WO2024027239A9 - 游戏的交互控制方法、装置和电子设备 - Google Patents

游戏的交互控制方法、装置和电子设备 Download PDF

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Publication number
WO2024027239A9
WO2024027239A9 PCT/CN2023/091341 CN2023091341W WO2024027239A9 WO 2024027239 A9 WO2024027239 A9 WO 2024027239A9 CN 2023091341 W CN2023091341 W CN 2023091341W WO 2024027239 A9 WO2024027239 A9 WO 2024027239A9
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plot
plots
model
target
building
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PCT/CN2023/091341
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English (en)
French (fr)
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WO2024027239A1 (zh
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李达超
王程之
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网易(杭州)网络有限公司
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Publication of WO2024027239A1 publication Critical patent/WO2024027239A1/zh
Publication of WO2024027239A9 publication Critical patent/WO2024027239A9/zh

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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
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • A63F13/5372Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for tagging characters, objects or locations in the game scene, e.g. displaying a circle under the character controlled by the player
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • 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
    • A63F2300/303Features 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 for displaying additional data, e.g. simulating a Head Up Display
    • A63F2300/306Features 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 for displaying additional data, e.g. simulating a Head Up Display for displaying a marker associated to an object or location in the game field
    • 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 field of game technology, and in particular to a method, device and electronic device for interactive control of games.
  • SLG Simulation Game
  • the game scene is divided into multiple plots, and the plots have different levels.
  • the player's character level is low, he can only occupy low-level plots.
  • the character level gradually increases, and then he can occupy high-level plots.
  • the character level is high, low-level plots are less meaningful to the player, and low-level plots also occupy the player's quota of occupied land, causing the player to lose interest in occupying low-level plots; but in the game scene, low-level plots occupy a large proportion. If a large number of low-level plots are not occupied and are idle, the map utilization rate of the game scene is low, wasting computing resources.
  • a method for interactive control of a game wherein a graphical user interface is provided through a terminal device; a scene screen of a game scene is displayed in the graphical user interface; the game scene includes a plurality of plot units; at least some of the plurality of plot units have a first building model; the method may include: in response to a model level upgrade event of the first building model, determining a first plot where the first building model is located, and determining connected plots of the first plot; wherein the connected plots are directly or indirectly connected to the first plot; and updating resource attributes of the connected plots based on building attributes of the upgraded first building model.
  • an interactive control device for a game which provides a graphical user interface through a terminal device; a scene screen of a game scene is displayed in the graphical user interface; the game scene includes multiple plot units; at least some of the multiple plot units have a first building model; the device includes: a first determination module, which is used to determine the first plot where the first building model is located in response to a model level upgrade event of the first building model, and determine the connected plots of the first plot; wherein the connected plots are directly or indirectly connected to the first plot; and a resource attribute update module, which is used to update the resource attributes of the connected plots based on the building attributes of the upgraded first building model.
  • an electronic device including a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the interactive control method of the game of the embodiment of the present disclosure.
  • a machine-readable storage medium which stores machine-executable instructions.
  • the machine-executable instructions When the machine-executable instructions are called and executed by a processor, the machine-executable instructions prompt the processor to implement the interactive control method of the game of an embodiment of the present disclosure.
  • the interactive control method, device and electronic device of the game of the disclosed embodiment provide a graphical user interface through a terminal device; the graphical user interface displays a scene screen of the game scene; the game scene includes multiple plot units; at least some of the multiple plot units have a first building model; the method includes: in response to the model level upgrade event of the first building model, determine the first plot where the first building model is located, and determine the connected plots of the first plot; wherein the connected plots are directly or indirectly connected to the first plot; based on the building properties of the upgraded first building model, update the resource properties of the connected plots.
  • this method can guide the player to connect the occupied plots, increase the player's interest in occupying low-level plots, improve the utilization rate of the game scene map, and improve the utilization rate of the computing resources of the terminal device.
  • FIG1 is a flow chart of an interactive control method for a game provided by one embodiment of the present disclosure
  • FIG2 is a schematic diagram of a first display format provided by one embodiment of the present disclosure.
  • FIG3 is a schematic diagram of a streamer special effect provided by one embodiment of the present disclosure.
  • FIG4 is a schematic diagram of another streamer special effect provided by one embodiment of the present disclosure.
  • FIG5 is a schematic diagram of a road model provided by one embodiment of the present disclosure.
  • FIG6 is a schematic diagram of a land block state provided by one embodiment of the present disclosure.
  • FIG7 is a schematic diagram of the structure of an interactive control device for a game provided by one embodiment of the present disclosure.
  • FIG8 is a schematic diagram of the structure of an electronic device provided by one embodiment of the present disclosure.
  • the areas to be contested within the game scene are usually presented in the form of plots of land.
  • a game scene like Rate of Land the scene is divided into multiple plots of land.
  • Players compete for resources by occupying a single plot of land.
  • the plots are pre-set to different levels, and the resource production gains brought by each level of plot are different. It is generally designed to allow players to start from low-level plots with fewer resources, and gradually improve their character levels so that they can occupy more high-level plots with high resources.
  • the low-level plots of land gradually reduce their play attributes.
  • most war strategy games will limit the number of plots that players can occupy, resulting in low interest in occupying low-level plots in the later stages of the game, resulting in low map utilization.
  • the embodiments of the present disclosure provide a method, device and electronic device for interactive control of a game.
  • the technology can be applied to games or other virtual scenes, and in particular, can be applied to the interactive control of combat strategy games.
  • the interactive control method of the game can be run on a local terminal device or a server.
  • the method can be implemented and executed based on a cloud interactive system, wherein the cloud interactive system includes a server and a client device.
  • cloud games refer to a game mode based on cloud computing.
  • the operation mode of cloud games the operating body of the game program and the main body of the game screen presentation are separated.
  • the storage and operation of the interactive control method of the game are completed on the cloud game server.
  • the role of the client device is used for receiving and sending data and presenting the game screen.
  • the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing.
  • the player operates the client device to send an operation instruction to the cloud game server.
  • the cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network.
  • the client device decodes and outputs the game screen.
  • a local terminal device stores a game program and is used to present a game screen.
  • the local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed and run by an electronic device in a conventional manner.
  • the local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection.
  • the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.
  • the disclosed embodiment provides an interactive control method for a game, providing a graphical user interface through a terminal device, wherein the terminal device may be the local terminal device mentioned above, or may be the client device in the cloud interactive system mentioned above.
  • a graphical user interface is provided through the touch terminal device, and the graphical user interface may display interface content, such as a game scene screen, a communication interaction window, etc., according to the type of application started.
  • a scene screen of a game scene is displayed in the graphical user interface, and the game scene includes a plurality of plot units.
  • Players can build city building facilities such as a main city or a sub-city on the plot units.
  • At least some of the plurality of plot units are non-enemy plots.
  • the non-enemy plots may be our plots and ally plots, or may be only one of our plots or ally plots.
  • a method for interactive control of a game disclosed in the embodiment of the present disclosure is first introduced in detail.
  • a graphical user interface is provided through a terminal device, and a scene screen of a game scene is displayed in the graphical user interface.
  • the game scene includes multiple plot units, and at least some of the multiple plot units have a first building model.
  • the plot units can be divided into: local plots and non-enemy plots, and the non-enemy plots include our plots and allied plots;
  • the first building model can be a city building model such as a main city, a sub-city, etc. built by our side and/or the allied side.
  • the interactive control method of the game includes the following steps:
  • Step S102 In response to a model level upgrade event of the first building model, determine a first plot where the first building model is located, and determine a connected plot of the first plot; wherein the connected plot is directly or indirectly connected to the first plot;
  • the first building model includes the city building models such as the main city or sub-city built by our party or the allied party on the land.
  • the first building model also has different levels. Generally speaking, the higher the level, the more resources its city building facilities can obtain.
  • the first land parcel is the land parcel where the first building model is located, and the land parcel can be composed of one or more land parcel units.
  • the player consumes resources to upgrade the level of his main city or sub-city, in response to the model level upgrade event of the first building model, through the first plot where the first building model is located, all plots that are directly or indirectly connected to the first plot are searched and determined in non-enemy plots.
  • the first plot where the first building model is located and all plots directly or indirectly connected to the first plot are determined.
  • Step S104 updating the resource attributes of the connected plots based on the upgraded building attributes of the first building model
  • resource attributes can be the level of building facilities or the output of mineral materials, etc.
  • the building attributes of the first building model include: the model level of the first building model, the level of related technology in the first building model, etc.
  • the attributes of the first building model are upgraded, the resource attributes of all the plots directly or indirectly connected to the first plot determined in the above steps are updated according to the upgraded building attributes of the first building model.
  • the changes in the building attributes of the first building model are correlated with the resource attributes of the connected plots.
  • the resource attributes of other plots connected to the plot where the building model is located will be updated. This method can guide players to connect occupied plots, increase players' interest in occupying low-level plots, improve the utilization rate of the game scene map, and improve the utilization rate of terminal device computing resources.
  • the interactive control method of the above-mentioned game provides a graphical user interface through a terminal device; a scene screen of a game scene is displayed in the graphical user interface; the game scene includes multiple plot units; at least some of the multiple plot units have a first building model; the method includes: in response to a model level upgrade event of the first building model, determining the first plot where the first building model is located, and determining the connected plots of the first plot; wherein the connected plots are directly or indirectly connected to the first plot; based on the building properties of the upgraded first building model, updating the resource properties of the connected plots; under this method, when the building model in the scene is upgraded, the resource properties of other plots connected to the plot where the building model is located will be updated; this method can guide players to connect occupied plots, increase players' interest in occupying low-level plots, improve the utilization rate of the game scene map, and improve the utilization rate of the computing resources of the terminal device.
  • a target plot whose connectivity state has changed is determined from the connected plots; wherein the target plot and the first plot where the first building model is located are transformed from a disconnected state to a state of direct or indirect connectivity;
  • the above-mentioned connectivity status refers to the connectivity status between the plot and the plot where the first building model is located, including: direct connectivity status, indirect connectivity status, and disconnected status.
  • direct connectivity means that the plot is adjacent to the plot where the first building model is located;
  • indirect connectivity means that the plot can be connected to the plot where the first building model is located through our plot or the ally's plot;
  • disconnected means that the plot cannot be connected to the plot where the first building model is located through our plot and the ally's plot.
  • the connectivity status of the plot may change, including: from a directly or indirectly connected state to a disconnected state, or from a disconnected state to a directly or indirectly connected state. It is worth noting that the influence of the plot on the connectivity status is only related to the relative position of the plot with the first building model, and has nothing to do with the level of the plot.
  • the connectivity state of the plots changes, and a target plot whose connectivity state changes is determined from the connected plots, where the target plot refers to a plot that changes from a disconnected state to a state of direct or indirect connectivity with the first plot;
  • the resource attributes of the target plot are updated; and a prompt message indicating that the resource attributes of the target plot have been updated is displayed.
  • the first plot that is directly or indirectly connected to the target plot is searched, the first building model is found, and according to the building attributes of the first building model, the resource attributes of the target plot are updated and a prompt message indicating that the resource attributes have been updated is displayed.
