WO2023138160A1 - 游戏场景控制方法、装置、计算机设备及存储介质 - Google Patents

游戏场景控制方法、装置、计算机设备及存储介质 Download PDF

Info

Publication number
WO2023138160A1
WO2023138160A1 PCT/CN2022/129462 CN2022129462W WO2023138160A1 WO 2023138160 A1 WO2023138160 A1 WO 2023138160A1 CN 2022129462 W CN2022129462 W CN 2022129462W WO 2023138160 A1 WO2023138160 A1 WO 2023138160A1
Authority
WO
WIPO (PCT)
Prior art keywords
scene area
game scene
target
map
game
Prior art date
Application number
PCT/CN2022/129462
Other languages
English (en)
French (fr)
Inventor
吴晓
Original Assignee
网易(杭州)网络有限公司
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by 网易(杭州)网络有限公司 filed Critical 网易(杭州)网络有限公司
Priority to US18/549,592 priority Critical patent/US20240157241A1/en
Publication of WO2023138160A1 publication Critical patent/WO2023138160A1/zh

Links

Images

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
    • A63F13/90Constructional 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
    • 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
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/56Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
    • 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
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0484Interaction techniques based on graphical user interfaces [GUI] for the control of specific functions or operations, e.g. selecting or manipulating an object, an image or a displayed text element, setting a parameter value or selecting a range
    • G06F3/04847Interaction techniques to control parameter settings, e.g. interaction with sliders or dials
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F9/00Arrangements for program control, e.g. control units
    • G06F9/06Arrangements for program control, e.g. control units using stored programs, i.e. using an internal store of processing equipment to receive or retain programs
    • G06F9/44Arrangements for executing specific programs
    • G06F9/451Execution arrangements for user interfaces
    • 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
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/308Details of the user interface
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features 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 disclosure relates to the technical field of games, and in particular to a game scene control method, device, computer equipment and storage medium.
  • Big world map exploration games mean that players can walk, encounter events, fight, etc. on a map with a large physical scale (such as a continent). With the improvement of the quality of domestic mobile games and the game taste of players, excellent big world exploration experience has strong competitiveness in the market and is increasingly valued by game developers. Poor, resulting in a large load on the computing power of the computer equipment.
  • the embodiments of the present disclosure provide a game scene control method, device, computer equipment, and storage medium, which can solve the problem that the computer equipment has a poor balance and balance ability for the artistic effect and display performance efficiency of the big world map, resulting in a large load on the equipment's computing power.
  • an embodiment of the present disclosure provides a game scene control method, including:
  • the game scene global map including a plurality of scene area maps, wherein one scene area map corresponds to one game scene area of the target game;
  • the target game scene area In response to a trigger operation for leaving the target game scene area, the target game scene area is switched to the game scene global map.
  • the embodiment of the present disclosure also provides a game scene control device, including:
  • the first display unit is configured to display a global map of the game scene of the target game, the global map of the game scene includes a plurality of scene area maps, wherein one scene area map corresponds to one game scene area of the target game;
  • the second display unit is configured to display a target game scene area corresponding to the target scene area map in response to an entry trigger operation for the target scene area map in the scene area map, wherein, after entering the target game scene area, the current virtual character controlled by the player performs game behavior in the target game scene area;
  • a switching unit configured to switch the target game scene area to the game scene global map in response to the leaving trigger operation for the target game scene area.
  • the game scene global map includes a plurality of entry controls, wherein one entry control corresponds to one game scene area map, and the second display unit is further used for:
  • the first display unit is also used for:
  • the second display unit is also used for:
  • the switching unit is also used for:
  • the second display unit is also used for:
  • the switching unit is also used for:
  • the target game scene area includes an entry position and an exit position
  • the second display unit is also used for:
  • the switching unit is also used for:
  • the second display unit is also used for:
  • the switching unit is also used for:
  • the target game scene area is switched to the game scene global map.
  • the second display unit is also used for:
  • the area attribute information corresponding to each scene area map is displayed within a preset range of each scene area map in the game scene global map.
  • the second display unit is also used for:
  • the switching unit is also used for:
  • the currently displayed target game scene area is the target game scene area corresponding to the last selected target game scene area map, then the currently displayed target game scene area is switched to the game scene global map;
  • the currently displayed target game scene area is not the target game scene area corresponding to the last selected target game scene area map, based on the selected order, the currently displayed target game scene area is switched to the next target game scene area of the currently displayed target game scene area.
  • the global map of the game scene includes a global map element
  • the game scene area includes a regional map element
  • the global map element includes a reference map element corresponding to the regional map element
  • the position of the reference map element in the global map of the game scene is used to represent the position of the regional map element in the game scene area.
  • the global game scene map includes satellite maps of all game scenes of the target game.
  • an embodiment of the present disclosure further provides a computer device, including:
  • a processor configured to execute any one step of the game scene control method.
  • an embodiment of the present disclosure further provides a computer-readable storage medium, where a computer program is stored on the computer-readable storage medium, and when the computer program is executed by a processor, any one of the steps in the game scene control method is implemented.
  • Embodiments of the present disclosure provide a game scene control method, device, computer device, and storage medium.
  • the computer device When a player starts a target game, the computer device first displays the global map of the game scene of the target game. When the player wants to enter a certain area included in the global map of the game scene to perform game behavior, the player can perform an entry trigger operation on the map of the target scene area in multiple scene area maps.
  • the computer device displays the target game scene area corresponding to the target scene area map.
  • the overall elements of the global map of the game scene are displayed macroscopically, and the detailed elements of the specific game scene area are also displayed microscopically during the game process, so as to improve the computer equipment's ability to balance and take into account the artistic effect and display performance efficiency of the big world map, reduce the amount of content displayed by the computer equipment each time, and reduce the load of the computing power of the equipment.
  • FIG. 1 is a system schematic diagram of a game scene control device provided by an embodiment of the present disclosure
  • FIG. 2 is a schematic flowchart of a game scene control method provided by an embodiment of the present disclosure
  • FIG. 3 is a schematic diagram of an access control provided by an embodiment of the present disclosure.
  • FIG. 4 is another schematic flowchart of a game scene control method provided by an embodiment of the present disclosure.
  • FIG. 5 is a schematic structural diagram of a game scene control device provided by an embodiment of the present disclosure.
  • Fig. 6 is a schematic structural diagram of a computer device provided by an embodiment of the present disclosure.
  • Embodiments of the present disclosure provide a game scene control method, device, computer equipment, and storage medium.
  • the game scene control method in the embodiment of the present disclosure may be executed by a computer device, where the computer device may be a terminal or a server.
  • the terminal can be a terminal device such as a smart phone, a tablet computer, a notebook computer, a touch screen, a game console, a personal computer (Personal Computer, PC), a personal digital assistant (Personal Digital Assistant, PDA), and the terminal can also include a client, which can be a game application client, a browser client carrying a game program, or an instant messaging client.
  • the server can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content distribution network services, and big data and artificial intelligence platforms.
  • basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content distribution network services, and big data and artificial intelligence platforms.
  • the terminal device when the game scene control method is run on a terminal device, the terminal device stores a game application program and is used to present the scene in the game screen.
  • the terminal device is used to interact with the player through the game interface, for example, download and install the game application program through the terminal device and run it.
  • the terminal device may provide the game interface to the player in various manners, for example, rendering and displaying the game interface on the display screen of the terminal device, or presenting the game interface through holographic projection.
  • the terminal device may include a touch display screen and a processor
  • the touch display screen is used to present a game interface and receive operation instructions generated by the player acting on the game interface
  • the game interface includes a virtual scene
  • the processor is used to run the game application program and game, generate the game interface, respond to operation instructions, and control the display of the game interface on the touch display screen.
  • the game scene control method when it runs on a server, it can be a cloud game.
  • Cloud gaming refers to a gaming method based on cloud computing.
  • the cloud game running mode the running subject of the game application and the presenting subject of the game interface are separated, and the storage and running of the game scene control method are completed on the cloud game server.
  • the presentation of the game interface is completed on the cloud game client, which is mainly used for receiving and sending game data and presenting the game interface.
  • the cloud game client can be a display device with data transmission function near the player, such as a mobile terminal, TV, computer, handheld computer, personal digital assistant, etc., but the terminal device for processing game data is a cloud game server in the cloud.
  • the player When playing a game, the player operates the cloud game client to send an operation instruction to the cloud game server.
  • the cloud game server runs the game program according to the operation instruction, encodes and compresses data such as the game interface, and returns it to the cloud game client through the network. Finally, the cloud game client decodes and outputs the game interface.
  • FIG. 1 is a system diagram of a game scene control device provided by an embodiment of the present disclosure.
  • the system may include at least one terminal device and at least one game server.
  • the terminal device held by the user can be connected to the game servers of different games through different networks.
  • the network can be a wireless network or a wired network.
  • the wireless network can be a wireless local area network (WLAN), a local area network (LAN), a cellular network, a 2G network, a 3G network, a 4G network, a 5G network, etc.
  • the terminal device is used to display the global map of the game scene of the target game.
  • the global map of the game scene includes a plurality of scene area maps.
  • the trigger operation displays the target game scene area corresponding to the target game scene area map, wherein, after entering the target game scene area, the current virtual character controlled by the player performs game behavior in the target game scene area; in response to the departure trigger operation for the target game scene area, the target game scene area is switched to the game scene global map.
  • the game server is used to provide the terminal device with game data forming game interfaces such as the global map of the game scene and the target game scene area.
  • the game scene control device may specifically be integrated into a terminal device, and the terminal device may include a smart phone, a notebook computer, a tablet computer, a personal computer, and the like.
  • a game scene control method provided by an embodiment of the present disclosure can be executed by a processor of a terminal.
  • the specific process of the game scene control method mainly includes steps 201 to 203, and the details are as follows:
  • Step 201 Display the global map of the game scene of the target game.
  • the global map of the game scene includes multiple scene area maps, wherein one scene area map corresponds to one game scene area of the target game.
  • the target game may be a first-person shooter game, a third-person shooter game, a multiplayer online role-playing game, and the like.
  • the terminal stores a game application program. After running the game application program, it receives the game data of the target game sent by the game server, forms a game interface including a global map of the game scene, and provides the game interface to the player.
  • the game interface refers to the interface corresponding to the application program provided or displayed through the graphical user interface.
  • the interface includes a UI interface and a game screen for the player to interact.
  • the UI interface may include game controls (such as skill controls, mobile controls, function controls, etc.), indicator signs (such as direction indicator signs, role indicator signs, etc.), information display areas (such as The number of kills, game time, etc.), or game setting controls (such as system settings, stores, virtual currency, etc.).
  • game controls such as skill controls, mobile controls, function controls, etc.
  • indicator signs such as direction indicator signs, role indicator signs, etc.
  • information display areas such as The number of kills, game time, etc.
  • game setting controls such as system settings, stores, virtual currency, etc.
  • the global map of the game scene includes the entire range of the virtual scene of the target game.
  • the terminal device can display a clear global map of the game scene with better artistic effects.
  • the terminal device can also display a global map of the game scene with low definition and poor artistic effect, that is, the global map of the game scene displays the outline of virtual objects (for example, forest vegetation, overlapping mountains, etc.), reflecting the grandeur of the virtual scene.
  • the global map of the game scene may be a satellite map of all game scenes of the target game, that is, in the satellite map, a large area of green represents the green grass vegetation on the ground, and the small-scale red flowers growing at intervals in the grass vegetation will not be displayed in the satellite map. It shows the outlines of tall and cooked peaks and main buildings. Since the peaks are larger than the buildings, in the satellite map, the volume of the main buildings is in contrast to the peaks.
  • the scene area map refers to the scene map of a partial area in the game scene global map
  • the game scene area refers to a specific game virtual scene in the scene area map.
  • the virtual objects for example, trees, tall buildings, lawns, etc.
  • displayed in the game scene area have higher definition and are more specific, and the virtual objects in the game scene can be seen at close range.
  • a small area of grassland vegetation will be displayed in the game scene area.
  • the shape of each grass can be clearly seen on the grassland vegetation, and the scattered red flowers growing in the middle of the grassland can be displayed.
  • the scattered metal fragments on the grassland can also be seen.
  • the global map of the game scene is a satellite map of all island scenes.
  • the island scene can include maps of specific scene areas such as hospital areas, training ground areas, and sea water areas.
  • the virtual scene of hospital buildings corresponding to the hospital area is the game scene area.
  • the game scene area map since the scene area map is a local area in the game scene global map, the game scene area map has the same area structure as the corresponding area in the game scene global map.
  • the game scene global map includes a global map element
  • the game scene area includes a regional map element
  • the global map element includes a reference map element corresponding to the regional map element
  • the position of the reference map element in the game scene global map is used to represent the position of the regional map element in the game scene area.
  • the global map element is a specific virtual object (eg, virtual valley, virtual river, etc.) in the global map of the game scene
  • the regional map element is a specific virtual object (eg, virtual building, virtual road, etc.) in the scene area map.
  • the global map elements can be hospital buildings, training ground buildings, and seawater areas in the island map, and the area map elements can be specific buildings of the hospital.
  • the training ground buildings can be displayed in the distance.
  • the current virtual character controlled by the player can be displayed in the global map of the game scene, that is, after the above step 201 "display the global map of the game scene of the target game", the current virtual character is displayed in the global map of the game scene. That is, after the player enters the target game, the current virtual character first appears in the displayed global map of the game scene, and the player can control the current virtual character to move in the global map of the game scene.
  • Step 202 In response to the trigger operation for entering the target scene area map in the scene area map, display the target game scene area corresponding to the target scene area map, wherein, after entering the target game scene area, the current virtual character controlled by the player performs game behavior in the target game scene area.
  • the current virtual character controlled by the player can be set to perform game actions in the game scene area.
  • the game behavior may be that the current virtual character moves in the game scene area, participates in the game battle, spectates the game battle, picks up game virtual resources and other behaviors.
  • multiple entry controls can be set in the global map of the game scene, wherein one entry control corresponds to a game scene area map, and the player can enter a specific game scene area by interacting with the entry control.
  • display the target game scene area corresponding to the target scene area map can be:
  • the game scene global map 30 includes multiple entry controls, and each entry control corresponds to a game scene area.
  • the entry control 301 corresponds to the game scene area 302 .
  • the terminal switches the game scene global map 30 to the game scene area 302 .
  • the terminal displays the target game scene area, it can control the current virtual character to also be displayed in the target game scene area, so that the current virtual character performs game behavior in the target game scene area.
  • the above step 202 "responsive to the entry trigger operation on the target scene area map in the scene area map, display the target game scene area corresponding to the target scene area map", it also includes:
  • the area attribute information of different scene area maps (for example, area topography, area name, activities held in the area, ongoing battles in the area, and virtual objects that can be attacked in the area, etc.) can be displayed in the game scene global map, so that the player can select the target scene area map that he wants to enter according to the area attribute information.
  • display the target game scene area corresponding to the target scene area map it may include:
  • the area attribute information corresponding to each scene area map is displayed within the preset range of each scene area map in the game scene global map.
  • the size of the preset range is not limited, and the display form of the area attribute information is also not limited.
  • Step 203 Switch the target game scene area to the game scene global map in response to the leaving trigger operation for the target game scene area.
  • the current virtual character if the current virtual character initially displays the target game scene area in the game scene global map, the current virtual character enters the target game scene area from the game scene global map, and when the target game scene area is switched to the game scene global map, the current virtual character can be re-controlled to return to the game scene global map.
  • the area is switched to the global map of the game scene, and the current virtual character is controlled to leave the target game scene area and return to the global map of the game scene.
  • the position of the current virtual character returning to the global map of the game scene when entering the target game scene area can be re-controlled.
  • the above step of "controlling the current virtual character to enter the target game scene area from the global map of the game scene” it also includes: obtaining the switching position in the global map of the game scene when the current virtual character enters the target game scene area from the global map of the game scene.
  • the above step of "controlling the current virtual character to leave the target game scene area and return to the game scene global map” includes: controlling the current virtual character to leave the target game scene area and return to the switching position in the game scene global map.
  • the preset game behavior conditions are not limited and can be flexibly set according to the actual situation.
  • the preset game behavior conditions can be set as the current virtual character moves from the entrance position to the exit position in the target game scene area
  • the preset game behavior conditions can be set as the current virtual character completes the game battle
  • the preset game behavior conditions can also be set as the current virtual character obtains the target virtual resources in the target game scene area, etc.
  • the above step 202 "in response to the entry trigger operation on the target scene area map in the scene area map, display the target game scene area corresponding to the target scene area map" may include: after entering the target game scene area, control the current virtual character to be located at the entrance position of the target game scene area; Move around the game scene area.
  • switch the target game scene area to the game scene global map may include: in response to the movement control operation for the current virtual character, if the current virtual character moves to the leaving position, switch the target game scene area to the game scene global map.
  • the preset game behavior condition when the preset game behavior condition is set as the current virtual character completes the game battle, after the above step 202 of "responsive to the entry trigger operation on the target scene area map in the scene area map, display the target game scene area corresponding to the target scene area map", it also includes: controlling the current virtual character to enter the target game scene area; in response to the current virtual character participating in the game scene in the target game scene area, controlling the current virtual character to join the game scene in the target game scene area.
  • switch the target game scene area to the game scene global map may include: in response to the game operation in the game battle for the current virtual character, if the game battle is over, switch the target game scene area to the game scene global map.
  • the player can select one target scene area map at a time, so that the terminal switches from the game scene global map to the target scene area map, and when the player executes an exit trigger operation, then switches from the target game scene area back to the game scene global map.
  • the player wants to continuously execute multiple entry trigger operations at one time to continuously enter multiple scene area maps, and avoid multiple scattered entry trigger operations, in order to prevent the player from returning to the global map of the game scene after each execution of the exit trigger operation in a target game scene area, it can be set that the player directly enters the next selected target game scene area after performing the exit trigger operation in the previous target game scene area.
  • step 202 in response to the entry trigger operation for the target scene area map in the scene area map, display the target game scene area corresponding to the target scene area map.
