Switching method and device of scenes in game, electronic equipment and readable storage medium

A game scene and scene switching technology, which is applied to indoor games, video games, sports accessories, etc., can solve the problems of observing scene information, affecting the player's experience of fluency and immersion, and low correlation, so as to improve the fluency. Effect

Pending Publication Date: 2022-03-25
NETEASE HANGZHOU NETWORK
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Problems solved by technology

However, the correlation between the switching interface and the game scene is not high, and the player cannot observe ...
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Abstract

The invention provides a scene switching method and device in a game, electronic equipment and a readable storage medium. The method comprises the steps that a first game view image collected by a virtual camera is displayed; when it is determined that the scene switching condition meets the preset requirement, the first game view image is controlled to be switched to the level selection scene; when the target virtual object in the control scene moves from the current scene identifier to the target scene identifier, updating the level selection scene in real time; in response to the scene switching completion instruction, displaying a second game view picture; the target scene identifier is in the application, in the scene switching process, the view angle of the virtual camera is adjusted, the level selection scene picture in the scene switching process is displayed in real time, and the target virtual object in the game scene is displayed, so that the scene switching fluency is improved, and the scene switching efficiency is improved. And the player can be helped to know the level scene information from multiple angles in the scene switching process by moving the picture, so that the accuracy of the player for knowing the scene information is improved.

Application Domain

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EngineeringVirtual camera +3

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  • Switching method and device of scenes in game, electronic equipment and readable storage medium
  • Switching method and device of scenes in game, electronic equipment and readable storage medium
  • Switching method and device of scenes in game, electronic equipment and readable storage medium

Examples

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Example Embodiment

[0061] In order to make the purpose, technical solutions and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be clearly and completely described below in conjunction with the drawings in the embodiments of the present application. Obviously, the described embodiments are only It is a part of the embodiments of this application, not all of them. The components of the embodiments of the application generally described and illustrated in the figures herein may be arranged and designed in a variety of different configurations. Accordingly, the following detailed description of the embodiments of the application provided in the accompanying drawings is not intended to limit the scope of the claimed application, but merely represents selected embodiments of the application. Based on the embodiments of the present application, every other embodiment obtained by those skilled in the art without making creative efforts falls within the protection scope of the present application.
[0062] First, the applicable application scenarios of this application are introduced. This application can be applied to the field of game technology. In the game, according to the game settings or changes in the needs of players, the map of the open world game will gradually become larger, and the number of exploreable scenes will continue to increase. Due to the limitations of technology and engines, each Scenes require loading time. When players switch between different scenes, because they need to load the resources of the new scene, most games usually block the process of resource loading through a switching interface, and at the same time show the progress of resource loading to the player. However, the correlation between the switching interface and the game scene is not high, and the player cannot observe the scene information from the switching interface, which affects the smoothness and immersion of the player experience.
[0063] In order to solve the above technical problems, a scheme was introduced to show the movement of the target virtual object in the level map during the level transition, but this scheme is generally applied in two-dimensional scenes, and only through the translation of the camera to reflect the movement of the target virtual object In the process, it is still impossible to switch the screen in an all-round way, which will still affect the smoothness and immersion of the player's experience.
[0064] Based on this, the embodiment of the present application provides a scene switching method in the game. While improving the smoothness of scene switching, it can also help players understand the level scene information from multiple angles during the scene switching process through the moving screen, and improve the player's The accuracy of understanding of scene information.
[0065] see figure 1 , figure 1 It is a flow chart of a method for switching scenes in a game provided by an embodiment of the present application. like figure 1 As shown in , the method for switching scenes in the game provided by the embodiment of the present application includes:
[0066] S101. Display the first game field of view picture, the first game field of view picture is a picture formed by capturing the current game scene through the virtual camera with the preset game combat angle of view, and the first game field of view picture includes the screen configured to respond to the control command The target dummy.