  • the prompt message can be one or more combinations of text prompts, icon displays, prompt sound playback, dynamic special effects, etc., to prompt changes in resource attributes. For example: when the resource attributes of the target plot are increased, an upward arrow icon is dynamically flashing on the target plot; when the resource attributes of the target plot are decreased, a downward arrow icon is dynamically flashing on the target plot.
  • the resource attributes of the target plot are updated and prompt information is displayed according to the building attributes of the first building model.
  • the connectivity changes of the plots are correlated with the changes in the resource attributes on the plots. Even low-level plots can increase the resource building level and resource output of all target plots by connecting the plots, thereby increasing players' interest in occupying low-level plots and further improving the utilization rate of the game scene map and the utilization rate of terminal device computing resources.
  • the following embodiments provide a specific implementation method for determining the target plot.
  • the second plot in response to an occupation event of the second plot, it is determined that the second plot is directly or indirectly connected to the first plot, the second plot is determined as a newly added connected plot, and the second plot is determined as a target plot whose connectivity status has changed.
  • the new plot when the new plot is occupied and is directly or indirectly connected to the first plot where the first building model is located, the new plot is determined as a newly added connected plot, that is, a target plot whose connectivity status has changed.
  • the first plot where the first building model is located is determined; it is determined that the second plot is directly or indirectly connected to the first plot, and the second plot is connected to a third plot in a non-enemy plot; wherein, before the occupation event of the second plot is triggered, the third plot is not connected to the first plot; the second plot and the third plot are determined as newly added connected plots, and the second plot and the third plot are determined as target plots whose connectivity status has changed.
  • the third plot can be a non-enemy plot, or multiple non-enemy plots that are adjacent or connected through other non-enemy plots.
  • the second plot is adjacent to the third plot in the non-enemy plot, but the third plot is not connected to the first plot where the first building model is located.
  • the second plot is directly or indirectly connected to the first plot, then both the second plot and the third plot can be directly or indirectly connected to the first plot.
  • the second plot and the third plot are both target plots.
  • the above describes a method of determining a target plot from non-enemy plots after a designated event is triggered. Furthermore, after determining the target plot, special effects may be displayed for the connectivity status of the target plot to enrich the visual effect and increase the player's interest in connecting the plots.
  • the following embodiments provide specific implementation methods for displaying special effects on target plots and related areas after determining the target plots. It should be noted that in actual implementation, only one of the following special effects display methods can be displayed, or multiple display methods can be combined for display.
  • the target plots include: newly added plots that appear in plots that are directly or indirectly connected to the first plot, and the newly added plots are non-enemy plots.
  • a target plot is displayed in a first display format; the first display format is used to indicate that: the target plot and the first plot are converted from a disconnected state to a directly or indirectly connected state.
  • the first display format here can be one or more combinations of text prompts, prompt sound broadcasts, target plot pattern changes, target plot color distinctions, etc.
  • Figure 2 provides a schematic diagram of a first display format, where the first display format is in the form of text prompts, and a "connected land" text prompt is displayed on the target plot in the game scene to indicate that the target plot and the first plot are converted from an unconnected state to a directly or indirectly connected state.
  • the oblique line filled area in the figure is the plot occupied by the player and connected to the first plot. From the player's perspective, this area can also be displayed with special effects through prompt sound broadcasts, plot pattern changes, and plot colors.
  • the preset dynamic model can also be controlled to move in a plot area including the target plot; wherein the plots in the plot area are directly or indirectly connected to each other.
  • the plot area including the target plot can be understood as all plots including the target plot that are directly or indirectly connected to the first plot where the first building model is located.
  • the dynamic model is an active object in the virtual environment. Depending on the map scene, the active object can be a virtual character, a virtual animal, an animated character, and other types. In this way, the preset dynamic model is controlled to move in the target plot area including the newly added plot.
  • a model setting direction of the road model on the fourth plot is determined, and a moving direction of the dynamic model is determined based on the model setting direction; and the dynamic model is controlled to move along the moving direction.
  • the special effects starting block includes: the first block, or the edge block farthest from the target block, and the edge block is directly or indirectly connected to the first block; control the preset streamer special effect to move from the starting block until it reaches the target block.
  • the first plot is within the scene image based on the Manhattan distance or the Euclidean distance
  • determine the starting plot of the special effect based on the determination result
  • control the preset streamer special effect to move from the starting plot until it reaches the target plot.
  • the determination result it is determined that the first plot is within the scene image of the screen
  • the starting plot of the special effect is the first plot, as shown in FIG3
  • the streamer special effect is controlled to move from the first plot until it reaches the target plot.
  • the determination result it is determined that the first plot is not within the scene image of the screen, then find the edge plot that is farthest from the target plot and is directly or indirectly connected to the first plot, and use the edge plot as the starting plot of the special effect, as shown in FIG4 , and control the preset streamer special effect to move from the edge plot until it reaches the target plot.
  • the above-mentioned special effects display method allows players to present wonderful visual effects after connecting the soil blocks, thereby increasing the gaming experience, motivating players to occupy plots of land, and further improving the map utilization rate of the game scene and the utilization rate of the computing resources of the terminal device.
  • the following embodiments provide specific implementation methods for updating the resource attributes of a target plot.
  • the land resource yield of the target plot is updated, and the model-level attributes of the second building model on the target plot are updated.
  • the land resource output of the target plot can be understood as the output of resources produced and obtained using the target plot, for example: the output of resources such as wood, iron ore, stone, and food produced on the target plot.
  • the model level attribute of the second building model on the target plot can be the level of the building facility model such as the warehouse, mine, lumberyard, and camp built on the target plot. It can be understood that the higher the facility level and resource output, the more resources the player has to build a territory.
  • the land resource output of the target plot is updated accordingly based on the model level of the first building model, the level of related technology in the first building model, etc., and the model level properties of the second building model on the target plot are updated.
  • the connectivity status of the plots is correlated with the resource attributes of the plots, enriching the gameplay between the plots, increasing players' interest in occupying low-level resource plots, improving the utilization rate of scene maps, and at the same time improving the utilization rate of terminal device computing resources.
  • the disclosed method also provides improvement directions.
  • the first plot and the connected plots are all non-enemy plots; the non-enemy plots include a first number of plots.
  • the non-enemy plots include a first number of plots; the non-enemy plots are preset with a maximum number of plots; in response to a designated model setting operation of a fifth plot in the non-enemy plots, a designated building model is set on the fifth plot; a second number of plots in the non-enemy plots is counted; wherein the fifth plot is not included in the plots corresponding to the second number of plots.
  • the first number is the number of non-enemy plots before the designated model setting operation is performed
  • the second number is the number of non-enemy plots after the designated model setting operation is performed.
  • the fifth plot is represented as a plot on which the designated model setting operation is performed, and may be a non-enemy plot directly or indirectly connected to the first plot, or may be any non-enemy plot.
  • the number of occupied non-enemy plots there is an upper limit on the number of occupied non-enemy plots.
  • You can set a specified building model on the non-enemy plot by setting a specified model on the non-enemy plot, such as a road, bridge or other building facility model. In this way, the plot is converted into a building facility such as a road or bridge, and the plot where the building facility is located is not included when counting the number of occupied non-enemy plots.
  • the road model when setting the road model, it is necessary to determine the direction of the road model. Specifically, in response to the designated model setting operation of the fifth plot in the non-enemy plot, the plot status of the adjacent plots of the fifth plot is determined, and the model setting direction of the road model is determined according to the plot status. Then, according to the model setting direction, the road model is set on the fifth plot.
  • the model setting direction can be determined according to the relative position of the adjacent plot and the fifth plot and the model setting direction of the road model on the adjacent plot, or the model setting direction can be determined only according to the relative position of the adjacent plot and the fifth plot or the model setting direction of the road model on the adjacent plot.
  • the road model is preset into two types, A and B, and the directions indicated by the two models are different. Which model is used depends on the model setting direction.
  • a direction vector can be used to represent the model setting direction of the road model on the adjacent plot according to the relative position of the adjacent plot and the fifth plot, and the road model on the fifth plot is determined by the direction vector calculation result. For example, in a plot state as shown in Figure 6, there are six road facilities adjacent to the fifth plot.
  • a direction vector can be used to represent the model setting direction of the road model on the six surrounding plots.
  • the road models are connected with unit vectors (for example: 1, 1-1, 1 1, -1...), and all vectors are added to obtain a vector (x, y). If
  • the model setting direction is determined by the relative position of the adjacent plot and the fifth plot. For example, when there is a non-enemy plot in the upper right corner of the fifth plot, the model setting direction is determined to be the northeast direction, and model A is selected as the road model on the fifth plot.
  • the plot does not occupy the number of player plots, and the player can play the land-connecting game without giving up the plot, expanding the "coloring" (paving) range and enhancing the interactive interest of players.
  • building facility models such as roads and bridges truly restores the concept of paving and transporting resources in reality, which is in line with the player's cognitive model of "to get rich, build roads first".
  • the directly or indirectly connected plots in non-enemy plots are displayed in a first display format; the directly or indirectly connected plots in enemy plots are displayed in a second display format; wherein the first display format is different from the second display format.
  • the display format can be one or more combinations of text prompts, audio prompts, plot pattern changes, plot color changes, etc.
  • the first display format is different from the second display format.
  • different display formats can also be used to distinguish the connectivity status of friendly and enemy plots.
  • green is the color of plots that are directly or indirectly connected in our plots
  • red is the color of plots that are directly or indirectly connected in enemy plots
  • blue is the color of plots that are directly or indirectly connected in friendly plots.
  • This method stimulates players to compete for land, further promoting the improvement of map utilization in game scenes and the improvement of computing resource utilization of terminal devices.
  • This embodiment also provides another specific embodiment of the interactive control method of a game, taking the game scene of an SLG game as an example, the interactive control process of the game is introduced in detail:
  • the block where the alliance player's main city or city is located is the starting block of the special effect, and the preset streamer special effect is controlled to move from this block until it reaches the newly occupied block.
  • any low-level resource plot among the connected plots can be selected to build the "road" model.
  • Level 1 - resource production increased by 15%, road construction limit 5;
  • Level 5 - Resource production increased by 25%, road construction limit 50.
  • a graphical user interface is provided through a terminal device; a scene screen of a game scene is displayed in the graphical user interface; the game scene includes a plurality of plot units; at least some of the plurality of plot units have a first building model; the device includes:
  • a first determination module 702 is configured to determine, in response to a model level upgrade event of a first building model, a first plot where the first building model is located, and determine a connected plot of the first plot; wherein the connected plot is directly or indirectly connected to the first plot;
  • the resource attribute updating module 704 is used to update the resource attributes of the connected plots based on the upgraded building attributes of the first building model
  • this method can guide players to connect occupied plots, increase players' interest in occupying low-level plots, improve the utilization rate of the game scene map, and improve the utilization rate of terminal device computing resources.
  • the interactive control device of the game may further include a first display module for responding to an increase in connected blocks.
  • a target plot whose connectivity status has changed is determined from the connected plots; wherein the target plot and the first plot where the first building model is located are converted from a non-connected state to a directly or indirectly connected state; based on the building properties of the first building model, the resource attributes of the target plot are updated; and a prompt message indicating that the resource attributes of the target plot have been updated is displayed.
  • the first display module is further used to determine, in response to an occupation event of the second plot, that the second plot is directly or indirectly connected to the first plot, determine the second plot as a newly added connected plot, and determine the second plot as a target plot whose connectivity status has changed.