  • each target scene area map in the game scene global map determines the selected order of each target scene area map, which is the order in which the current virtual character enters the target game scene area corresponding to each target scene area map;
  • step 203 of "switching the target game scene area to the game scene global map in response to the leaving trigger operation for the target game scene area" may include:
  • the currently displayed target game scene area is the target game scene area corresponding to the last selected target game scene area map, then the currently displayed target game scene area is switched to the game scene global map.
  • the currently displayed target game scene area is not the target game scene area corresponding to the last selected target game scene area map, based on the selected order, the currently displayed target game scene area is switched to the next target game scene area of the currently displayed target game scene area.
  • An embodiment of the present disclosure provides a game scene control method.
  • the computer device When a player starts a target game, the computer device first displays the global map of the game scene of the target game.
  • the player wants to enter a certain area included in the global map of the game scene to perform game behavior the player can perform an entry trigger operation on the map of the target scene area in multiple scene area maps.
  • the computer device displays the target game scene area corresponding to the map of the target scene area.
  • the overall elements of the global map of the game scene are displayed macroscopically, and the detailed elements of the specific game scene area are also displayed microscopically during the game process, so as to improve the computer equipment's ability to balance and take into account the artistic effect and display performance efficiency of the big world map, reduce the amount of content displayed by the computer equipment each time, and reduce the load of the computing power of the equipment.
  • FIG. 4 is another schematic flowchart of a game scene control method provided by an embodiment of the present disclosure.
  • the specific flow of the method can be as follows:
  • Step 401 displaying the global map of the game scene of the target game.
  • the game scene global map includes multiple scene area maps, wherein one scene area map corresponds to a game scene area of a target game.
  • Step 402 displaying the current virtual character on the global map of the game scene.
  • Step 403 In response to the touch operation on the target entry control among the entry controls on the global map of the game scene, display the target game scene area corresponding to the target entry control.
  • the game scene global map includes a plurality of entry controls, wherein one entry control corresponds to one game scene area map.
  • one entry control corresponds to one game scene area map.
  • Step 404 controlling the current virtual character to enter the entrance position of the target game scene area from the global map of the game scene.
  • the current virtual character is controlled to perform game behaviors from the entrance position in the target game scene area.
  • Step 405 Obtain the switching position in the global map of the game scene when the current virtual character enters the target game scene area from the global map of the game scene.
  • Step 406 In response to the movement control operation on the current avatar, if the current avatar moves to an exit position in the target game scene area, switch the target game scene area to the game scene global map.
  • Step 407 control the current virtual character to leave the target game scene area and return to the switching position in the global map of the game scene.
  • An embodiment of the present disclosure provides a game scene control method.
  • the computer device When a player starts a target game, the computer device first displays the global map of the game scene of the target game.
  • the player wants to enter a certain area included in the global map of the game scene to perform game actions the player can perform an entry trigger operation on the map of the target scene area in multiple scene area maps.
  • the computer device displays the target game scene area corresponding to the map of the target scene area.
  • the overall elements of the global map of the game scene are displayed macroscopically, and the detailed elements of the specific game scene area are also displayed microscopically during the game process, so as to improve the computer equipment's ability to balance and take into account the artistic effect and display performance efficiency of the big world map, reduce the amount of content displayed by the computer equipment each time, and reduce the load of the computing power of the equipment.
  • FIG. 5 is a schematic structural diagram of a game scene control device provided by an embodiment of the present disclosure.
  • the game scene control device may include a first display unit 501 , a second display unit 502 and a switching unit 503 .
  • the first display unit 501 is used to display the game scene global map of the target game
  • the game scene global map includes a plurality of scene area maps, wherein, one scene area map corresponds to one game scene area of the target game;
  • the second display unit 502 is used to display the target game scene area corresponding to the target scene area map in response to the entry trigger operation for the target scene area map in the scene area map, wherein, after entering the target game scene area, the current virtual character controlled by the player performs game behavior in the target game scene area;
  • the switching unit 503 is configured to switch the target game scene area to the game scene global map in response to the leaving trigger operation for the target game scene area.
  • the game scene global map includes a plurality of entry controls, wherein one entry control corresponds to a game scene area map, and the second display unit 502 is also used for:
  • the first display unit 501 is also used for:
  • the second display unit 502 is also used for:
  • the switching unit 503 is also used for:
  • the second display unit 502 is also used for:
  • the switching unit 503 is also used for:
  • the target game scene area includes an entry position and an exit position
  • the second display unit 502 is also used for:
  • control the current virtual character After entering the target game scene area, control the current virtual character to be located at the entrance of the target game scene area;
  • the switching unit 503 is also used for:
  • the target game scene area is switched to the game scene global map.
  • the second display unit 502 is also used for:
  • the switching unit 503 is also used for:
  • the target game scene area is switched to the game scene global map.
  • the second display unit 502 is also used for:
  • the area attribute information corresponding to each scene area map is displayed within the preset range of each scene area map in the game scene global map.
  • the second display unit 502 is also used for:
  • each target scene area map in the game scene global map determines the selected order of each target scene area map, which is the order in which the current virtual character enters the target game scene area corresponding to each target scene area map;
  • the switching unit 503 is also used for:
  • the currently displayed target game scene area is the target game scene area corresponding to the last selected target game scene area map, then the currently displayed target game scene area is switched to the game scene global map;
  • the currently displayed target game scene area is not the target game scene area corresponding to the last selected target game scene area map, based on the selected order, switch the currently displayed target game scene area to the next target game scene area of the currently displayed target game scene area.
  • the game scene global map includes a global map element
  • the game scene area includes a regional map element
  • the global map element includes a reference map element corresponding to the regional map element
  • the position of the reference map element in the game scene global map is used to represent the position of the regional map element in the game scene area.
  • the global game scene map includes satellite maps of all game scenes of the target game.
  • the computer device when the player starts the target game, the computer device first displays the global map of the game scene of the target game. When the player wants to enter a certain area included in the global map of the game scene to perform game actions, the player can perform an entry trigger operation on the map of the target scene area in multiple scene area maps. The computer device displays the target game scene area corresponding to the map of the target scene area.
  • the overall elements of the global map of the game scene are displayed macroscopically, and the detailed elements of the specific game scene area are also displayed microscopically during the game process, so as to improve the computer equipment's ability to balance and take into account the artistic effect and display performance efficiency of the big world map, reduce the amount of content displayed by the computer equipment each time, and reduce the load of the computing power of the equipment.
  • an embodiment of the present disclosure also provides a computer device.
  • the computer device may be a terminal, and the terminal may be a terminal device such as a smart phone, a tablet computer, a notebook computer, a touch screen, a game console, a personal computer, or a personal digital assistant.
  • FIG. 6 is a schematic structural diagram of a computer device provided by an embodiment of the present disclosure.
  • the computer device 600 includes a processor 601 with one or more processing cores, a memory 602 with one or more computer-readable storage media, and computer programs stored in the memory 602 and operable on the processor.
  • the processor 601 is electrically connected with the memory 602 .
  • the structure of the computer equipment shown in the figure does not constitute a limitation to the computer equipment, and may include more or less components than those shown in the figure, or combine some components, or arrange different components.
  • the processor 601 is the control center of the computer device 600. It uses various interfaces and lines to connect various parts of the entire computer device 600. By running or loading software programs and/or modules stored in the memory 602, and calling data stored in the memory 602, it executes various functions of the computer device 600 and processes data, thereby monitoring the computer device 600 as a whole.
  • the processor 601 in the computer device 600 will load the instructions corresponding to the process of one or more application programs into the memory 602 according to the following steps, and the processor 601 will run the application programs stored in the memory 602, so as to realize various functions:
  • the global map of the game scene includes a plurality of scene area maps, wherein one scene area map corresponds to a game scene area of the target game;
  • the target game scene area is switched to the game scene global map.
  • the game scene global map includes a plurality of entry controls, wherein one entry control corresponds to one game scene area map, and the displaying the target game scene area corresponding to the target scene area map in response to the entry trigger operation of the target scene area map in the scene area map includes:
  • the switching the target game scene area to the game scene global map in response to the leaving trigger operation for the target game scene area includes:
  • the current virtual character to enter the target game scene area from the game scene global map it also includes:
  • the target game scene area includes an entry position and an exit position, and after displaying the target game scene area corresponding to the target scene area map in response to an entry trigger operation for the target scene area map in the scene area map, it further includes:
  • the step of switching the target game scene area to the game scene global map in response to the leaving trigger operation for the target game scene area includes:
  • the method further includes:
  • the step of switching the target game scene area to the game scene global map in response to the leaving trigger operation for the target game scene area includes:
  • the target game scene area is switched to the game scene global map.
  • the method before displaying the target game scene area corresponding to the target scene area map in response to the entry trigger operation for the target scene area map in the scene area map, the method further includes:
  • the area attribute information corresponding to each scene area map is displayed within a preset range of each scene area map in the game scene global map.
  • the displaying the target game scene area corresponding to the target scene area map in response to the entry trigger operation for the target scene area map in the scene area map includes:
  • the step of switching the target game scene area to the game scene global map in response to the leaving trigger operation for the target game scene area includes:
  • the currently displayed target game scene area is the target game scene area corresponding to the last selected target game scene area map, then the currently displayed target game scene area is switched to the game scene global map;
  • the method also includes:
  • the currently displayed target game scene area is not the target game scene area corresponding to the last selected target game scene area map, based on the selected order, the currently displayed target game scene area is switched to the next target game scene area of the currently displayed target game scene area.
  • the global map of the game scene includes a global map element
  • the game scene area includes a regional map element
  • the global map element includes a reference map element corresponding to the regional map element
  • the position of the reference map element in the global map of the game scene is used to represent the position of the regional map element in the game scene area.
  • the global game scene map includes satellite maps of all game scenes of the target game.
  • the embodiment of the present disclosure discloses a game scene control method, device, computer equipment and storage medium.
  • the method includes: displaying a global map of the game scene of the target game, the global map of the game scene including a plurality of scene area maps, wherein one scene area map corresponds to one game scene area of the target game; in response to an entry trigger operation for the target scene area map in the scene area map, displaying the target game scene area corresponding to the target scene area map, wherein, after entering the target game scene area, the current virtual character controlled by the player performs game behavior in the target game scene area; in response to the exit trigger operation for the target game scene area, switching the target game scene area to the The global map of the game scene.
  • the amount of content displayed by the computer device at a time is reduced, and the load on the computing power of the device is reduced.
  • the computer device 600 further includes: a touch display screen 603 , a radio frequency circuit 604 , an audio circuit 605 , an input unit 606 and a power supply 607 .
  • the processor 601 is electrically connected to the touch screen 603 , the radio frequency circuit 604 , the audio circuit 605 , the input unit 606 and the power supply 607 respectively.
  • the structure of the computer device shown in FIG. 6 is not limited to the computer device, and may include more or less components than shown in the figure, or combine some components, or arrange different components.
  • the touch display screen 603 can be used to display a graphical user interface and receive operation instructions generated by the user acting on the graphical user interface.
  • the touch display screen 603 may include a display panel and a touch panel.
  • the display panel can be used to display information input by or provided to users and various graphical user interfaces of computer equipment, and these graphical user interfaces can be composed of graphics, text, icons, videos and any combination thereof.
  • the display panel may be configured in the form of a liquid crystal display (Liquid Crystal Display, LCD), an organic light-emitting diode (Organic Light-Emitting Diode, OLED), or the like.
  • the touch panel can be used to collect the user's touch operations on or near it (such as the user's operation of any suitable object or accessory such as a finger or a stylus on the touch panel or near the touch panel), and generate corresponding operation instructions, and the operation instructions execute corresponding programs.
  • the touch panel may include two parts: a touch detection device and a touch controller.
  • the touch detection device detects the user's touch orientation, detects the signal brought by the touch operation, and transmits the signal to the touch controller;
  • the touch controller receives the touch information from the touch detection device, converts it into contact coordinates, and then sends it to the processor 601, and can receive and execute commands from the processor 601.
  • the touch panel can cover the display panel.
  • the touch panel When the touch panel detects a touch operation on or near it, the touch panel sends it to the processor 601 to determine the type of the touch event, and then the processor 601 provides corresponding visual output on the display panel according to the type of the touch event.
  • the touch panel and the display panel can be integrated into the touch display screen 603 to realize input and output functions.
  • the touch panel and the touch panel can be used as two independent components to implement input and output functions. That is, the touch screen 603 can also serve as a part of the input unit 606 to implement an input function.
  • the radio frequency circuit 604 can be used to send and receive radio frequency signals to establish wireless communication with network equipment or other computer equipment through wireless communication, and to send and receive signals with network equipment or other computer equipment.
  • the audio circuit 605 may be used to provide an audio interface between the user and the computer device through speakers, microphones.
  • the audio circuit 605 can transmit the electrical signal converted from the received audio data to the speaker, and the speaker converts it into an audio signal for output; on the other hand, the microphone converts the collected audio signal into an electrical signal, which is received by the audio circuit 605 and converted into audio data.
  • the radio frequency circuit 604 sends it to another computer device, or outputs the audio data to the memory 602 for further processing.
  • Audio circuitry 605 may also include an earphone jack to provide communication of peripheral headphones with the computer device.
  • the input unit 606 can be used to receive input numbers, character information or user characteristic information (such as fingerprints, irises, face information, etc.), and generate keyboard, mouse, joystick, optical or trackball signal input related to user settings and function control.
  • character information or user characteristic information such as fingerprints, irises, face information, etc.
  • the power supply 607 is used to supply power to various components of the computer device 600 .
  • the power supply 607 may be logically connected to the processor 601 through a power management system, so as to implement functions such as management of charging, discharging, and power consumption through the power management system.
  • the power supply 607 may also include one or more DC or AC power supplies, recharging systems, power failure detection circuits, power converters or inverters, power status indicators and other arbitrary components.
  • the computer device 600 may also include a camera, a sensor, a Wi-Fi module, a Bluetooth module, etc., which will not be repeated here.
  • the computer device when the player starts the target game, the computer device first displays the global map of the game scene of the target game.
  • the entry trigger operation can be performed on the target scene area map in multiple scene area maps.
  • the computer device displays the target game scene area corresponding to the target scene area map.
  • the overall elements of the global map of the game scene are displayed macroscopically, and the detailed elements of the specific game scene area are also displayed microscopically during the game process, so as to improve the computer equipment's ability to balance and take into account the artistic effect and display performance efficiency of the big world map, reduce the amount of content displayed by the computer equipment each time, and reduce the load of the computing power of the equipment.
  • the embodiments of the present disclosure provide a computer-readable storage medium, in which are stored a plurality of computer programs that can be loaded by a processor to execute the steps in any game scene control method provided by the embodiments of the present disclosure.
  • the computer program can perform the following steps:
  • the global map of the game scene includes a plurality of scene area maps, wherein one scene area map corresponds to a game scene area of the target game;
  • the target game scene area is switched to the game scene global map.
  • the game scene global map includes a plurality of entry controls, wherein one entry control corresponds to one game scene area map, and the displaying the target game scene area corresponding to the target scene area map in response to the entry trigger operation of the target scene area map in the scene area map includes:
  • the switching the target game scene area to the game scene global map in response to the leaving trigger operation for the target game scene area includes:
  • the current virtual character to enter the target game scene area from the game scene global map it also includes:
  • the target game scene area includes an entry position and an exit position, and after displaying the target game scene area corresponding to the target scene area map in response to an entry trigger operation for the target scene area map in the scene area map, it further includes:
  • the step of switching the target game scene area to the game scene global map in response to the leaving trigger operation for the target game scene area includes:
  • the method further includes:
  • the step of switching the target game scene area to the game scene global map in response to the leaving trigger operation for the target game scene area includes:
  • the target game scene area is switched to the game scene global map.
  • the method before displaying the target game scene area corresponding to the target scene area map in response to the entry trigger operation for the target scene area map in the scene area map, the method further includes:
  • the area attribute information corresponding to each scene area map is displayed within a preset range of each scene area map in the game scene global map.
  • the displaying the target game scene area corresponding to the target scene area map in response to the entry trigger operation for the target scene area map in the scene area map includes:
  • the step of switching the target game scene area to the game scene global map in response to the leaving trigger operation for the target game scene area includes:
  • the currently displayed target game scene area is the target game scene area corresponding to the last selected target game scene area map, then the currently displayed target game scene area is switched to the game scene global map;
  • the method also includes:
  • the currently displayed target game scene area is not the target game scene area corresponding to the last selected target game scene area map, based on the selected order, the currently displayed target game scene area is switched to the next target game scene area of the currently displayed target game scene area.
  • the global map of the game scene includes a global map element
  • the game scene area includes a regional map element
  • the global map element includes a reference map element corresponding to the regional map element
  • the position of the reference map element in the global map of the game scene is used to represent the position of the regional map element in the game scene area.
  • the global game scene map includes satellite maps of all game scenes of the target game.
  • the embodiment of the present disclosure discloses a game scene control method, device, computer equipment and storage medium.
  • the method includes: displaying a global map of the game scene of the target game, the global map of the game scene including a plurality of scene area maps, wherein one scene area map corresponds to one game scene area of the target game; in response to an entry trigger operation for the target scene area map in the scene area map, displaying the target game scene area corresponding to the target scene area map, wherein, after entering the target game scene area, the current virtual character controlled by the player performs game behavior in the target game scene area; in response to the exit trigger operation for the target game scene area, switching the target game scene area to the game scene global map.
  • the amount of content displayed by the computer device at a time is reduced, and the load on the computing power of the device is reduced.
  • the storage medium may include: a read-only memory (Read Only Memory, ROM), a random access memory (Random Access Memory, RAM), a magnetic disk or an optical disk, and the like.
  • ROM Read Only Memory
  • RAM Random Access Memory

Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Theoretical Computer Science (AREA)
  • Physics & Mathematics (AREA)
  • Human Computer Interaction (AREA)
  • Radar, Positioning & Navigation (AREA)
  • Optics & Photonics (AREA)
  • General Engineering & Computer Science (AREA)
  • Software Systems (AREA)
  • General Physics & Mathematics (AREA)
  • Processing Or Creating Images (AREA)

Abstract

公开了一种游戏场景控制方法,显示目标游戏的多个场景区域地图;响应对目标场景区域地图的进入操作,显示目标游戏场景区域,进入目标游戏场景区域后,控制虚拟角色在目标游戏场景区域中执行游戏行为;响应对目标游戏场景区域的离开操作,将目标游戏场景区域切换为全局地图。减少了计算机设备显示的内容量和计算能力的负载。

Description

游戏场景控制方法、装置、计算机设备及存储介质
本公开要求于2022年01月19日提交中国专利局、申请号为202210060950.8、发明名称为“游戏场景控制方法、装置、计算机设备及存储介质”的中国专利申请的优先权,其全部内容通过引用结合在本公开中。
技术领域
本公开涉及游戏技术领域,具体涉及一种游戏场景控制方法、装置、计算机设备及存储介质。
背景技术
大世界地图探索类游戏,指玩家可以在一张物理尺度较大的地图上(如一片大陆),进行行走、遭遇事件、战斗等行为,随着国内手机游戏品质和玩家游戏品味的提升,优秀的大世界探索体验在市场上有较强的竞争力,越来越受到游戏研发厂商的重视,但受手机平台硬件的机能限制,大世界对厂商的技术研发、美术制作实力有较高的要求,目前市面上的大世界探索游戏,对大世界地图的美术效果和显示性能效率的平衡能力和兼顾能力较差,导致计算机设备的计算能力的负载较大。
技术问题
本公开实施例提供一种游戏场景控制方法、装置、计算机设备及存储介质,可以解决计算机设备对大世界地图的美术效果和显示性能效率的平衡能力和兼顾能力较差,导致设备计算能力的负载较大的问题。
技术解决方案
第一方面,本公开实施例提供一种游戏场景控制方法,包括:
显示目标游戏的游戏场景全局地图,所述游戏场景全局地图包括多个场景区域地图,其中,一个所述场景区域地图对应一个所述目标游戏的游戏场景区域;
响应于针对所述场景区域地图中目标场景区域地图的进入触发操作,显示所述目标场景区域地图对应的目标游戏场景区域,其中,进入所述目标游戏场景区域后,玩家控制的当前虚拟角色在所述目标游戏场景区域中执行游戏行 为;
响应于针对所述目标游戏场景区域的离开触发操作,将所述目标游戏场景区域切换为所述游戏场景全局地图。
第二方面,本公开实施例还提供一种游戏场景控制装置,包括:
第一显示单元,用于显示目标游戏的游戏场景全局地图,所述游戏场景全局地图包括多个场景区域地图,其中,一个所述场景区域地图对应一个所述目标游戏的游戏场景区域;
第二显示单元,用于响应于针对所述场景区域地图中目标场景区域地图的进入触发操作,显示所述目标场景区域地图对应的目标游戏场景区域,其中,进入所述目标游戏场景区域后,玩家控制的当前虚拟角色在所述目标游戏场景区域中执行游戏行为;
切换单元,用于响应于针对所述目标游戏场景区域的离开触发操作,将所述目标游戏场景区域切换为所述游戏场景全局地图。
可选的,所述游戏场景全局地图包括多个进入控件,其中,一个所述进入控件对应一个所述游戏场景区域地图,所述第二显示单元还用于:
响应于针对所述进入控件中目标进入控件的触控操作,确定所述目标进入控件对应的游戏场景区域地图为所述目标场景区域地图;
获取所述目标场景区域地图对应的目标游戏场景区域,显示所述目标游戏场景区域。
可选的,所述第一显示单元还用于:
在所述游戏场景全局地图中显示所述当前虚拟角色;
所述第二显示单元还用于:
控制所述当前虚拟角色从所述游戏场景全局地图进入所述目标游戏场景区域;
控制所述当前虚拟角色在所述目标游戏场景区域中执行所述游戏行为。
可选的,所述切换单元还用于:
响应于针对所述目标游戏场景区域的所述离开触发操作,将所述目标游戏场景区域切换为所述游戏场景全局地图,并控制所述当前虚拟角色离开所述目标游戏场景区域返回到所述游戏场景全局地图。
可选的,所述第二显示单元还用于:
获取所述当前虚拟角色从所述游戏场景全局地图进入所述目标游戏场景区域时,在所述游戏场景全局地图中的切换位置;
所述切换单元还用于:
控制所述当前虚拟角色离开所述目标游戏场景区域返回到所述游戏场景全局地图中的所述切换位置。
可选的,所述目标游戏场景区域包括入口位置和离开位置,所述第二显示单元还用于:
进入所述目标游戏场景区域后,控制所述当前虚拟角色位于所述目标游戏场景区域的所述入口位置;
响应于针对所述当前虚拟角色的移动控制操作,控制所述当前虚拟角色从所述入口位置在所述目标游戏场景区域中移动;
所述切换单元还用于:
响应于针对所述当前虚拟角色的移动控制操作,若所述当前虚拟角色移动至所述离开位置,将所述目标游戏场景区域切换为所述游戏场景全局地图。
可选的,所述第二显示单元还用于:
控制所述当前虚拟角色进入所述目标游戏场景区域;
响应于针对所述当前虚拟角色在所述目标游戏场景区域中的游戏战局参加操作,控制所述当前虚拟角色加入所述目标游戏场景区域中的游戏战局;
所述切换单元还用于:
响应于针对所述当前虚拟角色在所述游戏战局中的游戏操作,若所述游戏战局结束,将所述目标游戏场景区域切换为所述游戏场景全局地图。
可选的,所述第二显示单元还用于:
获取所述游戏场景全局地图中各所述场景区域地图的区域属性信息;
在所述游戏场景全局地图中各所述场景区域地图的预设范围内显示各所述场景区域地图对应的区域属性信息。
可选的,所述第二显示单元还用于:
响应于针对所述游戏场景全局地图中各所述目标场景区域地图的选择操作,确定各所述目标场景区域地图的被选顺序,为所述当前虚拟角色进入各所 述目标场景区域地图对应的目标游戏场景区域的顺序;
根据所述被选顺序将所述游戏场景全局地图切换为第一个被选的目标场景区域地图对应的目标游戏场景区域;
所述切换单元还用于:
响应于针对当前显示的目标游戏场景区域的离开触发操作,若所述当前显示的目标游戏场景区域,是最后一个被选的目标场景区域地图对应的目标游戏场景区域,则将所述当前显示的目标游戏场景区域切换为所述游戏场景全局地图;
若所述当前显示的目标游戏场景区域,不是最后一个被选的目标场景区域地图对应的目标游戏场景区域,基于所述被选顺序,将所述当前显示的目标游戏场景区域,切换到所述当前显示的目标游戏场景区域的下一个目标游戏场景区域。
可选的,所述游戏场景全局地图中包括全局地图元素,所述游戏场景区域中包括区域地图元素,所述全局地图元素中包括与所述区域地图元素对应的参照地图元素,所述参照地图元素在所述游戏场景全局地图中的位置用于表征所述区域地图元素在所述游戏场景区域中的位置。
可选的,所述游戏场景全局地图包括所述目标游戏的全部游戏场景的卫星地图。
第三方面,本公开实施例还提供一种计算机设备,包括:
存储器,用于存储计算机程序;
处理器,用于在执行所述游戏场景控制方法任一项的步骤。
第四方面,本公开实施例还提供一种计算机可读存储介质,所述计算机可读存储介质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所述游戏场景控制方法任一项的步骤。
有益效果
本公开实施例提供一种游戏场景控制方法、装置、计算机设备及存储介质,玩家开始目标游戏时,计算机设备先显示目标游戏的游戏场景全局地图,当玩家想要进入游戏场景全局地图中包括的某个区域执行游戏行为时,可以在多个场景区域地图中对目标场景区域地图执行进入触发操作,计算机设备显示目标 场景区域地图对应的目标游戏场景区域,当玩家执行离开触发操作,计算机设备再次将目标游戏场景区域切换为游戏场景全局地图。通过将目标游戏的游戏场景全局地图与小区域的目标游戏场景区域分开显示,在游戏过程中既在宏观上表现了游戏场景全局地图的整体元素,也在微观上表现具体游戏场景区域的细节元素,提高计算机设备对大世界地图的美术效果和显示性能效率的平衡能力和兼顾能力,减少了计算机设备每次显示的内容量,减少设备计算能力的负载。
附图说明
为了更清楚地说明本公开实施例中的技术方案,下面将对实施例描述中所需要兑现的附图作简单地介绍,显而易见地,下面描述中的附图仅仅是本公开的一些实施例,对于本领域技术人员来讲,在不付出创造性劳动的前提下,还可以根据这些附图获得其他的附图。
图1是本公开实施例提供的游戏场景控制装置的系统示意图;
图2是本公开实施例提供的游戏场景控制方法的流程示意图;
图3是本公开实施例提供的进入控件示意图;
图4是本公开实施例提供的游戏场景控制方法的另一流程示意图;
图5是本公开实施例提供的游戏场景控制装置的结构示意图;
图6是本公开实施例提供的计算机设备的结构示意图。
本发明的实施方式
下面将结合本公开实施例中的附图,对本公开实施例中的技术方案进行清楚、完整地描述。显然,所描述的实施例仅仅是本公开一部分实施例,而不是全部的实施例。基于本公开中的实施例,本领域技术人员在没有作出创造性劳动前提下所获得的所有其他实施例,都属于本公开保护的范围。
本公开实施例提供一种游戏场景控制方法、装置、计算机设备及存储介质。具体地,本公开实施例的游戏场景控制方法可以由计算机设备执行,其中,该计算机设备可以为终端或者服务器等设备。该终端可以为智能手机、平板电脑、笔记本电脑、触控屏幕、游戏机、个人计算机(Personal Computer,PC)、个人数字助理(Personal Digital Assistant,PDA)等终端设备,终端还可以包括客户 端,该客户端可以是游戏应用客户端、携带有游戏程序的浏览器客户端或即时通信客户端等。服务器可以是独立的物理服务器,也可以是多个物理服务器构成的服务器集群或者分布式系统,还可以是提供云服务、云数据库、云计算、云函数、云存储、网络服务、云通信、中间件服务、域名服务、安全服务、内容分发网络服务、以及大数据和人工智能平台等基础云计算服务的云服务器。
例如,当该游戏场景控制方法运行于终端设备时,终端设备存储有游戏应用程序并用于呈现游戏画面中的场景。终端设备用于通过游戏界面与玩家进行交互,例如通过终端设备下载安装游戏应用程序并运行。该终端设备将游戏界面提供给玩家的方式可以包括多种,例如,可以渲染显示在终端设备的显示屏上,或者,通过全息投影呈现游戏界面。例如,终端设备可以包括触控显示屏和处理器,该触控显示屏用于呈现游戏界面以及接收玩家作用于游戏界面产生的操作指令,该游戏界面包括虚拟场景,该处理器用于运行该游戏应用程序和游戏、生成游戏界面、响应操作指令以及控制游戏界面在触控显示屏上的显示。
例如,当该游戏场景控制方法运行于服务器时,可以为云游戏。云游戏是指以云计算为基础的游戏方式。在云游戏的运行模式下,游戏应用程序的运行主体和游戏界面呈现主体是分离的,游戏场景控制方法的储存与运行是在云游戏服务器上完成的。而游戏界面呈现是在云游戏的客户端完成的,云游戏客户端主要用于游戏数据的接收、发送以及游戏界面的呈现,例如,云游戏客户端可以是靠近玩家侧的具有数据传输功能的显示设备,如,移动终端、电视机、计算机、掌上电脑、个人数字助理等,但是进行游戏数据处理的终端设备为云端的云游戏服务器。在进行游戏时,玩家操作云游戏客户端向云游戏服务器发送操作指令,云游戏服务器根据操作指令运行游戏程序,将游戏界面等数据进行编码压缩,通过网络返回云游戏客户端,最后,通过云游戏客户端进行解码并输出游戏界面。
请参阅图1,图1为本公开实施例提供的游戏场景控制装置的系统示意图。该系统可以包括至少一个终端设备和至少一个游戏服务器。用户持有的终端设备可以通过不同的网络连接到不同游戏的游戏服务器,例如,网络可以为无线网络或者有线网络,无线网络可以为无线局域网(WLAN)、局域网(LAN)、蜂窝网络、2G网络、3G网络、4G网络、5G网络等,终端设备用于显示目标 游戏的游戏场景全局地图,游戏场景全局地图包括多个场景区域地图,其中,一个场景区域地图对应一个目标游戏的游戏场景区域;响应于针对场景区域地图中目标场景区域地图的进入触发操作,显示目标场景区域地图对应的目标游戏场景区域,其中,进入目标游戏场景区域后,玩家控制的当前虚拟角色在目标游戏场景区域中执行游戏行为;响应于针对目标游戏场景区域的离开触发操作,将目标游戏场景区域切换为游戏场景全局地图。游戏服务器用于向终端设备提供形成游戏场景全局地图和目标游戏场景区域等游戏界面的游戏数据。
以下分别进行详细说明。需说明的是,以下实施例的描述顺序不作为对实施例优选顺序的限定。
