡移动至所述第二子关卡。
  2. 根据权利要求l所述的方法,其中,所述第二子关卡的触发位置是所述第一子关卡的尾部位置;所述控制所述虚拟角色从所述第一子关卡移动至所述第二子关卡,包括:
    响应于所述虚拟角色经过所述第一子关卡的尾部位置后,在所述关卡画面上显示所述第一子关卡的结算信息;
    控制所述虚拟角色保持移动,直至移动至所述第二子关卡。
  3. 根据权利要求2所述的方法,其中,所述响应于所述虚拟角色经过所述第一子关卡的尾部位置后,在所述关卡画面上显示所述第一子关卡的结算信息,包括:
    响应于所述虚拟角色经过所述第一子关卡的尾部位置后,在所述关卡画面上采用抬头显示信息、弹出提示信息或跟随所述虚拟角色移动的提示信息,显示所述第一子关卡的结算信息。
  4. 根据权利要求l至3任一所述的方法,其中,所述方法还包括:
    在控制所述虚拟角色从所述第一子关卡移动至所述第二子关卡的过程中,显示所述第一子关卡与所述第二子关卡的邻接位置。
  5. 根据权利要求l至3任一所述的方法,其中,所述第一子关卡包括n个首尾相连的关卡模组,所述关卡模组是用于组成子关卡的基础单位,n为正整数;
    所述响应于移动操作,控制所述虚拟角色在所述第一子关卡进行移动,包括:
    响应于所述移动操作,控制所述虚拟角色在所述第一子关卡的第i个关卡模组内进行移动,i为不大于n的正整数;
    响应于所述虚拟角色在所述第一子关卡中移动至第i+1个关卡模组的触发位置,加载所述第i+1个关卡模组;
    控制所述虚拟角色从所述第i个关卡模组移动至所述第i+1个关卡模组。
  6. 根据权利要求5所述的方法,其中,所述第二子关卡的触发位置与所述第一子关卡的营地位置的距离小于阈值,所述营地位置是所述第一子关卡的最后一个关卡模组中的位置。
  7. 根据权利要求5所述的方法,其中,所述方法还包括:
    响应于历史加载的关卡模组满足释放条件,释放所述历史加载的关卡模组。
  8. 根据权利要求7所述的方法,其中,所述响应于历史加载的关卡模组满足释放条件,释放所述历史加载的关卡模组,包括:
    响应于所述虚拟角色在所述第一子关卡中移动至第i+3个关卡模组的触发位置,加载所述第i+3个关卡模组;
    在成功加载所述第i+3个关卡模组后,释放所述第i个关卡模组。
  9. 根据权利要求l至3任一所述的方法,其中,所述第一子关卡和所述第二子关卡分别包括至少一个关卡模组;
    所述响应于所述虚拟角色在所述第一子关卡中移动至第二子关卡的触发位置,加载所述第二子关卡,包括:
    响应于所述虚拟角色在所述第一子关卡的最后一个关卡模组中移动至所述第二子关卡的触发位置,加载所述第二子关卡的第一个关卡模组。
  10. 一种关卡画面的显示装置,其中,所述装置提供的关卡包括至少两个子关卡,所述装置包括:
    显示模块,用于显示所述关卡画面,所述关卡画面显示有位于第一子关卡的虚拟角色;
    交互模块,用于响应于移动操作,控制所述虚拟角色在所述第一子关卡进行移动;
    加载模块,用于响应于所述虚拟角色在所述第一子关卡中移动至第二子关卡的触发位置,加载所述第二子关卡;
    所述交互模块,用于控制所述虚拟角色从所述第一子关卡移动至所述第二子关卡。
  11. 根据权利要求10所述的装置,其中,所述第二子关卡的触发位置是所述第一子关卡的尾部位置;所述交互模块,用于:
    响应于所述虚拟角色经过所述第一子关卡的尾部位置后,在所述关卡画面上显示所述第一子关卡的结算信息;
    控制所述虚拟角色保持移动,直至移动至所述第二子关卡。
  12. 根据权利要求11所述的装置,其中,所述交互模块,用于:
    响应于所述虚拟角色经过所述第一子关卡的尾部位置后,在所述关卡画面上采用抬头显示信息、弹出提示信息或跟随所述虚拟角色移动的提示信息,显示所述第一子关卡的结算信息。
  13. 根据权利要求10至12任一所述的装置,其中,所述显示模块,用于:
    在控制所述虚拟角色从所述第一子关卡移动至所述第二子关卡的过程中,显示所述第一子关卡与所述第二子关卡的邻接位置。
  14. 根据权利要求10至12任一所述的装置,其中,所述第一子关卡包括n个首尾相连的关卡模组,所述关卡模组是用于组成子关卡的基础单位;
    所述交互模块,用于响应于所述移动操作,控制所述虚拟角色在所述第一子关卡的第i个关卡模组内进行移动;
    所述加载模块,用于响应于所述虚拟角色在所述第一子关卡中移动至第i+1个关卡模组的触发位置,加载所述第i+1个关卡模组;
    所述交互模块,用于控制所述虚拟角色从所述第i个关卡模组移动至所述第i+1个关卡模组。
  15. 根据权利要求14所述的装置,其中,所述第二子关卡的触发位置与所述第一子关卡的营地位置的距离小于阈值,所述营地位置是所述第一子关卡的最后一个关卡模组中的位置。
  16. 根据权利要求14所述的装置,其中,所述加载模块,用于:
    响应于历史加载的关卡模组满足释放条件,释放所述历史加载的关卡模组。
  17. 根据权利要求16所述的装置,其中,所述加载模块,用于:
    响应于所述虚拟角色在所述第一子关卡中移动至第i+3个关卡模组的触发位置,加载所述第i+3个关卡模组;
    在成功加载所述第i+3个关卡模组后,释放所述第i个关卡模组。
  18. 根据权利要求10至12任一所述的装置,其中,所述第一子关卡和所述第二子关卡分别包括至少一个关卡模组;所述加载模块,用于:
    响应于所述虚拟角色在所述第一子关卡的最后一个关卡模组中移动至所述第二子关卡的触发位置,加载所述第二子关卡的第一个关卡模组。
  19. 一种计算机设备,其中,所述计算机设备包括:处理器和存储器,所述存储器存储有计算机程序,所述计算机程序由所述处理器加载并执行以实现如权利要求l至9任一所述的关卡画面的显示方法。
  20. 一种计算机可读存储介质,其中,所述计算机可读存储介质存储有计算机程序,所述计算机程序由处理器加载并执行以实现如权利要求l至9任一所述的关卡画面的显示方法。
  21. 一种芯片,其中,所述芯片包括可编程逻辑电路或程序,所述芯片用于实现如权利要 求l至9任一所述的关卡画面的显示方法。
  22. 一种计算机程序产品,其中,所述计算机程序产品存储有计算机程序,所述计算机程序由处理器加载并执行以实现如权利要求l至9任一所述的关卡画面的显示方法。
PCT/CN2022/072327 2021-01-21 2022-01-17 关卡画面的显示方法、装置、设备及存储介质 WO2022156628A1 (zh)

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