  • the first display module is also used to determine, in response to an occupation event of the second plot, that the second plot is directly or indirectly connected to the first plot, and that the second plot is connected to the third plot; wherein, before the occupation event of the second plot is triggered, the third plot is not connected to the first plot; determine the second plot and the third plot as newly added connected plots, and determine the second plot and the third plot as target plots whose connectivity status has changed.
  • the interactive control device of the game may include a second display module, which is used to display the target plot in a first display format; the first display format is used to indicate that: the target plot and the first plot are converted from a disconnected state to a directly or indirectly connected state.
  • the interactive control device of the game may include a first control module for controlling a preset dynamic model to move in a plot area including a target plot; wherein the plots in the plot area are directly or indirectly connected to each other.
  • the first control module is also used to determine the model setting direction of the road model on the fourth plot in response to the dynamic model moving to a fourth plot in the plot area, and a road model is set on the fourth plot, and determine the moving direction of the dynamic model based on the model setting direction; and control the dynamic model to move along the moving direction.
  • the interactive control device of the game may include a second control module, used to determine the special effect starting block from the scene picture; wherein the special effect starting block includes: the first block, or the edge block farthest from the target block, the edge block is directly or indirectly connected to the first block; control the preset streamer special effect to move from the starting block until it reaches the target block.
  • the special effect starting block includes: the first block, or the edge block farthest from the target block, the edge block is directly or indirectly connected to the first block; control the preset streamer special effect to move from the starting block until it reaches the target block.
  • the first display module is further used to update the land resource yield of the target plot based on the building attributes of the first building model, and update the model level attributes of the second building model on the target plot.
  • the first plot and the connected plots are all non-enemy plots; the non-enemy plots include a first number of plots; the non-enemy plots are preset with a maximum number of plots; the interactive control device of the game may include a first statistical module, used to respond to the designated model setting operation of the fifth plot in the non-enemy plots, and set a designated building model on the fifth plot; count the second number of non-enemy plots; wherein the fifth plot is not included in the plots corresponding to the second number.
  • the designated building model includes a road model
  • the first statistical module is further used to determine the plot status of the adjacent plots of the fifth plot in response to the designated model setting operation of the fifth plot in the non-enemy plot; wherein the plot status includes: the relative position of the adjacent plot and the fifth plot, and/or, the model setting direction of the road model on the adjacent plot; based on the plot status, determine the model setting direction of the road model; based on the model setting direction, set the road model on the fifth plot.
  • the first plot and the connected plots are both non-enemy plots;
  • the interactive control device of the game may include a third display module, used to display directly or indirectly connected plots in the non-enemy plots in a first display format; and to display directly or indirectly connected plots in the enemy plots in a second display format; wherein the first display format is different from the second display format.
  • This embodiment also provides an electronic device, including a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the interactive control method of the above game.
  • the electronic device can be a server or a terminal device.
  • the electronic device includes a processor 100 and a memory 101 .
  • the memory 101 stores machine executable instructions that can be executed by the processor 100 .
  • the processor 100 executes the machine executable instructions to implement the interactive control method of the above-mentioned game.
  • the electronic device shown in FIG. 8 further includes a bus 102 and a communication interface 103 , and the processor 100 , the communication interface 103 and the memory 101 are connected via the bus 102 .
  • the memory 101 may include a high-speed random access memory (RAM), and may also include a non-volatile memory (non-volatile memory), such as at least one disk storage.
  • RAM random access memory
  • non-volatile memory non-volatile memory
  • the communication connection between the system network element and at least one other network element is realized through at least one communication interface 103 (which can be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. can be used.
  • the bus 102 can be an ISA bus, a PCI bus or an EISA bus, etc.
  • the bus can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, only one bidirectional arrow is used in Figure 8, but it does not mean that there is only one bus or one type of bus.
  • the processor 100 may be an integrated circuit chip with signal processing capabilities. In the implementation process, each step of the above method can be completed by the hardware integrated logic circuit in the processor 100 or the instruction in the form of software.
  • the above processor 100 can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application specific integrated circuit (ASIC), a field programmable gate array (FPGA) or other programmable logic devices, discrete gates or transistor logic devices, discrete hardware components.
  • DSP digital signal processor
  • ASIC application specific integrated circuit
  • FPGA field programmable gate array
  • the methods, steps and logic block diagrams disclosed in the embodiments of the present disclosure can be implemented or executed.
  • the general-purpose processor can be a microprocessor or the processor can also be any conventional processor, etc.
  • the steps of the method disclosed in conjunction with the embodiments of the present disclosure can be directly embodied as a hardware decoding processor for execution, or can be executed by a combination of hardware and software modules in the decoding processor.
  • the software module may be located in a storage medium mature in the art, such as a random access memory, a flash memory, a read-only memory, a programmable read-only memory, or an electrically erasable programmable memory, a register, etc.
  • the storage medium is located in the memory 101, and the processor 100 reads the information in the memory 101 and completes the steps of the method of the above embodiment in combination with its hardware.
  • the processor in the above-mentioned electronic device can implement the following operations of the interactive control method of the above-mentioned game by executing machine-executable instructions: providing a graphical user interface through a terminal device; a scene screen of a game scene is displayed in the graphical user interface; the game scene includes multiple plot units; at least some of the multiple plot units have a first building model; the method includes: in response to a model level upgrade event of the first building model, determining the first plot where the first building model is located, and determining the connected plots of the first plot; wherein the connected plots are directly or indirectly connected to the first plot; and updating the resource attributes of the connected plots based on the building attributes of the upgraded first building model.
  • the processor in the above-mentioned electronic device can implement the following operations of the interactive control method of the above-mentioned game by executing machine-executable instructions: in response to the increase of connected plots, determining a target plot whose connectivity status has changed from the connected plots; wherein the target plot and the first plot where the first building model is located are converted from a disconnected state to a directly or indirectly connected state; based on the building attributes of the first building model, updating the resource attributes of the target plot; and displaying a prompt message that the resource attributes of the target plot have been updated.
  • the processor in the above-mentioned electronic device can implement the following operations of the interactive control method of the above-mentioned game by executing machine-executable instructions: in response to an occupation event of the second plot, determine that the second plot is directly or indirectly connected to the first plot, determine the second plot as a newly added connected plot, and determine the second plot as a target plot whose connectivity status has changed.
  • the processor in the above-mentioned electronic device can implement the following operations of the interactive control method of the above-mentioned game by executing machine-executable instructions: in response to the occupation event of the second plot, determine that the second plot is directly or indirectly connected to the first plot, and the second plot is connected to the third plot; wherein, before the occupation event of the second plot is triggered, the third plot is not connected to the first plot; determine the second plot and the third plot as newly added connected plots, and determine the second plot and the third plot as target plots whose connectivity status has changed.
  • the processor in the above-mentioned electronic device can implement the following operations of the interactive control method of the above-mentioned game by executing machine-executable instructions: displaying the target plot in a first display format; the first display format is used to indicate: the target plot and the first plot are converted from a disconnected state to a directly or indirectly connected state.
  • the processor in the above-mentioned electronic device can implement the following operations of the interactive control method of the above-mentioned game by executing machine executable instructions: controlling a preset dynamic model to move in a plot area containing a target plot; wherein the plots in the plot area are directly or indirectly connected to each other.
  • the processor in the above-mentioned electronic device can implement the following operations of the interactive control method of the above-mentioned game by executing machine executable instructions: in response to the dynamic model moving to the fourth plot in the plot area, and a road model is set on the fourth plot, determining the model setting direction of the road model on the fourth plot, and determining the moving direction of the dynamic model based on the model setting direction; controlling the dynamic model to move along the moving direction.
  • the processor in the above-mentioned electronic device can implement the following operations of the interactive control method of the above-mentioned game by executing machine-executable instructions: determining the special effect starting block from the scene picture; wherein the special effect starting block includes: the first block, or the edge block farthest from the target block, and the edge block is directly or indirectly connected to the first block; controlling the preset streamer special effect to move from the starting block until it reaches the target block.
  • the processor in the above-mentioned electronic device can implement the following operations of the interactive control method of the above-mentioned game by executing machine executable instructions: based on the building properties of the first building model, updating the land resource output of the target plot, and updating the model level properties of the second building model on the target plot.
  • the first plot and the connected plots are all non-enemy plots; the non-enemy plots include a first number of plots; the non-enemy plots are preset with a maximum number of plots; the processor in the electronic device can implement the following operations of the interactive control method of the game by executing machine-executable instructions: in response to the designated model setting operation of the fifth plot in the non-enemy plots, setting a designated building model on the fifth plot; counting the second number of non-enemy plots; wherein the fifth plot is not included in the plots corresponding to the second number.
  • the above-mentioned designated building model includes a road model
  • the processor in the above-mentioned electronic device by executing machine-executable instructions, can implement the following operations of the interactive control method of the above-mentioned game: in response to the designated model setting operation of the fifth plot in the non-enemy plot, determine the plot status of the adjacent plots of the fifth plot; wherein the plot status includes: the relative position of the adjacent plot and the fifth plot, and/or, the model setting direction of the road model on the adjacent plot; based on the plot status, determine the model setting direction of the road model; based on the model setting direction, set the road model on the fifth plot.
  • the above-mentioned first plot and the connected plots are all non-enemy plots;
  • the processor in the above-mentioned electronic device can implement the following operations of the interactive control method of the above-mentioned game by executing machine-executable instructions: displaying directly or indirectly connected plots in non-enemy plots in a first display format; displaying directly or indirectly connected plots in enemy plots in a second display format; wherein the first display format is different from the second display format.
  • This embodiment also provides a machine-readable storage medium, which stores machine-executable instructions.
  • the machine-executable instructions When the machine-executable instructions are called and executed by a processor, the machine-executable instructions prompt the processor to implement the interactive control method of the above game.
  • the machine executable instructions stored in the above-mentioned machine-readable storage medium can implement the following operations in the interactive control method of the above-mentioned game by executing the machine executable instructions: providing a graphical user interface through a terminal device; a scene screen of a game scene is displayed in the graphical user interface; the game scene includes multiple plot units; at least some of the multiple plot units have a first building model; the method includes: in response to a model level upgrade event of the first building model, determining the first plot where the first building model is located, and determining the connected plots of the first plot; wherein the connected plots are directly or indirectly connected to the first plot; based on the building properties of the upgraded first building model, updating the resource attributes of the connected plots;.
  • this method can guide players to connect occupied plots, increase players' interest in occupying low-level plots, improve the utilization rate of the game scene map, and improve the utilization rate of terminal device computing resources.
  • the machine executable instructions stored in the above-mentioned machine-readable storage medium can implement the following operations in the interactive control method of the above-mentioned game by executing the machine executable instructions: in response to the increase of connected plots, determining a target plot whose connectivity status has changed from the connected plots; wherein the target plot and the first plot where the first building model is located are converted from a disconnected state to a directly or indirectly connected state; based on the building properties of the first building model, updating the resource attributes of the target plot; and displaying a prompt message that the resource attributes of the target plot have been updated.
  • the machine executable instructions stored in the above-mentioned machine-readable storage medium can implement the following operations in the interactive control method of the above-mentioned game by executing the machine executable instructions: in response to an occupation event of the second plot, determining that the second plot is directly or indirectly connected to the first plot, determining the second plot as a newly added connected plot, and determining the second plot as a target plot whose connectivity status has changed.