本实施例将从游戏场景控制装置的角度进行描述,该游戏场景控制装置具体可以集成在终端设备中,该终端设备可以包括智能手机、笔记本电脑、平板电脑以及个人计算机等设备。
本公开实施例提供的一种游戏场景控制方法,该方法可以由终端的处理器执行,如图2所示,该游戏场景控制方法的具体流程主要包括步骤201至步骤203,详细说明如下:
步骤201、显示目标游戏的游戏场景全局地图,游戏场景全局地图包括多个场景区域地图,其中,一个场景区域地图对应一个目标游戏的游戏场景区域。
在本公开实施例中,目标游戏可以是第一人称射击游戏、第三人称射击游戏、多人在线角色扮演游戏等等。终端存储有游戏应用程序,运行游戏应用程序后,接收游戏服务器发送的目标游戏的游戏数据,形成包括游戏场景全局地图的游戏界面,并且将游戏界面提供给玩家,游戏界面是指通过图形用户界面提供或显示的应用程序对应的界面,该界面中包括供玩家进行交互的UI界面和游戏画面。在可选的实施方式中,该UI界面中可以包括游戏控件(如,技能控件、移动控件、功能控件等)、指示标识(如,方向指示标识、角色指示标识等)、信息展示区(如,击杀人数、比赛时间等),或是游戏设置控件(如,系统设置、商店、虚拟货币等)。
在本公开实施例中,游戏场景全局地图包括目标游戏的虚拟场景的全部范围。终端设备可以显示清晰明确、美术效果较佳的游戏场景全局地图。但是为 了减少终端设备的计算能力的负载,终端设备也可以显示清晰度较低、美术效果较差的游戏场景全局地图,即游戏场景全局地图中显示虚拟物体(例如,森林植被、山峦叠嶂等)的轮廓,体现出虚拟场景的宏大。
在本公开实施例中,游戏场景全局地图可以是目标游戏的全部游戏场景的卫星地图,即在卫星地图中,以大片的绿色表示地上绿色的草地植被,草地植被中间隔生长的小范围红色的花朵不会在卫星地图中表现出来。显示出高大巍峨的山峰、主建筑物群等的轮廓,由于山峰相对于建筑物较大,在卫星地图中,主建筑物群与山峰的体积形成对比。
在本公开实施例中,场景区域地图指的是游戏场景全局地图中部分区域的场景地图,游戏场景区域指的是场景区域地图的具体的游戏虚拟场景。游戏场景区域中显示的虚拟物体(例如,树木、高楼、草坪等)的清晰度较高,较为具体,可以近距离看到游戏场景中的虚拟物体。例如,游戏场景区域中会显示小范围草地植被,草地植被上可以看清楚每一颗小草的形态,可以显示出草地中间生长的零星红色小花的形态,草地上的散落的金属碎片也可以看到。
例如,游戏场景全局地图是全部海岛场景的卫星地图,海岛场景中可以包括医院区域、训练场区域、海水区域等各个具体场景区域地图,医院区域对应的医院建筑物虚拟场景则为游戏场景区域。
在本公开实施例中,由于场景区域地图是游戏场景全局地图中的局部区域,所以游戏场景区域地图与游戏场景全局地图中对应区域的区域结构相同。具体可以是:游戏场景全局地图中包括全局地图元素,游戏场景区域中包括区域地图元素,全局地图元素中包括与区域地图元素对应的参照地图元素,参照地图元素在游戏场景全局地图中的位置用于表征区域地图元素在游戏场景区域中的位置。其中,全局地图元素是游戏场景全局地图中的具体虚拟物体(例如,虚拟山谷、虚拟河流等),区域地图元素是场景区域地图中的具体虚拟物体(例如,虚拟建筑物、虚拟道路等)。例如,若游戏场景全局地图是海岛地图,场景区域地图是海岛地图中的医院区域地图,则全局地图元素可以是海岛地图中的医院建筑楼群、训练场建筑楼群和海水区域等,区域地图元素可以是医院具体的每一幢建筑楼,若在海岛地图中,医院建筑楼群和训练场建筑楼群相邻,则医院建筑楼群和训练场建筑楼群是参照地图元素,在场景区域地图对 应的游戏场景区域中不仅显示医院具体的每一幢建筑楼,还可以在远处显示训练场建筑楼群。
在本公开实施例中,可以在游戏场景全局地图中显示玩家控制的当前虚拟角色,即在上述步骤201“显示目标游戏的游戏场景全局地图”之后,在游戏场景全局地图中显示当前虚拟角色。即当玩家进入目标游戏后,当前虚拟角色首先出现在显示的游戏场景全局地图中,玩家可以控制当前虚拟角色在游戏场景全局地图中移动。
步骤202、响应于针对场景区域地图中目标场景区域地图的进入触发操作,显示目标场景区域地图对应的目标游戏场景区域,其中,进入目标游戏场景区域后,玩家控制的当前虚拟角色在目标游戏场景区域中执行游戏行为。
在本公开实施例中,由于游戏场景全局地图中的场景较为抽象宏大,而游戏场景区域中的游戏场景较为具体,可以设置玩家控制的当前虚拟角色在游戏场景区域中执行游戏行为。例如,游戏行为可以是当前虚拟角色在游戏场景区域中移动、参加游戏战局、围观游戏战局、拾取游戏虚拟资源等行为。
在本公开实施例中,可以在游戏场景全局地图中设置多个进入控件,其中一个进入控件对应一个游戏场景区域地图,玩家可以通过与进入控件的交互,来进入具体的游戏场景区域,具体地上述步骤202中“响应于针对场景区域地图中目标场景区域地图的进入触发操作,显示目标场景区域地图对应的目标游戏场景区域”可以是:
响应于针对进入控件中目标进入控件的触控操作,确定目标进入控件对应的游戏场景区域地图为目标场景区域地图;
获取目标场景区域地图对应的目标游戏场景区域,显示目标游戏场景区域。
例如,如图3所示的进入控件示意图,游戏场景全局地图30中包括多个进入控件,每个进入控件对应一个游戏场景区域。进入控件301对应游戏场景区域302,当玩家对进入控件301执行触控操作,终端切换游戏场景全局地图30为游戏场景区域302。
在本公开的一种实施方式中,若当前虚拟角色一开始出现在游戏场景全局地图中,当终端显示目标游戏场景区域之后,可以控制当前虚拟角色也显示在 目标游戏场景区域中,以使当前虚拟角色在目标游戏场景区域中执行游戏行为。具体在上述步骤202“响应于针对场景区域地图中目标场景区域地图的进入触发操作,显示目标场景区域地图对应的目标游戏场景区域”之后,还包括:
控制当前虚拟角色从游戏场景全局地图进入目标游戏场景区域;
控制当前虚拟角色在目标游戏场景区域中执行游戏行为。
在本公开实施例中,可以在游戏场景全局地图中显示不同场景区域地图的区域属性信息(例如,区域地形、区域名称、区域中举行的活动、区域中正在发生的战局,以及区域中可以攻击的虚拟对象等等),以使玩家可以根据区域属性信息选择想要进入的目标场景区域地图。具体地,上述步骤202“响应于针对场景区域地图中目标场景区域地图的进入触发操作,显示目标场景区域地图对应的目标游戏场景区域”之前,可以包括:
获取游戏场景全局地图中各场景区域地图的区域属性信息;
在游戏场景全局地图中各场景区域地图的预设范围内显示各场景区域地图对应的区域属性信息。
在本公开实施例中,预设范围的大小不受限制,区域属性信息的显示形式也不受限制。
步骤203、响应于针对目标游戏场景区域的离开触发操作,将目标游戏场景区域切换为游戏场景全局地图。
在本公开实施例中,若当前虚拟角色一开始在游戏场景全局地图中,显示目标游戏场景区域时,当前虚拟角色从游戏场景全局地图中进入目标游戏场景区域,当将目标游戏场景区域切换为游戏场景全局地图时,可以重新控制当前虚拟角色返回游戏场景全局地图中,具体地,上述步骤203中“响应于针对目标游戏场景区域的离开触发操作,将目标游戏场景区域切换为游戏场景全局地图”可以是:响应于针对目标游戏场景区域的离开触发操作,将目标游戏场景区域切换为游戏场景全局地图,并控制当前虚拟角色离开目标游戏场景区域返回到游戏场景全局地图。
在本公开实施例中,当前虚拟角色从游戏场景全局地图中进入目标游戏场景区域,当将目标游戏场景区域切换为游戏场景全局地图时,可以重新控制当前虚拟角色返回游戏场景全局地图中进入目标游戏场景区域时的位置,具体在 上述步骤“控制当前虚拟角色从游戏场景全局地图进入目标游戏场景区域”之后,还包括:获取当前虚拟角色从游戏场景全局地图进入目标游戏场景区域时,在游戏场景全局地图中的切换位置。此时,上述步骤“控制当前虚拟角色离开目标游戏场景区域返回到游戏场景全局地图”包括:控制当前虚拟角色离开目标游戏场景区域返回到游戏场景全局地图中的切换位置。
在本公开实施例中,当前虚拟角色进入到目标游戏场景区域中后,可以设置当前虚拟角色满足预设游戏行为条件后玩家可以执行离开触发操作,将目标游戏场景区域切换为游戏场景全局地图,控制当前虚拟角色返回游戏场景全局地图。其中,预设游戏行为条件不受限制,可以根据实际情况灵活设置,例如,可以设置预设游戏行为条件为当前虚拟角色在目标游戏场景区域中从入口位置移动到离开位置,可以设置预设游戏行为条件为当前虚拟角色完成游戏战局,也可以设置预设游戏行为条件为当前虚拟角色在目标游戏场景中获取目标虚拟资源等等。
在本公开实施例中,当设置预设游戏行为条件为当前虚拟角色在目标游戏场景区域中从入口位置移动到离开位置,目标游戏场景区域包括入口位置和离开位置,此时上述步骤202“响应于针对场景区域地图中目标场景区域地图的进入触发操作,显示目标场景区域地图对应的目标游戏场景区域”之后,可以包括:进入目标游戏场景区域后,控制当前虚拟角色位于目标游戏场景区域的入口位置;响应于针对当前虚拟角色的移动控制操作,控制当前虚拟角色从入口位置在目标游戏场景区域中移动。上述步骤203中“响应于针对目标游戏场景区域的离开触发操作,将目标游戏场景区域切换为游戏场景全局地图”可以包括:响应于针对当前虚拟角色的移动控制操作,若当前虚拟角色移动至离开位置,将目标游戏场景区域切换为游戏场景全局地图。
在本公开实施例中,当设置预设游戏行为条件为当前虚拟角色完成游戏战局,上述步骤202“响应于针对场景区域地图中目标场景区域地图的进入触发操作,显示目标场景区域地图对应的目标游戏场景区域”之后,还包括:控制当前虚拟角色进入目标游戏场景区域;响应于针对当前虚拟角色在目标游戏场景区域中的游戏战局参加操作,控制当前虚拟角色加入目标游戏场景区域中的游戏战局。上述步骤203中“响应于针对目标游戏场景区域的离开触发操作, 将目标游戏场景区域切换为游戏场景全局地图”可以包括:响应于针对当前虚拟角色在游戏战局中的游戏操作,若游戏战局结束,将目标游戏场景区域切换为游戏场景全局地图。
在本公开实施例中,玩家可以一次选择一个目标场景区域地图,使得终端从游戏场景全局地图切换到目标场景区域地图,当玩家执行离开触发操作,则从目标游戏场景区域切换回游戏场景全局地图。当玩家想要一次连续执行多个进入触发操作从而连续进入多个场景区域地图中,而避免多次分散执行进入触发操作时,为了避免玩家每次在一个目标游戏场景区域执行离开触发操作之后都返回游戏场景全局地图,可以设置玩家在上一个目标游戏场景区域中执行完离开触发操作之后直接进入下一个选择的目标游戏场景区域。
具体地,上述步骤202“响应于针对场景区域地图中目标场景区域地图的进入触发操作,显示目标场景区域地图对应的目标游戏场景区域”包括:
响应于针对游戏场景全局地图中各目标场景区域地图的选择操作,确定各目标场景区域地图的被选顺序,为当前虚拟角色进入各目标场景区域地图对应的目标游戏场景区域的顺序;
根据被选顺序将游戏场景全局地图切换为第一个被选的目标场景区域地图对应的目标游戏场景区域;
此时,上述步骤203“响应于针对目标游戏场景区域的离开触发操作,将目标游戏场景区域切换为游戏场景全局地图”可以包括:
响应于针对当前显示的目标游戏场景区域的离开触发操作,若当前显示的目标游戏场景区域,是最后一个被选的目标场景区域地图对应的目标游戏场景区域,则将当前显示的目标游戏场景区域切换为游戏场景全局地图。
此外,若当前显示的目标游戏场景区域,不是最后一个被选的目标场景区域地图对应的目标游戏场景区域,基于被选顺序,将当前显示的目标游戏场景区域,切换到当前显示的目标游戏场景区域的下一个目标游戏场景区域。
上述所有的技术方案,可以采用任意结合形成本公开的可选实施例,在此不再一一赘述。
本公开实施例提供一种游戏场景控制方法,玩家开始目标游戏时,计算机设备先显示目标游戏的游戏场景全局地图,当玩家想要进入游戏场景全局地图 中包括的某个区域执行游戏行为时,可以在多个场景区域地图中对目标场景区域地图执行进入触发操作,计算机设备显示目标场景区域地图对应的目标游戏场景区域,当玩家执行离开触发操作,计算机设备再次将目标游戏场景区域切换为游戏场景全局地图。通过将目标游戏的游戏场景全局地图与小区域的目标游戏场景区域分开显示,在游戏过程中既在宏观上表现了游戏场景全局地图的整体元素,也在微观上表现具体游戏场景区域的细节元素,提高计算机设备对大世界地图的美术效果和显示性能效率的平衡能力和兼顾能力,减少了计算机设备每次显示的内容量,减少设备计算能力的负载。
请参阅图4,图4为本公开实施例提供的游戏场景控制方法的另一流程示意图。该方法的具体流程可以如下:
步骤401、显示目标游戏的游戏场景全局地图。
例如,游戏场景全局地图包括多个场景区域地图,其中,一个场景区域地图对应一个目标游戏的游戏场景区域。
步骤402、在游戏场景全局地图中显示当前虚拟角色。
步骤403、响应于针对游戏场景全局地图的进入控件中目标进入控件的触控操作,显示目标进入控件对应的目标游戏场景区域。