[0067] S102. In response to the scene switching condition meeting the preset requirements, control to switch the first game field of view picture to a level selection scene picture, and the level selection scene picture is the first parameter of the preset game non-combat perspective through the virtual camera. A picture formed by the generated level selection scene is collected, and the level selection scene includes scene identifiers of multiple candidate scenes and the target virtual object located at the current scene identifier.
[0068] S103. In response to the determination instruction of the target scene identifier, control the target virtual object to move from the current scene identifier to the target scene identifier, and control the virtual camera to capture the The level selection scene is used to update the level selection scene picture displayed in the GUI.
[0069] S104. In response to the scene switching completion instruction, control the virtual camera to switch from the second parameter of the preset game non-combat perspective to the preset game combat perspective, and collect the scene corresponding to the target scene through the preset game combat perspective. The target game scene is used to update the level selection scene picture displayed on the graphical user interface to a second game field of view picture including the target game scene.
[0070] The embodiment of the present application provides a scene switching method in a game. During the scene switching process, by adjusting the angle of view of the virtual camera, the level selection scene picture in the scene switching process is displayed in real time, and in the process of level switching scene, the display The target virtual object that exists in both the current scene and the target game scene can not only improve the smoothness of scene switching, but also help players understand the level scene information from multiple angles during the scene switching process through the moving screen, and improve the player's understanding of scene information. accuracy.
[0071] The exemplary steps of the embodiment of the present application are described below:
[0072] S101. Display the first game field of view picture, the first game field of view picture is a picture formed by capturing the current game scene through the virtual camera with the preset game combat angle of view, and the first game field of view picture includes a control command configured to respond The target dummy for .
[0073] In the embodiment of the present application, the current game scene may be the game scene corresponding to the current level selected by the player, or it may be a game scene in the process of setting the game. Different types of game elements are displayed in the game scene, including but not limited to target virtual objects controlled by players, virtual objects controlled by non-players, buildings and plants in the scene, etc.
[0074] It should be noted that in the embodiment of the present application, the game scene is a three-dimensional (3-dimension, 3D) game scene, and all game elements in the game scene are 3D models.
[0075]In a possible implementation, the preset game combat angle of view may be the first game angle of view of the target virtual object during the execution of the game task. During the process of the target virtual object performing the task, the virtual camera follows the movement of the target virtual object to collect The current game scene forms a first game field of view picture.
[0076] In a possible implementation manner, the position of the virtual camera may be set at a position directly above the target virtual object.
[0077] S102. In response to the scene switching condition meeting the preset requirements, control to switch the first game field of view picture to a level selection scene picture, and the level selection scene picture is the first parameter of the preset game non-combat perspective through the virtual camera. A picture formed by the generated level selection scene is collected, and the level selection scene includes scene identifiers of multiple candidate scenes and the target virtual object located at the current scene identifier.
[0078] In this embodiment of the application, the preset requirements met by the scene switching condition include at least one of the following:
[0079] After receiving a scene switching instruction from the player, the target virtual object moves to a preset area in the graphical user interface that triggers scene switching.
[0080] In a possible implementation, scene switching can be divided into two situations: player-triggered and automatic-triggered:
[0081] Specifically, the situation where the player triggers the scene switching is: in a game with level selection or map scene switching, the player can trigger the switching of the game scene by issuing a scene switching command. The specific implementation method can be displayed on the graphical user interface. A switching control, when a touch operation on the switching control is received, it is determined that the player has issued a scene switching command. At this time, the scene switching condition meets the preset requirements, and the scene switching needs to be executed.
[0082] Specifically, the situation of automatically triggering scene switching is that in the game scene, the area that triggers scene switching can be preset according to the game strategy. When the target virtual object moves to the area that triggers scene switching, it is considered that the target virtual object triggers the scene switching mechanism , without waiting for the player to explicitly issue a scene switching command, it can be determined that the scene switching conditions meet the preset requirements, and the scene switching needs to be executed.
[0083] For example, the preset area that triggers scene switching may be a "portal" in the game. When the target virtual object moves to the area where the portal is located, the target virtual object is directly transferred to another game scene.