  • the machine executable instructions stored in the above-mentioned machine-readable storage medium can implement the following operations in the interactive control method of the above-mentioned game by executing the machine executable instructions: in response to an occupation event of the second plot, determining that the second plot is directly or indirectly connected to the first plot, and the second plot is connected to the third plot; wherein, before the occupation event of the second plot is triggered, the third plot is not connected to the first plot; determining the second plot and the third plot as newly added connected plots, and determining the second plot and the third plot as target plots whose connectivity status has changed.
  • the machine executable instructions stored in the above-mentioned machine-readable storage medium can implement the following operations in the interactive control method of the above-mentioned game by executing the machine executable instructions: displaying the target plot in a first display format; the first display format is used to indicate: the target plot and the first plot are converted from a disconnected state to a directly or indirectly connected state.
  • the machine executable instructions stored in the above-mentioned machine-readable storage medium can implement the following operations in the interactive control method of the above-mentioned game by executing the machine executable instructions: controlling a preset dynamic model to move in a plot area containing a target plot; wherein the plots in the plot area are directly or indirectly connected to each other.
  • the machine executable instructions stored in the above-mentioned machine-readable storage medium can implement the following operations in the interactive control method of the above-mentioned game by executing the machine executable instructions: in response to the dynamic model moving to a fourth plot in the plot area, and a road model is set on the fourth plot, determining the model setting direction of the road model on the fourth plot, and determining the moving direction of the dynamic model based on the model setting direction; controlling the dynamic model to move along the moving direction.
  • the machine executable instructions stored in the above-mentioned machine-readable storage medium can implement the following operations in the interactive control method of the above-mentioned game by executing the machine executable instructions: determining the special effect starting block from the scene picture; wherein the special effect starting block includes: the first block, or the edge block farthest from the target block, and the edge block is directly or indirectly connected to the first block; controlling the preset streamer special effect to move from the starting block until it reaches the target block.
  • the machine executable instructions stored in the above-mentioned machine-readable storage medium can implement the following operations in the interactive control method of the above-mentioned game by executing the machine executable instructions: updating the land resource output of the target plot based on the building properties of the first building model, and updating the model level properties of the second building model on the target plot.
  • the first plot and the connected plots are all non-enemy plots; the non-enemy plots include a first number of plots; the non-enemy plots are preset with a maximum number of plots; the machine-executable instructions stored in the machine-readable storage medium can implement the following operations in the interactive control method of the game by executing the machine-executable instructions: in response to the designated model setting operation of the fifth plot in the non-enemy plots, setting a designated building model on the fifth plot; counting the second number of non-enemy plots; wherein the fifth plot is not included in the plots corresponding to the second number.
  • the above-mentioned designated building model includes a road model
  • the machine executable instructions stored in the above-mentioned machine-readable storage medium can implement the following operations in the interactive control method of the above-mentioned game by executing the machine executable instructions: in response to the designated model setting operation of the fifth plot in the non-enemy plot, determine the plot status of the adjacent plots of the fifth plot; wherein the plot status includes: the relative position of the adjacent plot and the fifth plot, and/or, the model setting direction of the road model on the adjacent plot; based on the plot status, determine the model setting direction of the road model; based on the model setting direction, set the road model on the fifth plot.
  • the above-mentioned first plot and the connected plots are all non-enemy plots;
  • the machine executable instructions stored in the above-mentioned machine-readable storage medium can implement the following operations in the interactive control method of the above-mentioned game by executing the machine executable instructions: displaying directly or indirectly connected plots in non-enemy plots in a first display format; displaying directly or indirectly connected plots in enemy plots in a second display format; wherein the first display format is different from the second display format.
  • the computer program product of the interactive game control method, device, electronic device and storage medium provided in the embodiments of the present disclosure includes a computer-readable storage medium storing program code.