在本公开实施例中,游戏场景全局地图包括多个进入控件,其中,一个进入控件对应一个游戏场景区域地图。响应于针对进入控件中目标进入控件的触控操作,确定目标进入控件对应的游戏场景区域地图为目标场景区域地图;获取目标场景区域地图对应的目标游戏场景区域,显示目标游戏场景区域。
步骤404、控制当前虚拟角色从游戏场景全局地图进入目标游戏场景区域的入口位置。
例如,控制当前虚拟角色在目标游戏场景区域中从入口位置开始执行游戏行为。
步骤405、获取当前虚拟角色从游戏场景全局地图进入目标游戏场景区域时,在游戏场景全局地图中的切换位置。
步骤406、响应于针对当前虚拟角色的移动控制操作,若当前虚拟角色移动至目标游戏场景区域中的离开位置,将目标游戏场景区域切换为游戏场景全 局地图。
步骤407、控制当前虚拟角色离开目标游戏场景区域返回到游戏场景全局地图中的切换位置。
上述所有的技术方案,可以采用任意结合形成本公开的可选实施例,在此不再一一赘述。
本公开实施例提供一种游戏场景控制方法,玩家开始目标游戏时,计算机设备先显示目标游戏的游戏场景全局地图,当玩家想要进入游戏场景全局地图中包括的某个区域执行游戏行为时,可以在多个场景区域地图中对目标场景区域地图执行进入触发操作,计算机设备显示目标场景区域地图对应的目标游戏场景区域,当玩家执行离开触发操作,计算机设备再次将目标游戏场景区域切换为游戏场景全局地图。通过将目标游戏的游戏场景全局地图与小区域的目标游戏场景区域分开显示,在游戏过程中既在宏观上表现了游戏场景全局地图的整体元素,也在微观上表现具体游戏场景区域的细节元素,提高计算机设备对大世界地图的美术效果和显示性能效率的平衡能力和兼顾能力,减少了计算机设备每次显示的内容量,减少设备计算能力的负载。
为便于更好的实施本公开实施例的游戏场景控制方法,本公开实施例还提供一种游戏场景控制装置。请参阅图5,图5为本公开实施例提供的游戏场景控制装置的结构示意图。该游戏场景控制装置可以包括第一显示单元501、第二显示单元502和切换单元503。
其中,第一显示单元501,用于显示目标游戏的游戏场景全局地图,游戏场景全局地图包括多个场景区域地图,其中,一个场景区域地图对应一个目标游戏的游戏场景区域;
第二显示单元502,用于响应于针对场景区域地图中目标场景区域地图的进入触发操作,显示目标场景区域地图对应的目标游戏场景区域,其中,进入目标游戏场景区域后,玩家控制的当前虚拟角色在目标游戏场景区域中执行游戏行为;
切换单元503,用于响应于针对目标游戏场景区域的离开触发操作,将目标游戏场景区域切换为游戏场景全局地图。
可选的,游戏场景全局地图包括多个进入控件,其中,一个进入控件对应一个游戏场景区域地图,第二显示单元502还用于:
响应于针对进入控件中目标进入控件的触控操作,确定目标进入控件对应的游戏场景区域地图为目标场景区域地图;
获取目标场景区域地图对应的目标游戏场景区域,显示目标游戏场景区域。
可选的,第一显示单元501还用于:
在游戏场景全局地图中显示当前虚拟角色;
第二显示单元502还用于:
控制当前虚拟角色从游戏场景全局地图进入目标游戏场景区域;
控制当前虚拟角色在目标游戏场景区域中执行游戏行为。
可选的,切换单元503还用于:
响应于针对目标游戏场景区域的离开触发操作,将目标游戏场景区域切换为游戏场景全局地图,并控制当前虚拟角色离开目标游戏场景区域返回到游戏场景全局地图。
可选的,第二显示单元502还用于:
获取当前虚拟角色从游戏场景全局地图进入目标游戏场景区域时,在游戏场景全局地图中的切换位置;
切换单元503还用于:
控制当前虚拟角色离开目标游戏场景区域返回到游戏场景全局地图中的切换位置。
可选的,目标游戏场景区域包括入口位置和离开位置,第二显示单元502还用于:
进入目标游戏场景区域后,控制当前虚拟角色位于目标游戏场景区域的入口位置;
响应于针对当前虚拟角色的移动控制操作,控制当前虚拟角色从入口位置在目标游戏场景区域中移动;
切换单元503还用于:
响应于针对当前虚拟角色的移动控制操作,若当前虚拟角色移动至离开位 置,将目标游戏场景区域切换为游戏场景全局地图。
可选的,第二显示单元502还用于:
控制当前虚拟角色进入目标游戏场景区域;
响应于针对当前虚拟角色在目标游戏场景区域中的游戏战局参加操作,控制当前虚拟角色加入目标游戏场景区域中的游戏战局;
切换单元503还用于:
响应于针对当前虚拟角色在游戏战局中的游戏操作,若游戏战局结束,将目标游戏场景区域切换为游戏场景全局地图。
可选的,第二显示单元502还用于:
获取游戏场景全局地图中各场景区域地图的区域属性信息;
在游戏场景全局地图中各场景区域地图的预设范围内显示各场景区域地图对应的区域属性信息。
可选的,第二显示单元502还用于:
响应于针对游戏场景全局地图中各目标场景区域地图的选择操作,确定各目标场景区域地图的被选顺序,为当前虚拟角色进入各目标场景区域地图对应的目标游戏场景区域的顺序;
根据被选顺序将游戏场景全局地图切换为第一个被选的目标场景区域地图对应的目标游戏场景区域;
切换单元503还用于:
响应于针对当前显示的目标游戏场景区域的离开触发操作,若当前显示的目标游戏场景区域,是最后一个被选的目标场景区域地图对应的目标游戏场景区域,则将当前显示的目标游戏场景区域切换为游戏场景全局地图;
若当前显示的目标游戏场景区域,不是最后一个被选的目标场景区域地图对应的目标游戏场景区域,基于被选顺序,将当前显示的目标游戏场景区域,切换到当前显示的目标游戏场景区域的下一个目标游戏场景区域。
可选的,游戏场景全局地图中包括全局地图元素,游戏场景区域中包括区域地图元素,全局地图元素中包括与区域地图元素对应的参照地图元素,参照地图元素在游戏场景全局地图中的位置用于表征区域地图元素在游戏场景区域中的位置。
可选的,游戏场景全局地图包括目标游戏的全部游戏场景的卫星地图。
上述所有的技术方案,可以采用任意结合形成本公开的可选实施例,在此不再一一赘述。
本公开实施例提供的游戏场景控制装置,玩家开始目标游戏时,计算机设备先显示目标游戏的游戏场景全局地图,当玩家想要进入游戏场景全局地图中包括的某个区域执行游戏行为时,可以在多个场景区域地图中对目标场景区域地图执行进入触发操作,计算机设备显示目标场景区域地图对应的目标游戏场景区域,当玩家执行离开触发操作,计算机设备再次将目标游戏场景区域切换为游戏场景全局地图。通过将目标游戏的游戏场景全局地图与小区域的目标游戏场景区域分开显示,在游戏过程中既在宏观上表现了游戏场景全局地图的整体元素,也在微观上表现具体游戏场景区域的细节元素,提高计算机设备对大世界地图的美术效果和显示性能效率的平衡能力和兼顾能力,减少了计算机设备每次显示的内容量,减少设备计算能力的负载。
相应的,本公开实施例还提供一种计算机设备,该计算机设备可以为终端,该终端可以为智能手机、平板电脑、笔记本电脑、触控屏幕、游戏机、个人计算机、个人数字助理等终端设备。如图6所示,图6为本公开实施例提供的计算机设备的结构示意图。该计算机设备600包括有一个或者一个以上处理核心的处理器601、有一个或一个以上计算机可读存储介质的存储器602及存储在存储器602上并可在处理器上运行的计算机程序。其中,处理器601与存储器602电性连接。本领域技术人员可以理解,图中示出的计算机设备结构并不构成对计算机设备的限定,可以包括比图示更多或更少的部件,或者组合某些部件,或者不同的部件布置。
处理器601是计算机设备600的控制中心,利用各种接口和线路连接整个计算机设备600的各个部分,通过运行或加载存储在存储器602内的软件程序和/或模块,以及调用存储在存储器602内的数据,执行计算机设备600的各种功能和处理数据,从而对计算机设备600进行整体监控。
在本公开实施例中,计算机设备600中的处理器601会按照如下的步骤,将一个或一个以上的应用程序的进程对应的指令加载到存储器602中,并由处 理器601来运行存储在存储器602中的应用程序,从而实现各种功能:
显示目标游戏的游戏场景全局地图,游戏场景全局地图包括多个场景区域地图,其中,一个场景区域地图对应一个目标游戏的游戏场景区域;
响应于针对场景区域地图中目标场景区域地图的进入触发操作,显示目标场景区域地图对应的目标游戏场景区域,其中,进入目标游戏场景区域后,玩家控制的当前虚拟角色在目标游戏场景区域中执行游戏行为;
响应于针对目标游戏场景区域的离开触发操作,将目标游戏场景区域切换为游戏场景全局地图。
可选地,所述游戏场景全局地图包括多个进入控件,其中,一个所述进入控件对应一个所述游戏场景区域地图,所述响应于针对所述场景区域地图中目标场景区域地图的进入触发操作,显示所述目标场景区域地图对应的目标游戏场景区域,包括:
响应于针对所述进入控件中目标进入控件的触控操作,确定所述目标进入控件对应的游戏场景区域地图为所述目标场景区域地图;
获取所述目标场景区域地图对应的目标游戏场景区域,显示所述目标游戏场景区域。
可选地,所述显示目标游戏的游戏场景全局地图之后,还包括:
在所述游戏场景全局地图中显示所述当前虚拟角色;
所述响应于针对所述场景区域地图中目标场景区域地图的进入触发操作,显示所述目标场景区域地图对应的目标游戏场景区域之后,还包括:
控制所述当前虚拟角色从所述游戏场景全局地图进入所述目标游戏场景区域;
控制所述当前虚拟角色在所述目标游戏场景区域中执行所述游戏行为。
可选地,所述响应于针对所述目标游戏场景区域的离开触发操作,将所述目标游戏场景区域切换为所述游戏场景全局地图,包括:
响应于针对所述目标游戏场景区域的所述离开触发操作,将所述目标游戏场景区域切换为所述游戏场景全局地图,并控制所述当前虚拟角色离开所述目标游戏场景区域返回到所述游戏场景全局地图。
可选地,所述控制所述当前虚拟角色从所述游戏场景全局地图进入所述目 标游戏场景区域之后,还包括:
获取所述当前虚拟角色从所述游戏场景全局地图进入所述目标游戏场景区域时,在所述游戏场景全局地图中的切换位置;
所述控制所述当前虚拟角色离开所述目标游戏场景区域返回到所述游戏场景全局地图,包括:
控制所述当前虚拟角色离开所述目标游戏场景区域返回到所述游戏场景全局地图中的所述切换位置。
可选地,所述目标游戏场景区域包括入口位置和离开位置,所述响应于针对所述场景区域地图中目标场景区域地图的进入触发操作,显示所述目标场景区域地图对应的目标游戏场景区域之后,还包括:
进入所述目标游戏场景区域后,控制所述当前虚拟角色位于所述目标游戏场景区域的所述入口位置;
响应于针对所述当前虚拟角色的移动控制操作,控制所述当前虚拟角色从所述入口位置在所述目标游戏场景区域中移动;
所述响应于针对所述目标游戏场景区域的离开触发操作,将所述目标游戏场景区域切换为所述游戏场景全局地图,包括:
响应于针对所述当前虚拟角色的移动控制操作,若所述当前虚拟角色移动至所述离开位置,将所述目标游戏场景区域切换为所述游戏场景全局地图。
可选地,所述响应于针对所述场景区域地图中目标场景区域地图的进入触发操作,显示所述目标场景区域地图对应的目标游戏场景区域之后,还包括:
控制所述当前虚拟角色进入所述目标游戏场景区域;
响应于针对所述当前虚拟角色在所述目标游戏场景区域中的游戏战局参加操作,控制所述当前虚拟角色加入所述目标游戏场景区域中的游戏战局;
所述响应于针对所述目标游戏场景区域的离开触发操作,将所述目标游戏场景区域切换为所述游戏场景全局地图,包括:
响应于针对所述当前虚拟角色在所述游戏战局中的游戏操作,若所述游戏战局结束,将所述目标游戏场景区域切换为所述游戏场景全局地图。
可选地,所述响应于针对所述场景区域地图中目标场景区域地图的进入触发操作,显示所述目标场景区域地图对应的目标游戏场景区域之前,还包括:
获取所述游戏场景全局地图中各所述场景区域地图的区域属性信息;
在所述游戏场景全局地图中各所述场景区域地图的预设范围内显示各所述场景区域地图对应的区域属性信息。
可选地,所述响应于针对所述场景区域地图中目标场景区域地图的进入触发操作,显示所述目标场景区域地图对应的目标游戏场景区域,包括:
响应于针对所述游戏场景全局地图中各所述目标场景区域地图的选择操作,确定各所述目标场景区域地图的被选顺序,为所述当前虚拟角色进入各所述目标场景区域地图对应的目标游戏场景区域的顺序;
根据所述被选顺序将所述游戏场景全局地图切换为第一个被选的目标场景区域地图对应的目标游戏场景区域;
所述响应于针对所述目标游戏场景区域的离开触发操作,将所述目标游戏场景区域切换为所述游戏场景全局地图,包括:
响应于针对当前显示的目标游戏场景区域的离开触发操作,若所述当前显示的目标游戏场景区域,是最后一个被选的目标场景区域地图对应的目标游戏场景区域,则将所述当前显示的目标游戏场景区域切换为所述游戏场景全局地图;
所述方法还包括:
若所述当前显示的目标游戏场景区域,不是最后一个被选的目标场景区域地图对应的目标游戏场景区域,基于所述被选顺序,将所述当前显示的目标游戏场景区域,切换到所述当前显示的目标游戏场景区域的下一个目标游戏场景区域。
