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2D game mask display method and device

A display method and technology of a display device, which are applied in the field of games, can solve the problems of unrealistic layering, inability to reflect multi-layered feeling, and inability to distinguish character images in display effect.

Active Publication Date: 2015-12-09
NETEASE (HANGZHOU) NETWORK CO LTD
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

like figure 1 As shown in , the scene graph contains pillars and city walls. In fact, only a part of the character image is covered by the pillar, while the other part is outside the pillar. The sense of hierarchy is not real
In addition, the existing technology cannot reflect the multi-level sense, such as figure 1 The display effect cannot distinguish whether the character image is located between the pillars and the city wall, or behind the city wall, and cannot reflect the multi-layered sense

Method used

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  • 2D game mask display method and device
  • 2D game mask display method and device
  • 2D game mask display method and device

Examples

Experimental program
Comparison scheme
Effect test

Embodiment 1

[0049] see figure 2 , is a schematic flow chart of an embodiment of a mask display method for a 2D game provided by the present invention, and the method includes the following steps:

[0050] Step 101: Based on the position of the character layer on the scene layer, determine the corresponding mask layer of the character layer on the occlusion layer; wherein, the occlusion layer is configured with corresponding The blocking area, the walkable area, and the mask area set according to the outer contour of each occluder, and the walkable area and the blocking area are divided into N mask levels arranged alternately from front to back, so that the character layer is in the first When the walkable area of ​​the i-th mask level is covered, it will be masked by the mask area corresponding to the blocking area before the i-th masking level, but not by the masking area corresponding to the blocking area after the i-th masking level Mask area mask; the character layer is composed of ...

Embodiment 2

[0068] see Figure 5 , Figure 5 It is a schematic flowchart of another embodiment of the mask display method for 2D games provided by the present invention, and the method includes the following steps:

[0069] Step 201: Based on the position of the character layer on the scene layer, determine the corresponding mask layer of the character layer on the occlusion layer; wherein, the occlusion layer includes a occlusion layer and a mask layer; the mask The mask area set by the layer according to the outer contour of each occluder; the blocking layer is configured with corresponding blocking areas and walkable areas according to several occluders on the scene layer, and divides the walkable area and the blocking area It is N mask levels arranged alternately from front to back, so that when the character layer is in the walkable area of ​​the i-th mask level, it will be covered by the mask area corresponding to the blocked area before the i-th mask level mask, and will not be m...

Embodiment 3

[0076] see Figure 6 , the present invention provides a schematic structural diagram of an embodiment of a mask display device for a 2D game. Such as Figure 6 As mentioned above, the mask display device includes: a layer determination unit 301 , a cropping unit 302 and a display unit 303 .

[0077] The layer determination unit 301 is configured to determine the corresponding mask layer of the character layer on the occlusion layer based on the position of the character layer on the scene layer. Among them, the occlusion layer is configured with corresponding blocking areas, walkable areas and masking areas set according to the outer contours of each occluder according to several occluders on the scene layer, and the walkable area and blocking area are divided into N mask levels are arranged alternately from front to back, so that when the character layer is in the walkable area of ​​the i-th mask level, it will be masked by the mask area corresponding to the blocked area be...

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Abstract

The invention discloses a 2D game mask display method and device. The method includes the steps that based on the positions of character layers on a scene layer, mask layers corresponding to the character layers are determined; a shielding layer is configured with a corresponding blocking region and a walkable region according to a plurality of shielding objects on the scene layer and a mask region arranged according to the outer profiles of all the shielding objects, and N mask layers are divided according to masks and the position relation; the character layers are composed of a first character layer and a second character layer which are completely overlapped; the first character layer and the shielding layer are clipped at the same time so that the mask region of all the shielding objects in front of the mask layers where the character layers are located can be clipped off, and the portion, overlapped with the clipped mask region, of the first character layer is clipped off; the scene layer, the chipped first character layer and the second character layer are displayed in real time. By means of the2D game mask display method and device, partial translucence of characters who are partially shielded can be achieved, and the multi-layer mask effect is achieved.

Description

technical field [0001] The present invention relates to the technical field of games, in particular to a mask display method and device for 2D games. Background technique [0002] A massively multiplayer online role-playing game (MMORPG for short) is a type of online game. Players need to play a fictional character and control the character to perform corresponding game actions. 2DMMORPG is a type of 2D game, and the 2D characters controlled by the player and the 2D characters controlled by other players need to move or interact with information in real time in the game scene. The game scene used by 2DMMORPG is an ordinary 2D map. In order to reflect the sense of hierarchy, the characters need to be blocked and masked by certain objects in the scene. [0003] The existing technology reflects the layering of the scene by configuring the blocking map and making the characters transparent when they are masked. The block diagram describes the walkable area, non-walkable area a...

Claims

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Application Information

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Patent Type & Authority Applications(China)
IPC IPC(8): A63F13/52
Inventor 劳丰
Owner NETEASE (HANGZHOU) NETWORK CO LTD