  • the instructions included in the program code can be used to execute the methods described in the previous method embodiments. The specific implementation can be found in the method embodiments, which will not be repeated here.
  • the terms “installed”, “connected”, and “connected” should be understood in a broad sense, for example, it can be a fixed connection, a detachable connection, or an integral connection; it can be a mechanical connection or an electrical connection; it can be a direct connection, or it can be indirectly connected through an intermediate medium, or it can be the internal communication of two components.
  • installed should be understood in a broad sense, for example, it can be a fixed connection, a detachable connection, or an integral connection; it can be a mechanical connection or an electrical connection; it can be a direct connection, or it can be indirectly connected through an intermediate medium, or it can be the internal communication of two components.
  • the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium.
  • the technical solution of the present disclosure, or the part that contributes to the relevant technology or the part of the technical solution, can be embodied in the form of a software product.
  • the computer software product is stored in a storage medium, including several instructions to enable a computer device (which can be a personal computer, server, or network device, etc.) to perform all or part of the steps of the method described in each embodiment of the present disclosure.
  • the aforementioned storage media include: U disk, mobile hard disk, read-only memory (ROM, Read-Only Memory), random access memory (RAM, Random Access Memory), disk or optical disk, and other media that can store program codes.

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Abstract

一种游戏的交互控制方法,包括:响应于第一建筑模型的模型级别升级事件,确定第一建筑模型所在的第一地块,并确定第一地块的连通地块;其中,连通地块与第一地块直接或间接连通(S102);基于升级后的第一建筑模型的建筑属性,更新连通地块的资源属性(S104)。实现了当场景中的建筑模型升级后,与建筑模型所处地块连通的其他地块的资源属性会更新;可以引导玩家连通已占领的地块,提高玩家对于低等级地块的占领兴趣,提升了游戏场景地图的利用率。

Description

游戏的交互控制方法、装置和电子设备
相关申请的交叉引用
本申请要求于2022年08月05日提交的申请号为202210938031.6、名称为“游戏的交互控制方法、装置和电子设备”的中国专利申请的优先权,该中国专利申请的全部内容通过引用全部并入全文。
技术领域
本公开涉及游戏技术领域,尤其是涉及一种游戏的交互控制方法、装置和电子设备。
背景技术
在SLG(Simulation Game,策略游戏)游戏中,游戏场景被划分为多个地块,且地块具有不同的等级。玩家的角色等级较低时,只能占领低等级地块,在参与游戏的过程中,角色等级逐步提高,继而可以占领高等级地块。当角色等级较高时,低等级地块对于玩家的意义较低,且低等级地块还占用玩家可占领土地的名额,导致玩家丧失了对低等级地块的占领兴趣;但在游戏场景中,低等级地块占据较大的比例,如果大量的低等级地块不被占领,处于闲置状态,导致游戏场景的地图利用率较低,浪费运算资源。
发明内容
根据本公开的一个方面,提供了一种游戏的交互控制方法,通过终端设备提供一图形用户界面;图形用户界面中显示有游戏场景的场景画面;游戏场景中包括多个地块单元;多个地块单元中至少部分地块单元上具有第一建筑模型;该方法可以包括:响应于第一建筑模型的模型级别升级事件,确定第一建筑模型所在的第一地块,并确定第一地块的连通地块;其中,连通地块与第一地块直接或间接连通;基于升级后的第一建筑模型的建筑属性,更新连通地块的资源属性。
根据本公开的一个方面,还提供了一种游戏的交互控制装置,通过终端设备提供一图形用户界面;图形用户界面中显示有游戏场景的场景画面;游戏场景中包括多个地块单元;多个地块单元中至少部分地块单元上具有第一建筑模型;该装置包括:第一确定模块,用于响应于第一建筑模型的模型级别升级事件,确定第一建筑模型所在的第一地块,并确定第一地块的连通地块;其中,连通地块与第一地块直接或间接连通;资源属性更新模块,用于基于升级后的第一建筑模型的建筑属性,更新连通地块的资源属性。
根据本公开的一个方面,还提供了一种电子设备,包括处理器和存储器,存储器存储有能够被处理器执行的机器可执行指令,处理器执行机器可执行指令以实现本公开实施例的游戏的交互控制方法。
根据本公开的一个方面,还提供了一种机器可读存储介质,机器可读存储介质存储有机器可执行指令,机器可执行指令在被处理器调用和执行时,机器可执行指令促使处理器实现本公开实施例的游戏的交互控制方法。
本公开实施例的游戏的交互控制方法、装置和电子设备,通过终端设备提供一图形用户界面;图形用户界面中显示有游戏场景的场景画面;游戏场景中包括多个地块单元;多个地块单元中至少部分地块单元上具有第一建筑模型;方法包括:响应于第一建筑模型的模型级别升级事件,确定第一建筑模型所在的第一地块,并确定第一地块的连通地块;其中,连通地块与第一地块直接或间接连通;基于升级后的第一建筑模型的建筑属性,更新连通地块的资源属性。该方式下,当场景中的建筑模型升级后,与建筑模型所处地块连通的其他地块的资源属性会更新;该方式可以引导玩家连通已占领的地块,提高玩家对于低等级地块的占领兴趣,提升了游戏场景地图的利用率,提升终端设备运算资源的利用率。
附图说明
图1为本公开其中之一实施例提供的一种游戏的交互控制方法的流程图;
图2为本公开其中之一实施例提供的一种第一显示格式的示意图;
图3为本公开其中之一实施例提供的一种流光特效的示意图;
图4为本公开其中之一实施例提供的另一种流光特效的示意图;
图5为本公开其中之一实施例提供的一种道路模型的示意图;
图6为本公开其中之一实施例提供的一种地块状态的示意图;
图7为本公开其中之一实施例提供的一种游戏的交互控制装置的结构示意图;
图8为本公开其中之一实施例提供的一种电子设备的结构示意图。
具体实施方式
为使本公开实施例的目的、技术方案和优点更加清楚,下面将结合附图对本公开的技术方案进行清楚、完整地描述,显然,所描述的实施例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做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。
在战争策略类游戏中,通常会将游戏场景内的待争夺区域以地块形式进行展示,例如率土like游戏场景,该场景划分为多个地块,玩家通过攻占单个地块的形式争夺资源,地块预先设有不同的等级,每一个等级的地块所能带来的资源产量增益不同,一般设计为让玩家从资源少的低级地块开始,并逐步提升自己的角色等级来使自己可以占领更多高资源的高等级地块,但随着玩家游戏角色的成长,低等级的地块便渐渐降低了游玩属性,同时,战争策略类游戏大多会对玩家占领地块的数量进行限制,导致玩家在游玩后期对低等级地块占领兴趣低,导致地图利用率较低。
基于此,本公开实施例提供的一种游戏的交互控制方法、装置及电子设备,该技术可以应用在游戏或其他虚拟场景中,尤其可以应用于战斗策略类游戏的交互控制中。
在本公开其中一种实施例中的游戏的交互控制方法,可以运行于本地终端设备或者是服务器。当游戏的交互控制方法运行于服务器时,该方法则可以基于云交互系统来实现与执行,其中,云交互系统包括服务器和客户端设备。
在一可选的实施方式中,云交互系统下可以运行各种云应用,例如:云游戏。以云游戏为例,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,游戏程序的运行主体和游戏画面呈现主体是分离的,游戏的交互控制方法的储存与运行是在云游戏服务器上完成的,客户端设备的作用用于数据的接收、发送以及游戏画面的呈现,举例而言,客户端设备可以是靠近用户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、掌上电脑等;但是进行信息处理的为云端的云游戏服务器。在进行游戏时,玩家操作客户端设备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,将游戏画面等数据进行编码压缩,通过网络返回客户端设备,最后,通过客户端设备进行解码并输出游戏画面。
在一可选的实施方式中,以游戏为例,本地终端设备存储有游戏程序并用于呈现游戏画面。本地终端设备用于通过图形用户界面与玩家进行交互,即,常规的通过电子设备下载安装游戏程序并运行。该本地终端设备将图形用户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的显示屏上,或者,通过全息投影提供给玩家。举例而言,本地终端设备可以包括显示屏和处理器,该显示屏用于呈现图形用户界面,该图形用户界面包括游戏画面,该处理器用于运行该游戏、生成图形用户界面以及控制图形用户界面在显示屏上的显示。
在一种可能的实施方式中,本公开实施例提供了一种游戏的交互控制方法,通过终端设备提供图形用户界面,其中,终端设备可以是前述提到的本地终端设备,也可以是前述提到的云交互系统中的客户端设备。通过该触控终端设备提供一图形用户界面,该图形用户界面上可以根据启动的应用程序的类型,显示界面内容,例如,游戏场景画面、通信交互窗口等等。在本实施例中,图形用户界面中显示有游戏场景的场景画面,游戏场景中包括多个地块单元,玩家可以在地块单元上建立主城或分城等城池建筑设施,多个地块单元中至少部分地块单元为非敌方地块,在实际实现时,非敌方地块可以是我方地块和同盟方地块,也可以仅是我方地块或同盟方地块之一。
为便于对本实施例进行理解,首先对本公开实施例所公开的一种游戏的交互控制方法进行详细介绍,如图1所示,通过终端设备提供一图形用户界面,图形用户界面中显示有游戏场景的场景画面,游戏场景中包括多个地块单元,多个地块单元中至少部分地块单元上具有第一建筑模型,在游戏对局中,地块单元可以划分:地方地块和非敌方地块,非敌方地块包括我方地块和同盟方地块;第一建筑模型可以为我方和/或同盟方建立的主城、分城等城池建筑模型。该游戏的交互控制方法包括如下步骤:
步骤S102、响应于第一建筑模型的模型级别升级事件,确定第一建筑模型所在的第一地块,并确定第一地块的连通地块;其中,该连通地块与第一地块直接或间接连通;
上述第一建筑模型包括我方或同盟方在地块上建立的主城或分城等城池建筑模型,第一建筑模型也具有不同的级别,一般来说,级别越高,其城池建筑设施可获取的资源越多。上述第一地块为第一建筑模型所在的地块,该地块可以是一个或多个地块单元组成。