可选地,所述游戏场景全局地图中包括全局地图元素,所述游戏场景区域中包括区域地图元素,所述全局地图元素中包括与所述区域地图元素对应的参照地图元素,所述参照地图元素在所述游戏场景全局地图中的位置用于表征所述区域地图元素在所述游戏场景区域中的位置。
可选地,所述游戏场景全局地图包括所述目标游戏的全部游戏场景的卫星地图。
本公开实施例公开了一种游戏场景控制方法、装置、计算机设备及存储介质。方法包括:显示目标游戏的游戏场景全局地图,所述游戏场景全局地图包 括多个场景区域地图,其中,一个所述场景区域地图对应一个所述目标游戏的游戏场景区域;响应于针对所述场景区域地图中目标场景区域地图的进入触发操作,显示所述目标场景区域地图对应的目标游戏场景区域,其中,进入所述目标游戏场景区域后,玩家控制的当前虚拟角色在所述目标游戏场景区域中执行游戏行为;响应于针对所述目标游戏场景区域的离开触发操作,将所述目标游戏场景区域切换为所述游戏场景全局地图。减少了计算机设备每次显示的内容量,减少设备计算能力的负载。
以上各个操作的具体实施可参见前面的实施例,在此不再赘述。
可选的,如图6所示,计算机设备600还包括:触控显示屏603、射频电路604、音频电路605、输入单元606以及电源607。其中,处理器601分别与触控显示屏603、射频电路604、音频电路605、输入单元606以及电源607电性连接。本领域技术人员可以理解,图6中示出的计算机设备结构并不构成对计算机设备的限定,可以包括比图示更多或更少的部件,或者组合某些部件,或者不同的部件布置。
触控显示屏603可用于显示图形用户界面以及接收用户作用于图形用户界面产生的操作指令。触控显示屏603可以包括显示面板和触控面板。其中,显示面板可用于显示由用户输入的信息或提供给用户的信息以及计算机设备的各种图形用户接口,这些图形用户接口可以由图形、文本、图标、视频和其任意组合来构成。可选的,可以采用液晶显示器(Liquid Crystal Display,LCD)、有机发光二极管(Organic Light-Emitting Diode,OLED)等形式来配置显示面板。触控面板可用于收集用户在其上或附近的触摸操作(比如用户兑现手指、触笔等任何适合的物体或附件在触控面板上或在触控面板附近的操作),并生成相应的操作指令,且操作指令执行对应程序。可选的,触控面板可包括触摸检测装置和触摸控制器两个部分。其中,触摸检测装置检测用户的触摸方位,并检测触摸操作带来的信号,将信号传送给触摸控制器;触摸控制器从触摸检测装置上接收触摸信息,并将它转换成触点坐标,再送给处理器601,并能接收处理器601发来的命令并加以执行。触控面板可覆盖显示面板,当触控面板检测到在其上或附近的触摸操作后,传送给处理器601以确定触摸事件的类型,随后处理器601根据触摸事件的类型在显示面板上提供相应的视觉输出。 在本公开实施例中,可以将触控面板与显示面板集成到触控显示屏603而实现输入和输出功能。但是在某些实施例中,触控面板与触控面板可以作为两个独立的部件来实现输入和输出功能。即触控显示屏603也可以作为输入单元606的一部分实现输入功能。
射频电路604可用于收发射频信号,以通过无线通信与网络设备或其他计算机设备建立无线通讯,与网络设备或其他计算机设备之间收发信号。
音频电路605可以用于通过扬声器、传声器提供用户与计算机设备之间的音频接口。音频电路605可将接收到的音频数据转换后的电信号,传输到扬声器,由扬声器转换为声音信号输出;另一方面,传声器将收集的声音信号转换为电信号,由音频电路605接收后转换为音频数据,再将音频数据输出处理器601处理后,经射频电路604以发送给比如另一计算机设备,或者将音频数据输出至存储器602以便进一步处理。音频电路605还可能包括耳塞插孔,以提供外设耳机与计算机设备的通信。
输入单元606可用于接收输入的数字、字符信息或用户特征信息(例如指纹、虹膜、面部信息等),以及产生与用户设置以及功能控制有关的键盘、鼠标、操作杆、光学或者轨迹球信号输入。
电源607用于给计算机设备600的各个部件供电。可选的,电源607可以通过电源管理系统与处理器601逻辑相连,从而通过电源管理系统实现管理充电、放电、以及功耗管理等功能。电源607还可以包括一个或一个以上的直流或交流电源、再充电系统、电源故障检测电路、电源转换器或者逆变器、电源状态指示器等任意组件。
尽管图6中未示出,计算机设备600还可以包括摄像头、传感器、无线保真模块、蓝牙模块等,在此不再赘述。
在上述实施例中,对各个实施例的描述都各有侧重,某个实施例中没有详述的部分,可以参见其他实施例的相关描述。
由上可知,本实施例提供的计算机设备,玩家开始目标游戏时,计算机设备先显示目标游戏的游戏场景全局地图,当玩家想要进入游戏场景全局地图中包括的某个区域执行游戏行为时,可以在多个场景区域地图中对目标场景区域地图执行进入触发操作,计算机设备显示目标场景区域地图对应的目标游戏场 景区域,当玩家执行离开触发操作,计算机设备再次将目标游戏场景区域切换为游戏场景全局地图。通过将目标游戏的游戏场景全局地图与小区域的目标游戏场景区域分开显示,在游戏过程中既在宏观上表现了游戏场景全局地图的整体元素,也在微观上表现具体游戏场景区域的细节元素,提高计算机设备对大世界地图的美术效果和显示性能效率的平衡能力和兼顾能力,减少了计算机设备每次显示的内容量,减少设备计算能力的负载。
本领域普通技术人员可以理解,上述实施例的各种方法中的全部或部分步骤可以通过指令来完成,或通过指令控制相关的硬件来完成,该指令可以存储于一计算机可读存储介质中,并由处理器进行加载和执行。
为此,本公开实施例提供一种计算机可读存储介质,其中存储有多条计算机程序,该计算机程序能够被处理器进行加载,以执行本公开实施例所提供的任一种游戏场景控制方法中的步骤。例如,该计算机程序可以执行如下步骤:
显示目标游戏的游戏场景全局地图,游戏场景全局地图包括多个场景区域地图,其中,一个场景区域地图对应一个目标游戏的游戏场景区域;
响应于针对场景区域地图中目标场景区域地图的进入触发操作,显示目标场景区域地图对应的目标游戏场景区域,其中,进入目标游戏场景区域后,玩家控制的当前虚拟角色在目标游戏场景区域中执行游戏行为;
响应于针对目标游戏场景区域的离开触发操作,将目标游戏场景区域切换为游戏场景全局地图。
可选地,所述游戏场景全局地图包括多个进入控件,其中,一个所述进入控件对应一个所述游戏场景区域地图,所述响应于针对所述场景区域地图中目标场景区域地图的进入触发操作,显示所述目标场景区域地图对应的目标游戏场景区域,包括:
响应于针对所述进入控件中目标进入控件的触控操作,确定所述目标进入控件对应的游戏场景区域地图为所述目标场景区域地图;
获取所述目标场景区域地图对应的目标游戏场景区域,显示所述目标游戏场景区域。
可选地,所述显示目标游戏的游戏场景全局地图之后,还包括:
在所述游戏场景全局地图中显示所述当前虚拟角色;
所述响应于针对所述场景区域地图中目标场景区域地图的进入触发操作,显示所述目标场景区域地图对应的目标游戏场景区域之后,还包括:
控制所述当前虚拟角色从所述游戏场景全局地图进入所述目标游戏场景区域;
控制所述当前虚拟角色在所述目标游戏场景区域中执行所述游戏行为。
可选地,所述响应于针对所述目标游戏场景区域的离开触发操作,将所述目标游戏场景区域切换为所述游戏场景全局地图,包括:
响应于针对所述目标游戏场景区域的所述离开触发操作,将所述目标游戏场景区域切换为所述游戏场景全局地图,并控制所述当前虚拟角色离开所述目标游戏场景区域返回到所述游戏场景全局地图。
可选地,所述控制所述当前虚拟角色从所述游戏场景全局地图进入所述目标游戏场景区域之后,还包括:
获取所述当前虚拟角色从所述游戏场景全局地图进入所述目标游戏场景区域时,在所述游戏场景全局地图中的切换位置;
所述控制所述当前虚拟角色离开所述目标游戏场景区域返回到所述游戏场景全局地图,包括:
控制所述当前虚拟角色离开所述目标游戏场景区域返回到所述游戏场景全局地图中的所述切换位置。
可选地,所述目标游戏场景区域包括入口位置和离开位置,所述响应于针对所述场景区域地图中目标场景区域地图的进入触发操作,显示所述目标场景区域地图对应的目标游戏场景区域之后,还包括:
进入所述目标游戏场景区域后,控制所述当前虚拟角色位于所述目标游戏场景区域的所述入口位置;
响应于针对所述当前虚拟角色的移动控制操作,控制所述当前虚拟角色从所述入口位置在所述目标游戏场景区域中移动;
所述响应于针对所述目标游戏场景区域的离开触发操作,将所述目标游戏场景区域切换为所述游戏场景全局地图,包括:
响应于针对所述当前虚拟角色的移动控制操作,若所述当前虚拟角色移动至所述离开位置,将所述目标游戏场景区域切换为所述游戏场景全局地图。
可选地,所述响应于针对所述场景区域地图中目标场景区域地图的进入触发操作,显示所述目标场景区域地图对应的目标游戏场景区域之后,还包括:
控制所述当前虚拟角色进入所述目标游戏场景区域;
响应于针对所述当前虚拟角色在所述目标游戏场景区域中的游戏战局参加操作,控制所述当前虚拟角色加入所述目标游戏场景区域中的游戏战局;
所述响应于针对所述目标游戏场景区域的离开触发操作,将所述目标游戏场景区域切换为所述游戏场景全局地图,包括:
响应于针对所述当前虚拟角色在所述游戏战局中的游戏操作,若所述游戏战局结束,将所述目标游戏场景区域切换为所述游戏场景全局地图。
可选地,所述响应于针对所述场景区域地图中目标场景区域地图的进入触发操作,显示所述目标场景区域地图对应的目标游戏场景区域之前,还包括:
获取所述游戏场景全局地图中各所述场景区域地图的区域属性信息;
在所述游戏场景全局地图中各所述场景区域地图的预设范围内显示各所述场景区域地图对应的区域属性信息。
可选地,所述响应于针对所述场景区域地图中目标场景区域地图的进入触发操作,显示所述目标场景区域地图对应的目标游戏场景区域,包括:
响应于针对所述游戏场景全局地图中各所述目标场景区域地图的选择操作,确定各所述目标场景区域地图的被选顺序,为所述当前虚拟角色进入各所述目标场景区域地图对应的目标游戏场景区域的顺序;
根据所述被选顺序将所述游戏场景全局地图切换为第一个被选的目标场景区域地图对应的目标游戏场景区域;
所述响应于针对所述目标游戏场景区域的离开触发操作,将所述目标游戏场景区域切换为所述游戏场景全局地图,包括:
响应于针对当前显示的目标游戏场景区域的离开触发操作,若所述当前显示的目标游戏场景区域,是最后一个被选的目标场景区域地图对应的目标游戏场景区域,则将所述当前显示的目标游戏场景区域切换为所述游戏场景全局地图;
所述方法还包括:
若所述当前显示的目标游戏场景区域,不是最后一个被选的目标场景区域 地图对应的目标游戏场景区域,基于所述被选顺序,将所述当前显示的目标游戏场景区域,切换到所述当前显示的目标游戏场景区域的下一个目标游戏场景区域。
可选地,所述游戏场景全局地图中包括全局地图元素,所述游戏场景区域中包括区域地图元素,所述全局地图元素中包括与所述区域地图元素对应的参照地图元素,所述参照地图元素在所述游戏场景全局地图中的位置用于表征所述区域地图元素在所述游戏场景区域中的位置。
可选地,所述游戏场景全局地图包括所述目标游戏的全部游戏场景的卫星地图。
本公开实施例公开了一种游戏场景控制方法、装置、计算机设备及存储介质。方法包括:显示目标游戏的游戏场景全局地图,所述游戏场景全局地图包括多个场景区域地图,其中,一个所述场景区域地图对应一个所述目标游戏的游戏场景区域;响应于针对所述场景区域地图中目标场景区域地图的进入触发操作,显示所述目标场景区域地图对应的目标游戏场景区域,其中,进入所述目标游戏场景区域后,玩家控制的当前虚拟角色在所述目标游戏场景区域中执行游戏行为;响应于针对所述目标游戏场景区域的离开触发操作,将所述目标游戏场景区域切换为所述游戏场景全局地图。减少了计算机设备每次显示的内容量,减少设备计算能力的负载。
以上各个操作的具体实施可参见前面的实施例,在此不再赘述。
其中,该存储介质可以包括:只读存储器(Read Only Memory,ROM)、随机存取记忆体(Random Access Memory,RAM)、磁盘或光盘等。
由于该存储介质中所存储的计算机程序,可以执行本公开实施例所提供的任一种游戏场景控制方法中的步骤,因此,可以实现本公开实施例所提供的任一种游戏场景控制方法所能实现的有益效果,详见前面的实施例,在此不再赘述。
在上述实施例中,对各个实施例的描述都各有侧重,某个实施例中没有详述的部分,可以参见其他实施例的相关描述。
以上对本公开实施例所提供的一种游戏场景控制方法、装置、计算机设备及存储介质进行了详细介绍,本文中应用了具体个例对本公开的原理及实施方 式进行了阐述,以上实施例的说明只是用于帮助理解本公开的技术方案及其核心思想;本领域的普通技术人员应当理解:其依然可以对前述各实施例所记载的技术方案进行修改,或者对其中部分技术特征进行等同替换;而这些修改或者替换,并不使相应技术方案的本质脱离本公开各实施例的技术方案的范围。