[0084] It is worth noting that the game can be divided into multiple scenes according to the process, specifically including the login scene, the lobby scene, the level selection scene, the level scene, the settlement scene, etc., due to switching from the login scene to the lobby scene, and from the lobby scene to the level selection scene There are relatively few resource models that need to be loaded in the scene, so the time during the scene switching process is relatively short, and the player's sense of delay and scene fragmentation experience is also within an acceptable range. Only the resource models that need to be loaded when switching between levels and scenes If there are too many, the problem of low smoothness of scene switching will appear. Therefore, in the embodiment of this application, the problem of switching between level scenes is mainly discussed.
[0085] In the embodiment of the present application, the generated level selection scene is also a 3D scene, and the level selection scene includes scene identifications of multiple candidate scenes, and these scene identifications can be used for the player to select a level; since the target virtual object controlled by the player is in the It will appear in each level scene. Therefore, the target virtual object is also preloaded in the level selection scene, and the target virtual object is controlled to be at the current scene identifier corresponding to the current scene where it is currently located, so as to display the target virtual object. location.
[0086] In a possible implementation manner, the level selection scene is also equivalent to a level map in a two-dimensional (2-dimension, 2D) scene, and the level selection scene can be constructed through the level map in the 2D scene. Specifically, the step "generate Level selection scene", including:
[0087] a1: Generate a level selection virtual model in the game space to generate a level selection scene, where the level map texture space is rendered on the level selection scene.
[0088] In the embodiment of the present application, the game space is the space where the current game scene is generated, and the game space may include models of game elements and models in the game scene. Specifically, the game space is a three-dimensional space.
[0089] In the embodiment of the present application, the level selection scene is generated according to the 2D map, and the specific method is: rendering the level map into a map texture (Render Texture).
[0090] In the embodiment of the present application, the rendered concerned map texture is placed in the level selection scene as a model patch in the 3D scene, and a level selection scene with scene identifiers of multiple candidate scenes in the embodiment of the present application is generated.
[0091] In a possible implementation, the target virtual object controlled by the player will appear in each level scene, therefore, the target virtual object is also preloaded in the level selection scene, that is, the target virtual object also needs to be placed in the Level selection scene.
[0092] In a possible implementation manner, after the level selection scene is generated, the virtual camera can be controlled to capture the picture of the level selection scene with the first parameter of the preset game non-combat angle of view. Specifically, the step "use the virtual camera to The screen formed by the level selection scene generated by the first parameter collection of the preset non-combat perspective of the game", including:
[0093] b1: the screen formed by capturing the level selection scene generated by the level selection virtual model with the first parameter of the preset game non-combat angle of view by the virtual camera.
[0094] In this embodiment of the application, the preset non-combat viewing angle of the game may be a bird's-eye view, and the first parameter includes the first moving speed of the virtual camera and the viewing angle of the captured screen.
[0095] Specifically, the screen formed by the level selection scene captured by the virtual camera under the first parameter of the preset game non-combat perspective is a level selection scene from a top-down perspective, including multiple scene identifiers and target virtual characters.
[0096] It is worth noting that when switching to the level selection scene, the virtual camera is switched from the preset game combat viewing angle of the target virtual object to the preset non-game combat viewing angle (it can be a bird's-eye view), and at the same time, it rises in the vertical direction A high-level virtual camera is used to achieve the screen display effect of overlooking the selected scene of the level.
[0097] S103. In response to the determination instruction of the target scene identifier, control the target virtual object to move from the current scene identifier to the target scene identifier, and control the virtual camera to capture the The level selection scene is used to update the level selection scene picture displayed in the GUI.
[0098] In the embodiment of the present application, in the level selection scene, the target virtual object is controlled to move from the current scene mark to the target scene mark, and during the moving process of the target virtual object, the virtual camera is controlled to preset the second parameter of the non-combat angle of view of the game Collecting the level selection scene to update the level selection scene picture displayed in the GUI.