当对第一建筑模型的模型级别进行升级操作时,例如玩家消耗资源提升自己主城或者分城的等级,响应于第一建筑模型的模型级别升级事件,通过该第一建筑模型所在的第一地块,在非敌方地块中,搜寻并确定与该第一地块处于直接或间接连通的所有地块。
本步骤中,第一建筑模型的模型级别升级后,确定第一建筑模型所在的第一地块及与第一地块直接或间接连通的所有地块。
步骤S104、基于升级后的第一建筑模型的建筑属性,更新连通地块的资源属性;
游戏场景中的很多物体都是场景中的资源,例如:营地、装备或兵将、仓库、草木等。不同地块可能具有不同的资源种类,例如:军事建筑设施、矿产材料等,相应地,资源属性可以是建筑设施等级或者矿产材料的产量等。玩家需要在游戏过程中不断地获取、提升资源属性并利用手中的资源建设领地。
同样地,第一建筑模型的建筑属性包括:第一建筑模型的模型级别、第一建筑模型中相关科技的级别等。当第一建筑模型的属性升级后,根据升级后第一建筑模型的建筑属性,更新前述步骤中确定的与第一地块直接或间接连通的所有地块的资源属性。
本步骤中,将第一建筑模型的建筑属性变化与连通的地块的资源属性相互关联,当场景中的建筑模型升级后,与建筑模型所处地块连通的其他地块的资源属性会更新;该方式可以引导玩家连通已占领的地块,提高玩家对于低等级地块的占领兴趣,提升了游戏场景地图的利用率,提升了终端设备运算资源的利用率。
上述游戏的交互控制方法,通过终端设备提供一图形用户界面;图形用户界面中显示有游戏场景的场景画面;游戏场景中包括多个地块单元;多个地块单元中至少部分地块单元上具有第一建筑模型;该方法包括:响应于第一建筑模型的模型级别升级事件,确定第一建筑模型所在的第一地块,并确定第一地块的连通地块;其中,连通地块与第一地块直接或间接连通;基于升级后的第一建筑模型的建筑属性,更新连通地块的资源属性;该方式下,当场景中的建筑模型升级后,与建筑模型所处地块连通的其他地块的资源属性会更新;该方式可以引导玩家连通已占领的地块,提高玩家对于低等级地块的占领兴趣,提升了游戏场景地图的利用率,提升了终端设备运算资源的利用率。
另外,地块上的资源属性变化还与地块的连通状态有关。
具体地,响应于连通地块的增加,从连通地块中确定连通状态发生变化的目标地块;其中,该目标地块与第一建筑模型所在的第一地块,从不连通状态转换至直接或间接连通的状态;
上述连通状态指的是,地块与第一建筑模型所在的地块的连通状态,包括:直接连通状态、间接连通状态、不连通状态。其中,直接连通是指,地块与第一建筑模型所在的地块相邻;间接连通是指,地块可以通过我方地块或同盟方地块连接至第一建筑模型所在的地块;不连通是指,地块不能通过我方地块和同盟方地块连接至第一建筑模型所在的地块。在游戏过程中,地块连通状态可能会发生变化,包括:从直接或间接连通的状态转换至不连通状态,或者不连通状态转换至直接或间接连通的状态。值得注意的是,地块对于连通状态的影响只跟与第一建筑模型所在的地块的相对位置有关,与该地块的等级无关。
响应于连通地块的增加,地块连通状态发生了变化,从连通地块中确定连通状态发生变化的目标地块,在这里,目标地块指的是,与第一地块从不连通状态转换至直接或间接连通的状态的地块;
进一步地,基于第一建筑模型的建筑属性,更新目标地块的资源属性;显示目标地块的资源属性已更新的提示信息。
具体地,搜询与上述目标地块处于直接或间接连通状态的第一地块,找到第一建筑模型,根据第一建筑模型的建筑属性,更新目标地块的资源属性并显示资源属性已更新的提示信息。该提示信息可以是文字提示、图标显示、提示音播放、动态特效等形式的一种或多种组合,用于提示资源属性的变化。例如:提升目标地块的资源属性时,在目标地块上动态闪烁向上的箭头图标;降低目标地块的资源属性时,在目标地块上动态闪烁向下的箭头图标。
该方式中,当连通地块的增加后,根据第一建筑模型的建筑属性,更新目标地块资源属性并显示提示信息,该方式下将地块的连通变化与地块上的资源属性变化相互关联,即使是低等级地块也可以通过地块连通的方式,增加所有目标地块的资源建筑等级及资源产量,提高了玩家对于低级地块的占领兴趣,进一步提升游戏场景地图的利用率和终端设备运算资源的利用率。
下述实施例提供确定目标地块的具体实现方式。在这里,影响与第一地块连通状态的目标地块,可以有一个或多个。
一个具体方式中,响应于第二地块的占领事件,确定第二地块与第一地块直接或间接连通,将第二地块确定为新增的连通地块,并将第二地块确定为连通状态发生变化的目标地块。
也就是,当新地块被占领后,该地块与第一建筑模型所在的第一地块直接或间接连时,将该新地块确定为新增的连通地块,也就是连通状态发生变化的目标地块。
另一个具体方式中,响应于第二地块的占领事件,确定第一建筑模型所在的第一地块;确定第二地块与第一地块直接或间接连通,且第二地块与非敌方地块中的第三地块连通;其中,在第二地块的占领事件触发之前,第三地块与第一地块不连通;将第二地块和第三地块确定为新增的连通地块,并将第二地块和第三地块确定为连通状态发生变化的目标地块。
上述第三地块可以是一个非敌方地块,也可以是相邻的或通过其他非敌方地块相连的多个非敌方地块。在这里,第二地块与非敌方地块中的第三地块相邻,但第三地块与第一建筑模型所在的第一地块不连通,当第二地块被我方占领后,第二地块与第一地块直接或间接连通,则第二地块和第三地块都可以与第一地块直接或间接连通,此时,第二地块和第三地块都是目标地块。
上述介绍了指定事件被触发后,从非敌方地块中确定目标地块的方式,进一步地,在确定目标地块之后,可以针对目标地块的连通状态进行特效显示以丰富视觉效果,提高玩家连通地块的兴趣。
下述实施例提供确定目标地块之后,针对目标地块及相关区域特效显示的具体实现方式,需要说明的是,在实际实现中,下述特效显示方式可以只展示一种,也可以多种显示方式进行组合展示。在这里,目标地块包括:与第一地块直接或间接连通的地块中出现的新增地块,且新增地块属于非敌方地块。
一种特效显示方式中,以第一显示格式显示目标地块;第一显示格式用于指示:目标地块与第一地块,从不连通状态转换至直接或间接连通的状态。
这里的第一显示格式可以是文字提示、提示音播报、目标地块图案变化、目标地块颜色上的区分等一个或多个组合。示例地,图2提供了一种第一显示格式的示意图,在这里,第一显示格式采用文字提示形式,在游戏场景的目标地块上显示“连地达成”文字提示,用于指示目标地块与第一地块,从不连通状态转换至直接或间接连通的状态。图中斜线填充区域为玩家占领且已经与第一地块相连通的地块,在玩家视角上,该区域也可以通过提示音播报、地块图案变化、地块颜色上进行特效显示。
另一种特效显示方式中,还可以控制预设的动态模型在包含目标地块的地块区域中移动;其中,地块区域中的地块之间直接或间接连通。
上述包含目标地块的地块区域,可以理解为,包括目标地块在内的、与第一建筑模型所在的第一地块直接或间接连通的所有地块。上述动态模型是在虚拟环境中的可活动对象。根据地图场景的不同,该可活动对象可以为虚拟人物、虚拟动物、动漫人物等不同种类。该方式下,控制预设的动态模型在包含新增地块的目标地块区域中移动。
进一步地,响应于动态模型移动至目标地块区域中的第四地块,且第四地块上设置有道路模型,确定第四地块上的道路模型的模型设置方向,基于模型设置方向确定动态模型的移动方向;控制动态模型沿着移动方向进行移动。
也就是说,当动态模型移动至目标地块区域中设置有道路模型的地块时,需要确定该地块上的道路模型的模型设置方向,并根据模型设置方向来控制动态模型的移动方向。
还有一种特效显示方式,需要从场景画面中确定特效起点地块,特效起点地块包括:第一地块,或者,与目标地块距离最远的边缘地块,且边缘地块与第一地块直接或间接连通;控制预设的流光特效从起点地块开始移动,直至到达目标地块。
具体地,可以根据曼哈顿距离或欧式距离判定第一地块是否在场景画面内,根据判定结果确定特效起点地块,控制预设的流光特效从起点地块开始移动直至到达目标地块。一种方式下,根据判定结果,确定第一地块在屏幕的场景画面内,则特效起点地块为第一地块,如图3所示,控制流光特效从第一地块开始移动直至到达目标地块。另一种方式下,根据判定结果,确定第一地块不在屏幕的场景画面内,则寻找与目标地块距离最远、并与第一地块直接或间接连通的边缘地块,将该边缘地块作为特效起点地块,如图4所示,控制预设的流光特效从该边缘地块开始移动,直至到达目标地块。
上述特效显示方式,使得玩家进行土块连通之后,呈现出精彩的视觉特效,增加了游戏体验,调动了玩家占领地块的积极性,进一步提高游戏场景的地图利用率和终端设备运算资源的利用率。
下述实施例提供更新目标地块的资源属性的具体实现方式。
基于第一建筑模型的建筑属性,更新目标地块的土地资源产量,更新目标地块上第二建筑模型的模型级别属性。
在这里,目标地块的土地资源产量,可以理解为,利用目标地块生产、获取的资源产量,例如:目标地块上生产的木材、铁矿、石料、粮草等资源产量。目标地块上第二建筑模型的模型级别属性,可以是,在目标地块建立的仓库、矿场、伐木场、营地等建筑设施模型的等级,可以理解的,设施等级、资源产量越高,玩家建设领地的资源就越多。
当第一建筑模型的属性更新,或者非敌方地块的地块连通状态发生变化时,根据第一建筑模型的模型级别、第一建筑模型中相关科技的级别等,相应地,更新目标地块的土地资源产量,更新目标地块上第二建筑模型的模型级别属性。
该方式下,将地块连通状态与地块的资源属性相互关联,丰富地块之间的联通玩法,提升玩家对于低等级资源地块占领兴趣,提高了场景地图利用率,同时提升了终端设备运算资源的利用率。
在战争策略类游戏中,大多会对玩家占领地块的数量进行限制,降低玩家抢夺地块的积极性。基于此,本公开方法中还提供了改善方向。
在这里,第一地块以及连通地块均属于非敌方地块;非敌方地块包括第一数量的地块。
具体地,非敌方地块包括第一数量的地块;非敌方地块预设有最大地块数量;响应于非敌方地块中第五地块的指定模型设置操作,在第五地块上设置指定建筑模型;统计非敌方地块的第二地块数量;其中,第二地块数量对应的地块中不包括第五地块。
上述第一数量为进行指定模型设置操作之前的非敌方地块数量,第二数量为指定模型设置操作之后的非敌方地块数量。上述第五地块表示为被进行指定模型设置操作的地块,可以是与第一地块直接或间接连通的非敌方地块,也可以是任意的非敌方地块。
也就是说,占领的非敌方地块具有数量上限,可以通过对非敌方地块进行指定模型设置操作,在非敌方地块上设置指定的建筑模型,例如:道路、桥梁等建筑设施模型。这样,将该地块转化为道路、桥梁等建筑设施,在统计占领的非敌方地块数量时,不包括建筑设施所在的地块。
该方式下,在设置道路模型时,需要确定道路模型的方向,具体地,响应于非敌方地块中第五地块的指定模型设置操作,确定第五地块的相邻地块的地块状态,根据地块状态,确定道路模型的模型设置方向,再根据模型设置方向,在第五地块上设置道路模型。
在实际实现中,可以根据相邻地块与第五地块的相对位置和相邻地块上的道路模型的模型设置方向确定模型设置方向,也可以仅根据相邻地块与第五地块的相对位置或相邻地块上的道路模型的模型设置方向确定模型设置方向。
一个实施例中,如图5所示,道路模型预设有A、B两种,两种模型指示的方向不同, 具体使用哪种模型取决于模型设置方向。一个方式中,当相邻地块上存在道路设施模型时,可以根据相邻地块与第五地块的相对位置,采用方向向量表示相邻地块上道路模型的模型设置方向,通过方向向量计算结果,确定第五地块上的道路模型。示例地,如图6所示的一种地块状态,第五地块周围有六个与之相邻的道路设施,可以采用方向向量表示周围六个地块上道路模型的模型设置方向,将道路模型用单位向量连接(比如:1,1-1,1 1,-1…..),将所有向量相加,得到一个向量(x,y),若|x|≥|y|,则选择模型A作为第五地块上的道路模型,否则选择模型B。另一种方式中,若第五地块相邻地块没有道路设施,则通过相邻地块与第五地块的相对位置确定模型设置方向,示例地,当第五地块的右上方有非敌方地块时,则确定模型设置方向为东北方向,选择模型A作为第五地块上的道路模型。
上述方式中,通过在任意非敌方地块上设置指定建筑模型,使得该地块不占用玩家地块数量,玩家不需放弃地块便可进行连地玩法,扩大“涂色”(铺地)范围,提升玩家互动兴趣。另外,采用道路、桥梁等建筑设施模型,真实还原现实中铺路运输资源的概念,符合玩家对“要致富,先修路”的认知模型。
为了刺激玩家之间争夺土地,游戏中玩家还可以看到其他玩家的土地连通状态。具体地,以第一显示格式显示非敌方地块中直接或间接连通的地块;以第二显示格式显示敌方地块中直接或间接连通的地块;其中,第一显示格式与第二显示格式不同。
在这里,显示格式可以是文字提示、提示音播报、地块图案变化、地块颜色变化等一个或多个组合,第一显示格式与第二显示格式不同。实际实现中,也可以采用不同显示格式区别显示友方和敌方地块的连通状态,一个实施例中,绿色为我方地块中直接或间接连通的地块颜色,红色为显敌方地块中直接或间接连通的地块,蓝色为友方地块中直接或间接连通的地块。
该方式下,刺激了玩家之间相互争夺土地,进一步推动了游戏场景的地图利用率的提升,以及终端设备运算资源的利用率的提升。
本实施例还提供另一种游戏的交互控制方法的具体实施例,以SLG类游戏的游戏场景为例,对游戏的交互控制过程进行详细介绍:
1)玩家选中要连接的地块,首先进行“攻占地块”操作,等待部队占领地块。