Claims (20)

  1. 一种游戏场景控制方法,包括:
    显示目标游戏的游戏场景全局地图,所述游戏场景全局地图包括多个场景区域地图,其中,一个所述场景区域地图对应一个所述目标游戏的游戏场景区域;
    响应于针对所述场景区域地图中目标场景区域地图的进入触发操作,显示所述目标场景区域地图对应的目标游戏场景区域,其中,进入所述目标游戏场景区域后,玩家控制的当前虚拟角色在所述目标游戏场景区域中执行游戏行为;
    响应于针对所述目标游戏场景区域的离开触发操作,将所述目标游戏场景区域切换为所述游戏场景全局地图。
  2. 根据权利要求1所述的方法,其中,所述游戏场景全局地图包括多个进入控件,其中,一个所述进入控件对应一个所述游戏场景区域地图,所述响应于针对所述场景区域地图中目标场景区域地图的进入触发操作,显示所述目标场景区域地图对应的目标游戏场景区域,包括:
    响应于针对所述进入控件中目标进入控件的触控操作,确定所述目标进入控件对应的游戏场景区域地图为所述目标场景区域地图;
    获取所述目标场景区域地图对应的目标游戏场景区域,显示所述目标游戏场景区域。
  3. 根据权利要求1所述的方法,其中,所述显示目标游戏的游戏场景全局地图之后,还包括:
    在所述游戏场景全局地图中显示所述当前虚拟角色;
    所述响应于针对所述场景区域地图中目标场景区域地图的进入触发操作,显示所述目标场景区域地图对应的目标游戏场景区域之后,还包括:
    控制所述当前虚拟角色从所述游戏场景全局地图进入所述目标游戏场景区域;
    控制所述当前虚拟角色在所述目标游戏场景区域中执行所述游戏行为。
  4. 根据权利要求3所述的方法,其中,所述响应于针对所述目标游戏场景区域的离开触发操作,将所述目标游戏场景区域切换为所述游戏场景全局地 图,包括:
    响应于针对所述目标游戏场景区域的所述离开触发操作,将所述目标游戏场景区域切换为所述游戏场景全局地图,并控制所述当前虚拟角色离开所述目标游戏场景区域返回到所述游戏场景全局地图。
  5. 根据权利要求4所述的方法,其中,所述控制所述当前虚拟角色从所述游戏场景全局地图进入所述目标游戏场景区域之后,还包括:
    获取所述当前虚拟角色从所述游戏场景全局地图进入所述目标游戏场景区域时,在所述游戏场景全局地图中的切换位置;
    所述控制所述当前虚拟角色离开所述目标游戏场景区域返回到所述游戏场景全局地图,包括:
    控制所述当前虚拟角色离开所述目标游戏场景区域返回到所述游戏场景全局地图中的所述切换位置。
  6. 根据权利要求1所述的方法,其中,所述目标游戏场景区域包括入口位置和离开位置,所述响应于针对所述场景区域地图中目标场景区域地图的进入触发操作,显示所述目标场景区域地图对应的目标游戏场景区域之后,还包括:
    进入所述目标游戏场景区域后,控制所述当前虚拟角色位于所述目标游戏场景区域的所述入口位置;
    响应于针对所述当前虚拟角色的移动控制操作,控制所述当前虚拟角色从所述入口位置在所述目标游戏场景区域中移动;
    所述响应于针对所述目标游戏场景区域的离开触发操作,将所述目标游戏场景区域切换为所述游戏场景全局地图,包括:
    响应于针对所述当前虚拟角色的移动控制操作,若所述当前虚拟角色移动至所述离开位置,将所述目标游戏场景区域切换为所述游戏场景全局地图。
  7. 根据权利要求1所述的方法,其中,所述响应于针对所述场景区域地图中目标场景区域地图的进入触发操作,显示所述目标场景区域地图对应的目标游戏场景区域之后,还包括:
    控制所述当前虚拟角色进入所述目标游戏场景区域;
    响应于针对所述当前虚拟角色在所述目标游戏场景区域中的游戏战局参 加操作,控制所述当前虚拟角色加入所述目标游戏场景区域中的游戏战局;
    所述响应于针对所述目标游戏场景区域的离开触发操作,将所述目标游戏场景区域切换为所述游戏场景全局地图,包括:
    响应于针对所述当前虚拟角色在所述游戏战局中的游戏操作,若所述游戏战局结束,将所述目标游戏场景区域切换为所述游戏场景全局地图。
  8. 根据权利要求1所述的方法,其中,所述响应于针对所述场景区域地图中目标场景区域地图的进入触发操作,显示所述目标场景区域地图对应的目标游戏场景区域之前,还包括:
    获取所述游戏场景全局地图中各所述场景区域地图的区域属性信息;
    在所述游戏场景全局地图中各所述场景区域地图的预设范围内显示各所述场景区域地图对应的区域属性信息。
  9. 根据权利要求1所述的方法,其中,所述响应于针对所述场景区域地图中目标场景区域地图的进入触发操作,显示所述目标场景区域地图对应的目标游戏场景区域,包括:
    响应于针对所述游戏场景全局地图中各所述目标场景区域地图的选择操作,确定各所述目标场景区域地图的被选顺序,为所述当前虚拟角色进入各所述目标场景区域地图对应的目标游戏场景区域的顺序;
    根据所述被选顺序将所述游戏场景全局地图切换为第一个被选的目标场景区域地图对应的目标游戏场景区域;
    所述响应于针对所述目标游戏场景区域的离开触发操作,将所述目标游戏场景区域切换为所述游戏场景全局地图,包括:
    响应于针对当前显示的目标游戏场景区域的离开触发操作,若所述当前显示的目标游戏场景区域,是最后一个被选的目标场景区域地图对应的目标游戏场景区域,则将所述当前显示的目标游戏场景区域切换为所述游戏场景全局地图;
    所述方法还包括:
    若所述当前显示的目标游戏场景区域,不是最后一个被选的目标场景区域地图对应的目标游戏场景区域,基于所述被选顺序,将所述当前显示的目标游戏场景区域,切换到所述当前显示的目标游戏场景区域的下一个目标游戏场景 区域。
  10. 根据权利要求1所述的方法,其中,所述游戏场景全局地图中包括全局地图元素,所述游戏场景区域中包括区域地图元素,所述全局地图元素中包括与所述区域地图元素对应的参照地图元素,所述参照地图元素在所述游戏场景全局地图中的位置用于表征所述区域地图元素在所述游戏场景区域中的位置。
  11. 根据权利要求1所述的方法,其中,所述游戏场景全局地图包括所述目标游戏的全部游戏场景的卫星地图。
  12. 一种游戏场景控制装置,包括:
    第一显示单元,用于显示目标游戏的游戏场景全局地图,所述游戏场景全局地图包括多个场景区域地图,其中,一个所述场景区域地图对应一个所述目标游戏的游戏场景区域;
    第二显示单元,用于响应于针对所述场景区域地图中目标场景区域地图的进入触发操作,显示所述目标场景区域地图对应的目标游戏场景区域,其中,进入所述目标游戏场景区域后,玩家控制的当前虚拟角色在所述目标游戏场景区域中执行游戏行为;
    切换单元,用于响应于针对所述目标游戏场景区域的离开触发操作,将所述目标游戏场景区域切换为所述游戏场景全局地图。
  13. 一种计算机设备,包括:
    存储器,用于存储计算机程序;
    处理器,用于在执行所述计算机程序时实现如下:
    显示目标游戏的游戏场景全局地图,所述游戏场景全局地图包括多个场景区域地图,其中,一个所述场景区域地图对应一个所述目标游戏的游戏场景区域;
    响应于针对所述场景区域地图中目标场景区域地图的进入触发操作,显示所述目标场景区域地图对应的目标游戏场景区域,其中,进入所述目标游戏场景区域后,玩家控制的当前虚拟角色在所述目标游戏场景区域中执行游戏行为;
    响应于针对所述目标游戏场景区域的离开触发操作,将所述目标游戏场景 区域切换为所述游戏场景全局地图。
  14. 一种计算机可读存储介质,其中,所述计算机可读存储介质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下:
    显示目标游戏的游戏场景全局地图,所述游戏场景全局地图包括多个场景区域地图,其中,一个所述场景区域地图对应一个所述目标游戏的游戏场景区域;
    响应于针对所述场景区域地图中目标场景区域地图的进入触发操作,显示所述目标场景区域地图对应的目标游戏场景区域,其中,进入所述目标游戏场景区域后,玩家控制的当前虚拟角色在所述目标游戏场景区域中执行游戏行为;
    响应于针对所述目标游戏场景区域的离开触发操作,将所述目标游戏场景区域切换为所述游戏场景全局地图。
  15. 根据权利要求14所述的计算机可读存储介质,其中,所述游戏场景全局地图包括多个进入控件,其中,一个所述进入控件对应一个所述游戏场景区域地图,所述响应于针对所述场景区域地图中目标场景区域地图的进入触发操作,显示所述目标场景区域地图对应的目标游戏场景区域,包括:
    响应于针对所述进入控件中目标进入控件的触控操作,确定所述目标进入控件对应的游戏场景区域地图为所述目标场景区域地图;
    获取所述目标场景区域地图对应的目标游戏场景区域,显示所述目标游戏场景区域。
  16. 根据权利要求14所述的计算机可读存储介质,其中,所述显示目标游戏的游戏场景全局地图之后,还包括:
    在所述游戏场景全局地图中显示所述当前虚拟角色;
    所述响应于针对所述场景区域地图中目标场景区域地图的进入触发操作,显示所述目标场景区域地图对应的目标游戏场景区域之后,还包括:
    控制所述当前虚拟角色从所述游戏场景全局地图进入所述目标游戏场景区域;
    控制所述当前虚拟角色在所述目标游戏场景区域中执行所述游戏行为。
  17. 根据权利要求16所述的计算机可读存储介质,其中,所述响应于针 对所述目标游戏场景区域的离开触发操作,将所述目标游戏场景区域切换为所述游戏场景全局地图,包括:
    响应于针对所述目标游戏场景区域的所述离开触发操作,将所述目标游戏场景区域切换为所述游戏场景全局地图,并控制所述当前虚拟角色离开所述目标游戏场景区域返回到所述游戏场景全局地图。
  18. 根据权利要求17所述的计算机可读存储介质,其中,所述控制所述当前虚拟角色从所述游戏场景全局地图进入所述目标游戏场景区域之后,还包括:
    获取所述当前虚拟角色从所述游戏场景全局地图进入所述目标游戏场景区域时,在所述游戏场景全局地图中的切换位置;
    所述控制所述当前虚拟角色离开所述目标游戏场景区域返回到所述游戏场景全局地图,包括:
    控制所述当前虚拟角色离开所述目标游戏场景区域返回到所述游戏场景全局地图中的所述切换位置。
  19. 根据权利要求14所述的计算机可读存储介质,其中,所述目标游戏场景区域包括入口位置和离开位置,所述响应于针对所述场景区域地图中目标场景区域地图的进入触发操作,显示所述目标场景区域地图对应的目标游戏场景区域之后,还包括:
    进入所述目标游戏场景区域后,控制所述当前虚拟角色位于所述目标游戏场景区域的所述入口位置;
    响应于针对所述当前虚拟角色的移动控制操作,控制所述当前虚拟角色从所述入口位置在所述目标游戏场景区域中移动;
    所述响应于针对所述目标游戏场景区域的离开触发操作,将所述目标游戏场景区域切换为所述游戏场景全局地图,包括:
    响应于针对所述当前虚拟角色的移动控制操作,若所述当前虚拟角色移动至所述离开位置,将所述目标游戏场景区域切换为所述游戏场景全局地图。
  20. 根据权利要求14所述的计算机可读存储介质,其中,所述响应于针对所述场景区域地图中目标场景区域地图的进入触发操作,显示所述目标场景区域地图对应的目标游戏场景区域之后,还包括:
    控制所述当前虚拟角色进入所述目标游戏场景区域;
    响应于针对所述当前虚拟角色在所述目标游戏场景区域中的游戏战局参加操作,控制所述当前虚拟角色加入所述目标游戏场景区域中的游戏战局;
    所述响应于针对所述目标游戏场景区域的离开触发操作,将所述目标游戏场景区域切换为所述游戏场景全局地图,包括:
    响应于针对所述当前虚拟角色在所述游戏战局中的游戏操作,若所述游戏战局结束,将所述目标游戏场景区域切换为所述游戏场景全局地图。
PCT/CN2022/129462 2022-01-19 2022-11-03 游戏场景控制方法、装置、计算机设备及存储介质 WO2023138160A1 (zh)