[0099] In a possible implementation, the instruction for determining the target scene ID can be obtained through the interaction between the player and the graphical user interface. Specifically, each scene ID in the level selection scene can be set as an interactive control, and according to the received To determine the target scene ID, etc. through the interactive control of the scene ID targeted by the player; it can also determine the next scene after the current scene according to the settings of the game itself (level clearance order, etc.), and set the corresponding scene of the next scene The identification is determined as the target scene identification.
[0100] Specifically, in order to present a transition animation with a 3D effect, it is necessary to control the virtual camera set in the game to move, and to capture the scene pictures in the level selection scene in real time during the virtual camera movement process, and to update the graphic user interface in real time. The displayed level selects the scene screen to achieve the effect of showing the animation of the scene movement in the graphical user interface.
[0101] In a possible implementation, when controlling the target virtual character to move in the level selection scene, it is necessary to adjust the camera angle of view of the virtual camera, and adjust the virtual camera from the angle of view overlooking all the level selection scenes to follow the target virtual character to move. The angle of view, specifically, the second parameter of the preset game non-combat angle of view of the virtual camera specifies that the position of the virtual camera is set relative to the target virtual object, for example, it can be set at the right rear of the target virtual object.
[0102] In a possible implementation, since the level selection scene is set to block the loading process of scene resources in the target game scene that needs to be switched to, it is necessary to control the advancing speed of the virtual camera to ensure that the virtual camera is advanced and the target game The loading process of the scene resources in the scene is also completed, that is, in the embodiment of the present application, the first target speed of the movement of the target virtual object and the second target speed of the lens movement of the virtual camera are based on the need to load in the target game scene The loading time of the scene model is determined.
[0103] Specifically, in order to save resource loading time, the scene models included in all candidate scenes will be preloaded. During the process of displaying the movement of the target virtual object in the level selection scene, what is loaded is the unique scene model in the target game scene. The scene model that needs to be loaded in the scene may be obtained by the terminal from the server in advance and stored in a fixed location.
[0104] Specifically, in a possible implementation manner, the step of controlling the target virtual object to move from the current scene identifier to the target scene identifier includes:
[0105] c1: Control the target virtual object to move from the current scene identifier to the target scene identifier at the first target speed; the first target speed is determined based on the loading time of the scene model that needs to be loaded in the target game scene, or the second A target speed is the movement speed configured based on the game strategy.
[0106] In a possible implementation manner, the loading time of the scene model that needs to be loaded in the target game scene is determined by at least one of the following multiple conditions:
[0107] The model number of the scene model included in the target game scene, the running speed of the terminal, and the network delay of the terminal.
[0108] Specifically, when calculating the loading time of the scene model that needs to be loaded in the target game scene, in addition to determining the number of models that need to be loaded, the running speed of different terminals and network conditions must also be considered, which will affect the scene model. Loading time, in order to ensure the accuracy and fluency of scene switching, it is necessary to balance and consider accurate calculations.
[0109] In a possible implementation, the running speed of the terminal can be determined by the model of the terminal used by the player, and the model can be evaluated through the CPU ladder diagram in the prior art to determine the running speed of the terminal. Speed; it is worth noting that for models that are not in the ladder diagram, the default is the configuration of the average model.
[0110] The network delay of the terminal can be determined by the network bandwidth (it can be determined by subtracting the time stamp of initiating the request from the time stamp of the request recovery of a network request).
[0111] Specifically, in a possible implementation manner, the loading time is determined through the following steps:
[0112] d1: According to the preset speed weight and delay weight, perform weighted calculation on the running speed and the network delay to determine the unit model loading time.
[0113] In the embodiment of this application, the speed weight corresponding to the running speed and the delay weight corresponding to the network delay can be determined in advance according to the specific calculation strategy and multiple historical test data. According to the predetermined speed weight and delay weight, the running speed And the network delay is weighted to determine the unit model loading time.