2)部队占领某一地块完毕后,场景画面中非敌方地块从非连通状态进入连通状态时,在该地块上播放仅玩家自己可见的连接流光动效,在这里,需要判定距离占领地块最近的同盟玩家主城或城池是否在屏幕的场景画面内,根据判定结果,播放流光动效逻辑有两种情况,分别为:
A.若在场景画面内,则该同盟玩家主城或城池所在地块为特效起点地块,控制预设的流光特效从该地块开始移动,直至到达新占领的地块。
B.若不在屏幕内,则寻找一个屏幕内与新占领的地块连接且距离最远的边缘地块作为起点,控制预设的流光特效从该边缘地块开始移动,直至到达新占领的地块。
3)播放完流光动效后,在最新连通的地块上播放地块连通动效,表示地块已经进入“连通状态”,此时地块上出现动态闪烁的“箭头”图标,表示地块资源产量提升。
4)同时,当地块连通后,连通的地块上出现虚拟动物组成的“运输队”沿着路线行走,根据不同的地图场景会有不同的“运输队”种类。
5)玩家视野范围外的自己的土块从非连通态进入连通状态时,记录其该地块为“未播放特效”状态。当该地块首次进入玩家视野范围内时,按流光动效→连通地块动效→动态闪烁的“箭头”图标进行显示。
6)当玩家地块数量受到连接地块的影响时,可以选取连接的地块中任意一块低级资源地块进行“道路”模型建造。
7)当对任意一块地块进行道路模型设置操作后,地块上会显示“道路标识”文字,并显示响应的道路模型。
8)为了刺激玩家之间争夺土地的玩法,游戏中玩家可看到其他玩家的地块连通状态,共有3种颜色状态,分别为绿色代表自己,红色代表敌方,蓝色代表友方。
另外,也可以设计,连通的土地资源产量与道路建筑的建造上限会随着相关城建科技的等级增长而增长,
示例地,可以设置为:
1级-资源产量提升15%,道路建筑上限5;
2级-资源产量提升18%,道路建筑上限10;
3级-资源产量提升21%,道路建筑上限20;
4级-资源产量提升23%,道路建筑上限35;
5级-资源产量提升25%,道路建筑上限50。
该方式下,为地块的连通性赋予非强制的目的性,使玩家重拾涂色乐趣;丰富地块之间的联通玩法,提升玩家对于低等级资源地块占领兴趣,提升地图利用率,进一步提升了终端设备运算资源的利用率。
对应于上述方法实施例,参见图7所示的一种游戏的交互控制装置的示意图,通过终端设备提供一图形用户界面;图形用户界面中显示有游戏场景的场景画面;游戏场景中包括多个地块单元;多个地块单元中至少部分地块单元上具有第一建筑模型;该装置包括:
第一确定模块702,用于响应于第一建筑模型的模型级别升级事件,确定第一建筑模型所在的第一地块,并确定第一地块的连通地块;其中,连通地块与第一地块直接或间接连通;
资源属性更新模块704,用于基于升级后的第一建筑模型的建筑属性,更新连通地块的资源属性;
该方式下,当场景中的建筑模型升级后,与建筑模型所处地块连通的其他地块的资源属性会更新;该方式可以引导玩家连通已占领的地块,提高玩家对于低等级地块的占领兴趣,提升了游戏场景地图的利用率,提升了终端设备运算资源的利用率。
可选地,游戏的交互控制装置还可以包括第一显示模块,用于响应于连通地块的增加, 从连通地块中确定连通状态发生变化的目标地块;其中,目标地块与第一建筑模型所在的第一地块,从不连通状态转换至直接或间接连通的状态;基于第一建筑模型的建筑属性,更新目标地块的资源属性;显示目标地块的资源属性已更新的提示信息。
可选地,第一显示模块,还用于响应于第二地块的占领事件,确定第二地块与第一地块直接或间接连通,将第二地块确定为新增的连通地块,并将第二地块确定为连通状态发生变化的目标地块。
可选地,第一显示模块,还用于响应于第二地块的占领事件,确定第二地块与第一地块直接或间接连通,且第二地块与第三地块连通;其中,在第二地块的占领事件触发之前,第三地块与第一地块不连通;将第二地块和第三地块确定为新增的连通地块,并将第二地块和第三地块确定为连通状态发生变化的目标地块。
可选地,游戏的交互控制装置可以包括第二显示模块,用于以第一显示格式显示目标地块;第一显示格式用于指示:目标地块与第一地块,从不连通状态转换至直接或间接连通的状态。
可选地,游戏的交互控制装置可以包括第一控制模块,用于控制预设的动态模型在包含目标地块的地块区域中移动;其中,地块区域中的地块之间直接或间接连通。
可选地,第一控制模块,还用于响应于动态模型移动至地块区域中的第四地块,且第四地块上设置有道路模型,确定第四地块上的道路模型的模型设置方向,基于模型设置方向确定动态模型的移动方向;控制动态模型沿着移动方向进行移动。
可选地,游戏的交互控制装置可以包括第二控制模块,用于从场景画面中确定特效起点地块;其中,特效起点地块包括:第一地块,或者,与目标地块距离最远的边缘地块,边缘地块与第一地块直接或间接连通;控制预设的流光特效从起点地块开始移动,直至到达目标地块。
可选地,第一显示模块,还用于基于第一建筑模型的建筑属性,更新目标地块的土地资源产量,更新目标地块上第二建筑模型的模型级别属性。
可选地,第一地块以及连通地块均属于非敌方地块;上述非敌方地块包括第一数量的地块;上述非敌方地块预设有最大地块数量;游戏的交互控制装置可以包括第一统计模块,用于响应于非敌方地块中第五地块的指定模型设置操作,在第五地块上设置指定建筑模型;统计非敌方地块的第二数量;其中,第二数量对应的地块中不包括第五地块。
可选地,指定建筑模型包括道路模型;第一统计模块,还用于响应于非敌方地块中第五地块的指定模型设置操作,确定第五地块的相邻地块的地块状态;其中,地块状态包括:相邻地块与第五地块的相对位置,和/或,相邻地块上的道路模型的模型设置方向;基于地块状态,确定道路模型的模型设置方向;基于模型设置方向,在第五地块上设置道路模型。
可选地,第一地块以及连通地块均属于非敌方地块;游戏的交互控制装置可以包括第三显示模块,用于以第一显示格式显示非敌方地块中,直接或间接连通的地块;以第二显示格式显示敌方地块中,直接或间接连通的地块;其中,第一显示格式与第二显示格式不同。
本实施例还提供一种电子设备,包括处理器和存储器,存储器存储有能够被处理器执行的机器可执行指令,处理器执行机器可执行指令以实现上述游戏的交互控制方法。该电子设备可以是服务器,也可以是终端设备。
参见图8所示,该电子设备包括处理器100和存储器101,该存储器101存储有能够被处理器100执行的机器可执行指令,该处理器100执行机器可执行指令以实现上述游戏的交互控制方法。
进一步地,图8所示的电子设备还包括总线102和通信接口103,处理器100、通信接口103和存储器101通过总线102连接。
其中,存储器101可能包含高速随机存取存储器(RAM,Random Access Memory),也可能还包括非不稳定的存储器(non-volatile memory),例如至少一个磁盘存储器。通过至少一个通信接口103(可以是有线或者无线)实现该系统网元与至少一个其他网元之间的通信连接,可以使用互联网,广域网,本地网,城域网等。总线102可以是ISA总线、PCI总线或EISA总线等。所述总线可以分为地址总线、数据总线、控制总线等。为便于表示,图8中仅用一个双向箭头表示,但并不表示仅有一根总线或一种类型的总线。
处理器100可能是一种集成电路芯片,具有信号的处理能力。在实现过程中,上述方法的各步骤可以通过处理器100中的硬件的集成逻辑电路或者软件形式的指令完成。上述的处理器100可以是通用处理器,包括中央处理器(Central Processing Unit,简称CPU)、网络处理器(Network Processor,简称NP)等;还可以是数字信号处理器(Digital Signal Processor,简称DSP)、专用集成电路(Application Specific Integrated Circuit,简称ASIC)、现场可编程门阵列(Field-Programmable Gate Array,简称FPGA)或者其他可编程逻辑器件、分立门或者晶体管逻辑器件、分立硬件组件。可以实现或者执行本公开实施例中的公开的各方法、步骤及逻辑框图。通用处理器可以是微处理器或者该处理器也可以是任何常规的处理器等。结合本公开实施例所公开的方法的步骤可以直接体现为硬件译码处理器执行完成,或者用译码处理器中的硬件及软件模块组合执行完成。软件模块可以位于随机存储器,闪存、只读存储器,可编程只读存储器或者电可擦写可编程存储器、寄存器等本领域成熟的存储介质中。该存储介质位于存储器101,处理器100读取存储器101中的信息,结合其硬件完成前述实施例的方法的步骤。
上述电子设备中的处理器,通过执行机器可执行指令,可以实现上述游戏的交互控制方法的下述操作:通过终端设备提供一图形用户界面;图形用户界面中显示有游戏场景的场景画面;游戏场景中包括多个地块单元;多个地块单元中至少部分地块单元上具有第一建筑模型;方法包括:响应于第一建筑模型的模型级别升级事件,确定第一建筑模型所在的第一地块,并确定第一地块的连通地块;其中,连通地块与第一地块直接或间接连通;基于升级后的第一建筑模型的建筑属性,更新连通地块的资源属性。
该方式下,当场景中的建筑模型升级后,与建筑模型所处地块连通的其他地块的资源属性会更新;该方式可以引导玩家连通已占领的地块,提高玩家对于低等级地块的占领兴趣,提升了游戏场景地图的利用率。
可选地,上述电子设备中的处理器,通过执行机器可执行指令,可以实现上述游戏的交互控制方法的下述操作:响应于连通地块的增加,从连通地块中确定连通状态发生变化的目标地块;其中,目标地块与第一建筑模型所在的第一地块,从不连通状态转换至直接或间接连通的状态;基于第一建筑模型的建筑属性,更新目标地块的资源属性;显示目标地块的资源属性已更新的提示信息。
可选地,上述电子设备中的处理器,通过执行机器可执行指令,可以实现上述游戏的交互控制方法的下述操作:响应于第二地块的占领事件,确定第二地块与第一地块直接或间接连通,将第二地块确定为新增的连通地块,并将第二地块确定为连通状态发生变化的目标地块。
可选地,上述电子设备中的处理器,通过执行机器可执行指令,可以实现上述游戏的交互控制方法的下述操作:响应于第二地块的占领事件,确定第二地块与第一地块直接或间接连通,且第二地块与第三地块连通;其中,在第二地块的占领事件触发之前,第三地块与第一地块不连通;将第二地块和第三地块确定为新增的连通地块,并将第二地块和第三地块确定为连通状态发生变化的目标地块。
可选地,上述电子设备中的处理器,通过执行机器可执行指令,可以实现上述游戏的交互控制方法的下述操作:以第一显示格式显示目标地块;第一显示格式用于指示:目标地块与第一地块,从不连通状态转换至直接或间接连通的状态。
可选地,上述电子设备中的处理器,通过执行机器可执行指令,可以实现上述游戏的交互控制方法的下述操作:控制预设的动态模型在包含目标地块的地块区域中移动;其中,地块区域中的地块之间直接或间接连通。
可选地,上述电子设备中的处理器,通过执行机器可执行指令,可以实现上述游戏的交互控制方法的下述操作:响应于动态模型移动至地块区域中的第四地块,且第四地块上设置有道路模型,确定第四地块上的道路模型的模型设置方向,基于模型设置方向确定动态模型的移动方向;控制动态模型沿着移动方向进行移动。
可选地,上述电子设备中的处理器,通过执行机器可执行指令,可以实现上述游戏的交互控制方法的下述操作:从场景画面中确定特效起点地块;其中,特效起点地块包括:第一地块,或者,与目标地块距离最远的边缘地块,边缘地块与第一地块直接或间接连通;控制预设的流光特效从起点地块开始移动,直至到达目标地块。
可选地,上述电子设备中的处理器,通过执行机器可执行指令,可以实现上述游戏的交互控制方法的下述操作:基于第一建筑模型的建筑属性,更新目标地块的土地资源产量,更新目标地块上第二建筑模型的模型级别属性。
可选地,上述第一地块以及连通地块均属于非敌方地块;上述非敌方地块包括第一数量的地块;上述非敌方地块预设有最大地块数量;上述电子设备中的处理器,通过执行机器可执行指令,可以实现上述游戏的交互控制方法的下述操作:响应于非敌方地块中第五地块的指定模型设置操作,在第五地块上设置指定建筑模型;统计非敌方地块的第二数量;其中,第二数量对应的地块中不包括第五地块。
可选地,上述指定建筑模型包括道路模型;上述电子设备中的处理器,通过执行机器可执行指令,可以实现上述游戏的交互控制方法的下述操作:响应于非敌方地块中第五地块的指定模型设置操作,确定第五地块的相邻地块的地块状态;其中,地块状态包括:相邻地块与第五地块的相对位置,和/或,相邻地块上的道路模型的模型设置方向;基于地块状态,确定道路模型的模型设置方向;基于模型设置方向,在第五地块上设置道路模型。
可选地,上述第一地块以及连通地块均属于非敌方地块;上述电子设备中的处理器,通过执行机器可执行指令,可以实现上述游戏的交互控制方法的下述操作:以第一显示格式显示非敌方地块中,直接或间接连通的地块;以第二显示格式显示敌方地块中,直接或间接连通的地块;其中,第一显示格式与第二显示格式不同。
本实施例还提供一种机器可读存储介质,机器可读存储介质存储有机器可执行指令,机器可执行指令在被处理器调用和执行时,机器可执行指令促使处理器实现上述游戏的交互控制方法。