Priority Applications (1)

Application Number Priority Date Filing Date Title
US18/549,592 US20240157241A1 (en) 2022-01-19 2022-11-03 Method for controlling game scene, apparatuse, computer device, and storage medium

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
CN202210060950.8A CN114504819A (zh) 2022-01-19 2022-01-19 游戏场景控制方法、装置、计算机设备及存储介质
CN202210060950.8 2022-01-19

Publications (1)

Publication Number Publication Date
WO2023138160A1 true WO2023138160A1 (zh) 2023-07-27

Family

ID=81550348

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/CN2022/129462 WO2023138160A1 (zh) 2022-01-19 2022-11-03 游戏场景控制方法、装置、计算机设备及存储介质

Country Status (3)

Country Link
US (1) US20240157241A1 (zh)
CN (1) CN114504819A (zh)
WO (1) WO2023138160A1 (zh)

Families Citing this family (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN114504819A (zh) * 2022-01-19 2022-05-17 网易(杭州)网络有限公司 游戏场景控制方法、装置、计算机设备及存储介质

Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20040229691A1 (en) * 2003-05-12 2004-11-18 Nintendo Co., Ltd. Game apparatus and storing medium that stores game program
US20070060343A1 (en) * 2005-09-09 2007-03-15 Microsoft Corporation Role play system
CN111729306A (zh) * 2020-06-24 2020-10-02 网易(杭州)网络有限公司 游戏角色的传送方法、装置、电子设备及存储介质
CN112774192A (zh) * 2021-01-27 2021-05-11 网易(杭州)网络有限公司 游戏场景跳转方法、装置、电子设备及存储介质
CN114504819A (zh) * 2022-01-19 2022-05-17 网易(杭州)网络有限公司 游戏场景控制方法、装置、计算机设备及存储介质

Patent Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20040229691A1 (en) * 2003-05-12 2004-11-18 Nintendo Co., Ltd. Game apparatus and storing medium that stores game program
US20070060343A1 (en) * 2005-09-09 2007-03-15 Microsoft Corporation Role play system
CN111729306A (zh) * 2020-06-24 2020-10-02 网易(杭州)网络有限公司 游戏角色的传送方法、装置、电子设备及存储介质
CN112774192A (zh) * 2021-01-27 2021-05-11 网易(杭州)网络有限公司 游戏场景跳转方法、装置、电子设备及存储介质
CN114504819A (zh) * 2022-01-19 2022-05-17 网易(杭州)网络有限公司 游戏场景控制方法、装置、计算机设备及存储介质

Non-Patent Citations (2)

* Cited by examiner, † Cited by third party
Title
7K7K MENGMENG: "Where is Qiankun in the Locke Kingdom and how to get there", 3 July 2015 (2015-07-03), pages 1 - 2, XP093079394, Retrieved from the Internet <URL:http://news.7k7k.com/roco/20150703-728915.html> [retrieved on 20230906] *
YUYU: "Dream New World" Popular Science Guide - Map Introduction Quick Location for Adventure Trips", 24 September 2020 (2020-09-24), pages 1 - 4, XP093079397, Retrieved from the Internet <URL:https://tieba.baidu.com/p/6977814428> [retrieved on 20230906] *

Also Published As

Publication number Publication date
US20240157241A1 (en) 2024-05-16
CN114504819A (zh) 2022-05-17

Similar Documents

Publication Publication Date Title
CN113101652A (zh) 信息展示方法、装置、计算机设备及存储介质
CN113786620A (zh) 游戏信息推荐方法、装置、计算机设备及存储介质
CN112915538A (zh) 对局信息的显示方法、装置、终端及存储介质
WO2023138160A1 (zh) 游戏场景控制方法、装置、计算机设备及存储介质
CN115193049A (zh) 虚拟角色控制方法、装置、存储介质及计算机设备
CN113599819B (zh) 提示信息的显示方法、装置、设备及存储介质
CN113332721B (zh) 一种游戏控制方法、装置、计算机设备及存储介质
WO2024087786A1 (zh) 游戏元素的显示方法、装置、计算机设备及存储介质
CN112619131B (zh) 虚拟道具的状态切换方法、装置、设备及可读存储介质
CN115382201A (zh) 一种游戏控制方法、装置、计算机设备及存储介质
CN114225412A (zh) 信息处理方法、装置、计算机设备及存储介质
CN113426121B (zh) 游戏操控方法、装置、存储介质及计算机设备
CN118634486A (zh) 技能释放方法、装置、电子设备和存储介质
CN118179012A (zh) 游戏交互方法、装置、计算机设备及计算机可读存储介质
CN116370960A (zh) 虚拟角色选中方法、装置、电子设备和存储介质
CN116531755A (zh) 游戏交互方法、装置、存储介质及计算机设备
CN115430151A (zh) 游戏角色的控制方法、装置、电子设备和可读存储介质
CN116850594A (zh) 游戏交互方法、装置、计算机设备及计算机可读存储介质
CN116832438A (zh) 虚拟对象的控制方法、装置、终端和存储介质
CN115193062A (zh) 游戏的控制方法、装置、存储介质及计算机设备
CN116999835A (zh) 一种游戏控制方法、装置、计算机设备及存储介质
CN115430150A (zh) 一种游戏技能释放方法、装置、计算机设备及存储介质
CN116764222A (zh) 游戏角色的控制方法、装置、计算机设备和存储介质
CN116351059A (zh) 非玩家角色的控制方法、装置、计算机设备及存储介质
CN116870472A (zh) 一种游戏视角切换方法、装置、计算机设备及存储介质

Legal Events

Date Code Title Description
121 Ep: the epo has been informed by wipo that ep was designated in this application

Ref document number: 22921584

Country of ref document: EP

Kind code of ref document: A1

WWE Wipo information: entry into national phase

Ref document number: 18549592

Country of ref document: US

NENP Non-entry into the national phase

Ref country code: DE