[0114] Specifically, the unit model loading time required to load a scene model can be determined by the following formula:
[0115] t=S/(C*W 1 +W 2 /B);
[0116] Among them, t is the unit model loading time; S is the size of the scene model; C is the CPU ladder score (running speed) of the terminal; B is the network delay; W 1 Empirical coefficient for CPU score weight (speed weight); W 2 is the empirical coefficient of the network delay weight (delay weight).
[0117] d2: Determine the loading time based on the model quantity and the unit model loading time.
[0118] In the embodiment of the present application, after determining the loading time required for a scene model, the number of scene models that need to be loaded in the target game scene can be accumulated to obtain the time for loading all the scene models included in the target game scene loading time.
[0119] It should be noted that there are many factors that affect the loading time of a scene model, therefore, the prediction of the loading time in the embodiment of the present application may be inaccurate under some special conditions. If the target virtual object has arrived at the target scene mark (or the target position is still a certain distance away from the target scene mark), and all the scene models included in the target scene have not been loaded, then the target virtual object can be controlled to stay in place Stay for a while and wait for the scene model to be loaded; if all the scene models included in the target scene have been loaded, but the target virtual object has not yet reached the target scene mark (or the target position is still a certain distance away from the target scene mark) , it will adjust the moving speed of the target virtual object to speed up, and catch up with the progress before the model loading of the target game scene is completed.
[0120] In a possible implementation, the setting of the first target speed may also be set to a constant speed according to the game configuration, the game configuration includes but not limited to historical moving speed, loading and moving time of the target virtual object, and the like.
[0121] It is worth noting that when the first target speed is set to a constant speed, if all scene models in the target scene have not been loaded when the target virtual object moves to the target scene mark at a constant speed, It is necessary to control the target virtual object to stop at the target scene ID and wait for all the scene models in the target game scene to be loaded; similarly, if all the scene models included in the target scene have been loaded, but the target virtual object has not yet reached the target scene ID (or at a target position that is still a certain distance away from the target game scene logo), the moving speed of the target virtual object will be adjusted to increase the speed, and then move at a constant speed at the adjusted speed to catch up with the model before the target game scene model is loaded. schedule.
[0122] In a possible implementation manner, the step "controlling the virtual camera during the movement to preset the second parameter of the non-combat angle of view of the game is to update the level selection scene displayed in the graphical user interface according to collecting the level selection scene." screen", including:
[0123] e1: controlling the virtual camera to capture the level selection scene at a second target speed according to the second parameter of the preset game non-combat angle of view during the movement, so as to update the level selection scene picture displayed in the GUI.
[0124] In a possible implementation manner, after the resource loading time is determined, the second target speed of the virtual camera may be determined through the following steps:
[0125] f1: Determine the object movement distance of the target virtual object moving from the current scene identifier to the target scene identifier.
[0126] f2: Based on the moving distance of the object and at least one scene model included in the level selection scene, determine the advancing distance of the lens of the virtual camera.
[0127] f3: Determine the target speed of the virtual camera based on the advancing distance of the lens and the loading time.
[0128] In the embodiment of the present application, it is necessary to determine the moving distance of the target virtual object from the current scene identifier to the target scene identifier, and at the same time determine at least one scene model included in the level selection scene, according to the moving distance of the target virtual object , and the location of at least one scene model, determine the advancing distance of the lens of the virtual camera, and determine the second target speed of advancing the virtual camera according to the advancing distance of the lens and the loading time.
[0129] It is worth noting that after the player selects the target game scene, the number N of scene models that need to be loaded in the target game scene can be known, combined with the advance distance Dc of the lens of the virtual camera, the virtual The speed at which the camera needs to advance is Dc/N. However, in order to ensure the smoothness of the virtual camera movement, the virtual camera cannot teleport Dc/N every time a scene model is loaded. Therefore, the virtual camera needs to be determined according to the estimated loading time. The target speed of the smooth movement of the camera ensures the smoothness and fluency of the screen switching during the scene switching process.