上述机器可读存储介质存储中的机器可执行指令,通过执行该机器可执行指令,可以实现上述游戏的交互控制方法中的下述操作:通过终端设备提供一图形用户界面;图形用户界面中显示有游戏场景的场景画面;游戏场景中包括多个地块单元;多个地块单元中至少部分地块单元上具有第一建筑模型;方法包括:响应于第一建筑模型的模型级别升级事件,确定第一建筑模型所在的第一地块,并确定第一地块的连通地块;其中,连通地块与第一地块直接或间接连通;基于升级后的第一建筑模型的建筑属性,更新连通地块的资源属性;。
该方式下,当场景中的建筑模型升级后,与建筑模型所处地块连通的其他地块的资源属性会更新;该方式可以引导玩家连通已占领的地块,提高玩家对于低等级地块的占领兴趣,提升了游戏场景地图的利用率,提升了终端设备运算资源的利用率。
可选地,上述机器可读存储介质存储中的机器可执行指令,通过执行该机器可执行指令,可以实现上述游戏的交互控制方法中的下述操作:响应于连通地块的增加,从连通地块中确定连通状态发生变化的目标地块;其中,目标地块与第一建筑模型所在的第一地块,从不连通状态转换至直接或间接连通的状态;基于第一建筑模型的建筑属性,更新目标地块的资源属性;显示目标地块的资源属性已更新的提示信息。
可选地,上述机器可读存储介质存储中的机器可执行指令,通过执行该机器可执行指令,可以实现上述游戏的交互控制方法中的下述操作:响应于第二地块的占领事件,确定第二地块与第一地块直接或间接连通,将第二地块确定为新增的连通地块,并将第二地块确定为连通状态发生变化的目标地块。
可选地,上述机器可读存储介质存储中的机器可执行指令,通过执行该机器可执行指令,可以实现上述游戏的交互控制方法中的下述操作:响应于第二地块的占领事件,确定第二地块与第一地块直接或间接连通,且第二地块与第三地块连通;其中,在第二地块的占领事件触发之前,第三地块与第一地块不连通;将第二地块和第三地块确定为新增的连通地块,并将第二地块和第三地块确定为连通状态发生变化的目标地块。
可选地,上述机器可读存储介质存储中的机器可执行指令,通过执行该机器可执行指令,可以实现上述游戏的交互控制方法中的下述操作:以第一显示格式显示目标地块;第一显示格式用于指示:目标地块与第一地块,从不连通状态转换至直接或间接连通的状态。
可选地,上述机器可读存储介质存储中的机器可执行指令,通过执行该机器可执行指令,可以实现上述游戏的交互控制方法中的下述操作:控制预设的动态模型在包含目标地块的地块区域中移动;其中,地块区域中的地块之间直接或间接连通。
可选地,上述机器可读存储介质存储中的机器可执行指令,通过执行该机器可执行指令,可以实现上述游戏的交互控制方法中的下述操作:响应于动态模型移动至地块区域中的第四地块,且第四地块上设置有道路模型,确定第四地块上的道路模型的模型设置方向,基于模型设置方向确定动态模型的移动方向;控制动态模型沿着移动方向进行移动。
可选地,上述机器可读存储介质存储中的机器可执行指令,通过执行该机器可执行指令,可以实现上述游戏的交互控制方法中的下述操作:从场景画面中确定特效起点地块;其中,特效起点地块包括:第一地块,或者,与目标地块距离最远的边缘地块,边缘地块与第一地块直接或间接连通;控制预设的流光特效从起点地块开始移动,直至到达目标地块。
可选地,上述机器可读存储介质存储中的机器可执行指令,通过执行该机器可执行指令,可以实现上述游戏的交互控制方法中的下述操作:基于第一建筑模型的建筑属性,更新目标地块的土地资源产量,更新目标地块上第二建筑模型的模型级别属性。
可选地,上述第一地块以及连通地块均属于非敌方地块;上述非敌方地块包括第一数量的地块;上述非敌方地块预设有最大地块数量;上述机器可读存储介质存储中的机器可执行指令,通过执行该机器可执行指令,可以实现上述游戏的交互控制方法中的下述操作:响应于非敌方地块中第五地块的指定模型设置操作,在第五地块上设置指定建筑模型;统计非敌方地块的第二数量;其中,第二数量对应的地块中不包括第五地块。
可选地,上述指定建筑模型包括道路模型;上述机器可读存储介质存储中的机器可执行指令,通过执行该机器可执行指令,可以实现上述游戏的交互控制方法中的下述操作:响应于非敌方地块中第五地块的指定模型设置操作,确定第五地块的相邻地块的地块状态;其中,地块状态包括:相邻地块与第五地块的相对位置,和/或,相邻地块上的道路模型的模型设置方向;基于地块状态,确定道路模型的模型设置方向;基于模型设置方向,在第五地块上设置道路模型。
可选地,上述第一地块以及连通地块均属于非敌方地块;上上述机器可读存储介质存储中的机器可执行指令,通过执行该机器可执行指令,可以实现上述游戏的交互控制方法中的下述操作:以第一显示格式显示非敌方地块中,直接或间接连通的地块;以第二显示格式显示敌方地块中,直接或间接连通的地块;其中,第一显示格式与第二显示格式不同。
本公开实施例所提供的游戏的交互控制方法、装置、电子设备及存储介质的计算机程序产品,包括存储了程序代码的计算机可读存储介质,所述程序代码包括的指令可用于执行前面方法实施例中所述的方法,具体实现可参见方法实施例,在此不再赘述。
所属领域的技术人员可以清楚地了解到,为描述的方便和简洁,上述描述的系统和装置的具体工作过程,可以参考前述方法实施例中的对应过程,在此不再赘述。
另外,在本公开实施例的描述中,除非另有明确的规定和限定,术语“安装”、“相连”、“连接”应做广义理解,例如,可以是固定连接,也可以是可拆卸连接,或一体地连接;可以是机械连接,也可以是电连接;可以是直接相连,也可以通过中间媒介间接相连,可以是两个元件内部的连通。对于本领域技术人员而言,可以具体情况理解上述术语在本公开中的具体含义。
所述功能如果以软件功能单元的形式实现并作为独立的产品销售或使用时,可以存储在一个计算机可读取存储介质中。基于这样的理解,本公开的技术方案本质上或者说对相关技术做出贡献的部分或者该技术方案的部分可以以软件产品的形式体现出来,该计算机软件产品存储在一个存储介质中,包括若干指令用以使得一台计算机设备(可以是个人计算机,服务器,或者网络设备等)执行本公开各个实施例所述方法的全部或部分步骤。而前述的存储介质包括:U盘、移动硬盘、只读存储器(ROM,Read-Only Memory)、随机存取存储器(RAM,Random Access Memory)、磁碟或者光盘等各种可以存储程序代码的介质。
在本公开的描述中,需要说明的是,术语“中心”、“上”、“下”、“左”、“右”、“竖直”、“水平”、“内”、“外”等指示的方位或位置关系为基于附图所示的方位或位置关系,仅是为了便于描述本公开和简化描述,而不是指示或暗示所指的装置或元件必须具有特定的方位、以特定的方位构造和操作,因此不能理解为对本公开的限制。此外,术语“第一”、“第二”、“第三”仅用于描述目的,而不能理解为指示或暗示相对重要性。
最后应说明的是:以上实施例,仅为本公开的具体实施方式,用以说明本公开的技术方案,而非对其限制,本公开的保护范围并不局限于此,尽管参照前述实施例对本公开进行了详细的说明,本领域技术人员应当理解:任何熟悉本技术领域的技术人员在本公开揭露的技术范围内,其依然可以对前述实施例所记载的技术方案进行修改或可轻易想到变化,或者对其中部分技术特征进行等同替换;而这些修改、变化或者替换,并不使相应技术方案的本质脱离本公开实施例技术方案的精神和范围,都应涵盖在本公开的保护范围之内。因此,本公开的保护范围应以权利要求的保护范围为准。

Claims (15)

  1. 一种游戏的交互控制方法,通过终端设备提供一图形用户界面;所述图形用户界面中显示有游戏场景的场景画面;所述游戏场景中包括多个地块单元;所述多个地块单元中至少部分地块单元上具有第一建筑模型;包括:
    响应于所述第一建筑模型的模型级别升级事件,确定所述第一建筑模型所在的第一地块,并确定所述第一地块的连通地块;其中,所述连通地块与所述第一地块直接或间接连通;
    基于升级后的所述第一建筑模型的建筑属性,更新所述连通地块的资源属性。
  2. 根据权利要求1所述的方法,其中,所述方法还包括:
    响应于所述连通地块的增加,从所述连通地块中确定连通状态发生变化的目标地块;其中,所述目标地块与所述第一建筑模型所在的第一地块,从不连通状态转换至直接或间接连通的状态;
    基于所述第一建筑模型的建筑属性,更新所述目标地块的资源属性;显示所述目标地块的资源属性已更新的提示信息。
  3. 根据权利要求2所述的方法,其中,响应于所述连通地块的增加,从所述连通地块中确定连通状态发生变化的目标地块的步骤,包括:
    响应于第二地块的占领事件,确定所述第二地块与所述第一地块直接或间接连通,将所述第二地块确定为新增的所述连通地块,并将所述第二地块确定为连通状态发生变化的目标地块。
  4. 根据权利要求2所述的方法,其中,响应于所述连通地块的增加,从所述连通地块中确定连通状态发生变化的目标地块的步骤,包括:
    响应于第二地块的占领事件,确定所述第二地块与所述第一地块直接或间接连通,且所述第二地块与第三地块连通;其中,在所述第二地块的占领事件触发之前,所述第三地块与所述第一地块不连通;
    将所述第二地块和所述第三地块确定为新增的所述连通地块,并将所述第二地块和第三地块确定为连通状态发生变化的目标地块。
  5. 根据权利要求2所述的方法,其中,响应于所述连通地块的增加,从所述连通地块中确定连通状态发生变化的目标地块的步骤之后,所述方法还包括:
    以第一显示格式显示所述目标地块;所述第一显示格式用于指示:所述目标地块与所述第一地块,从不连通状态转换至直接或间接连通的状态。
  6. 根据权利要求2所述的方法,其中,响应于所述连通地块的增加,从所述连通地块中确定连通状态发生变化的目标地块的步骤之后,所述方法还包括:
    控制预设的动态模型在包含所述目标地块的地块区域中移动;其中,所述地块区域中的地块之间直接或间接连通。
  7. 根据权利要求6所述的方法,其中,控制预设的动态模型在包含所述目标地块的地块区域中移动的步骤,包括:
    响应于所述动态模型移动至所述地块区域中的第四地块,且所述第四地块上设置有道路模型,确定所述第四地块上的所述道路模型的模型设置方向,基于所述模型设置方向确定所述动态模型的移动方向;
    控制所述动态模型沿着所述移动方向进行移动。
  8. 根据权利要求2所述的方法,其中,响应于所述连通地块的增加,从所述连通地块中确定连通状态发生变化的目标地块的步骤之后,所述方法还包括:
    从所述场景画面中确定特效起点地块;其中,所述特效起点地块包括:所述第一地块,或者,与所述目标地块距离最远的边缘地块,所述边缘地块与所述第一地块直接或间接连通;
    控制预设的流光特效从所述起点地块开始移动,直至到达所述目标地块。
  9. 根据权利要求2所述的方法,其中,基于所述第一建筑模型的建筑属性,更新所述目标地块的资源属性的步骤,包括:
    基于所述第一建筑模型的建筑属性,更新所述目标地块的土地资源产量,更新所述目标地块上第二建筑模型的模型级别属性。
  10. 根据权利要求1所述的方法,其中,所述第一地块以及所述连通地块均属于非敌方地块;所述非敌方地块包括第一数量的地块;所述非敌方地块预设有最大地块数量;所述方法还包括:
    响应于所述非敌方地块中第五地块的指定模型设置操作,在所述第五地块上设置指定建筑模型;
    统计所述非敌方地块的第二数量;其中,所述第二数量对应的地块中不包括所述第五地块。
  11. 根据权利要求10所述的方法,其中,所述指定建筑模型包括道路模型;所述响应于所述非敌方地块中第五地块的指定模型设置操作,在所述第五地块上设置指定建筑模型的步骤,包括:
    响应于所述非敌方地块中第五地块的指定模型设置操作,确定所述第五地块的相邻地块的地块状态;其中,所述地块状态包括:所述相邻地块与所述第五地块的相对位置,和/或,所述相邻地块上的道路模型的模型设置方向;
    基于所述地块状态,确定所述道路模型的模型设置方向;基于所述模型设置方向,在所述第五地块上设置所述道路模型。
  12. 根据权利要求1所述的方法,其中,所述第一地块以及所述连通地块均属于非敌方地块;所述方法还包括:
    以第一显示格式显示所述非敌方地块中,直接或间接连通的地块;以第二显示格式显示敌方地块中,直接或间接连通的地块;其中,所述第一显示格式与所述第二显示格式不同。
  13. 一种游戏的交互控制装置,通过终端设备提供一图形用户界面;所述图形用户界面中显示有游戏场景的场景画面;所述游戏场景中包括多个地块单元;所述多个地块单元中至少部分地块单元上具有第一建筑模型;所述装置包括:
    第一确定模块,用于响应于所述第一建筑模型的模型级别升级事件,确定所述第一建筑模型所在的第一地块,并确定所述第一地块的连通地块;其中,所述连通地块与所述第一地块直接或间接连通;
    资源属性更新模块,用于基于升级后的所述第一建筑模型的建筑属性,更新所述连通地块的资源属性。
  14. 一种电子设备,包括处理器和存储器,所述存储器存储有能够被所述处理器执行的机器可执行指令,所述处理器执行所述机器可执行指令以实现权利要求1-12任一项所述的游戏的交互控制方法。
  15. 一种机器可读存储介质,所述机器可读存储介质存储有机器可执行指令,所述机器可执行指令在被处理器调用和执行时,所述机器可执行指令促使所述处理器实现权利要求1-12任一项所述的游戏的交互控制方法。
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