[0130] Target scene identification Target scene identification It is worth noting that the moving speed of the first target moving speed of the target virtual object can be consistent with the second target speed of the virtual camera, or it can be inconsistent. The specific relative relationship can be determined by the current scene according to the target virtual object. The corresponding relationship between the movement distance Ds of the marker moving to the target scene marker and the lens advance distance Dc of the virtual camera is determined.
[0131] In a possible implementation, in order to ensure the loading speed of the scene model in the target game scene, when the level selection scene is displayed, the virtual objects required by all the scenes can be preloaded, that is, the level selection scene also includes at least one The preloaded virtual object is a virtual object commonly included in multiple candidate scenes.
[0132] Specifically, the switching method also includes:
[0133] g1: Unload at least one scene model in the current game scene except for the at least one preloaded virtual object in response to the scene switching condition meeting the preset requirement.
[0134] Under normal circumstances, the target virtual object controlled by the player will only be in the same scene at the same time. In order to save memory, when the terminal presents the game, it usually only loads all the scene models of the current scene. Therefore, during the scene switching process, It is necessary to unload all scene models of the current scene from the terminal memory, and load all scene models of the target game scene.
[0135] In this embodiment of the application, in order to further save the time required to load the scene model, it will be considered to preload the shared virtual objects in different scenes. The method can be to unload the scene model of the current scene, at least A preloaded dummy remains, unloading only the scene model specific to the current scene.
[0136] g2: placing the at least one preloaded virtual object in the level virtual model, and determining the level selection scene.
[0137] In the embodiment of the present application, at least one preloaded virtual object is placed in the level virtual model, and when the target virtual object moves in the level selection scene, at least one preloaded virtual object can also follow the target virtual object to move in the level selection scene , the moving speed of at least one preloaded virtual object is also determined by the loading time of the scene model that needs to be loaded in the target game scene, and the specific determination method is consistent with the determination method of the target speed of the virtual camera, and will not be repeated here.
[0138] In a possible implementation manner, during the scene switching process, in addition to unloading the scene model in the current scene, it is also necessary to load all the scene models in the target game scene. Specifically, the switching method further includes:
[0139] h1: While controlling the target virtual object to move from the current scene ID to the target scene ID, select at least one scene model to be loaded included in the target game scene from a plurality of scene models pre-stored in the terminal.
[0140] In the embodiment of the present application, while controlling the movement of the target virtual object from the current scene ID towards the target scene ID, according to the scene ID information (scene name, scene ID, etc.) to filter out at least one scene model to be loaded that needs to be loaded included in the target game scene.
[0141] Specifically, the scene models of multiple scenes obtained from the server can be pre-stored in the terminal, and the multiple scene models are classified and stored according to the scene. After the target game scene selected by the player is determined, the selected scene is loaded. All scene models.
[0142] h2: Load the at least one scene model in the game space according to a preset sequence.
[0143] In this embodiment of the application, the preset order may be the display order of the scene models in the target game scene, and what is loaded now is the scene model with a higher display order in the target game scene; it may also be the resource size of the scene model In order, the scene model with relatively large resources can be loaded first.
[0144] S104. In response to the scene switching completion instruction, control the virtual camera to switch from the second parameter of the preset game non-combat perspective to the preset game combat perspective, and collect the scene corresponding to the target scene through the preset game combat perspective. The target game scene is used to update the level selection scene picture displayed on the graphical user interface to a second game field of view picture including the target game scene.
[0145] In the embodiment of the present application, in response to the scene switching completion instruction, according to the scene picture corresponding to the target game scene logo and all the scene models in the next game scene loaded, the target scene logo is collected through the preset game combat perspective. Corresponding to the target game scene, so as to update the level selection scene picture displayed on the graphical user interface to a second game field of view picture including the target game scene.
[0146] In a possible implementation manner, the conditions for determining the completion of scene switching include at least one of the following:
[0147] All scene models included in the target game scene are loaded, the adjustment time of the virtual camera reaches a preset time threshold, and the target virtual object moves to the target scene mark.
[0148] In response to the scene switching completion instruction, the virtual camera is controlled to switch from the second parameter of the preset game non-combat perspective to the preset game combat perspective, and collects the scene corresponding to the target scene through the preset game combat perspective. The target game scene, the step of updating the level selection scene picture displayed on the graphical user interface to include the second game field of view picture of the target game scene includes:
[0149]In response to the loading of all scene models to be loaded included in the target game scene, control the virtual camera to switch from the second parameter of the preset game non-combat perspective to the preset game combat perspective, and use the preset game combat perspective Collecting the target game scene corresponding to the target scene identifier, so as to update the level selection scene picture displayed on the graphical user interface to a second game field of view picture including the target game scene; or
[0150] In response to the loading of all scene models to be loaded included in the target game scene and the adjustment time reaches a preset time threshold, control the virtual camera to switch from the second parameter of the preset game non-combat perspective to the preset game combat perspective , and collect the target game scene corresponding to the target scene identifier through the preset game combat angle of view, so as to update the level selection scene picture displayed on the graphical user interface to a second game field of view including the target game scene screen; or
[0151] In response to the movement of the target virtual object from the current scene identifier to the target scene identifier, control the virtual camera to switch from the second parameter of the preset game non-combat perspective to the preset game combat perspective, and pass the preset Assume that the game combat perspective collects the target game scene corresponding to the target scene identifier, so as to update the level selection scene picture displayed on the GUI to a second game field of view picture including the target game scene.
[0152] Specifically, when all the scene models included in the target game scene are loaded, it is determined that the target game scene can be switched to. At this time, it is necessary to control the virtual camera to display the moving picture; the display time reaching the preset time threshold can be set according to the situation of the scene model loading. When this time threshold is reached, all the scene models included in the target game scene have been loaded, and you can switch to the target scene; or it is determined that the target virtual object has moved to the target scene identifier in the level selection scene. At this time, it is also necessary Control the virtual camera not to shoot and display moving pictures.
[0153] In a possible implementation manner, when it is determined to switch to the target game scene, the target virtual object and at least one preloaded virtual object are integrated into the next game, and at the same time, the perspective of the virtual camera is switched from the bird's-eye view to the target virtual The object's preset game combat angle (main view angle, etc.), and the level selection scene picture displayed on the GUI is updated to a second game field of view picture including the target game scene.
[0154] The following will illustrate the switching process of the scene in the game in the embodiment of the present application through specific examples:
[0155] see figure 2 , figure 2 A schematic diagram of the current scene provided by the embodiment of this application, such as figure 2 As shown, in the graphical user interface 200, the target virtual object 210 controlled by the player moves in the current scene on a boat 220, and a floating object 230 is displayed in the current scene. The graphical user interface 200 is provided with a scene switch button 240 , and the player switches to a level selection scene by clicking on the scene switch button 240 .
[0156] see image 3 , image 3 One of the schematic diagrams of the level selection scene provided by the embodiment of this application, such as image 3 As shown in , in the graphical user interface 200, multiple scene identifications in the level selection field are displayed, the target virtual object 210 and the ship 220 are placed at the current scene identification 250, and the target game scene identification 260 selected by the player is also displayed Among them, the level selection scene also includes a start button 270 , after the player clicks the start button 270 , the target virtual object 210 and the boat 220 on board start to move from the front scene mark 250 to the target game scene mark 260 .
[0157] see Figure 4 , Figure 4 The second schematic diagram of the level selection scene provided by the embodiment of this application, such as Figure 4 As shown in , in the graphical user interface 200, the target virtual object 210 and the boat 220 start moving from the front scene mark 250 to the target game scene mark 260. At this time, the target virtual object 210 and the ship 220 start to move In the process from the front scene mark 250 to the target game scene mark 260 , the target virtual object 210 and the ship 220 on board are in the middle of the front scene mark 250 and the target game scene mark 260 .
[0158] see Figure 5 , Figure 5 The third schematic diagram of the level selection scene provided by the embodiment of this application, as shown in Figure 5 As shown in , in the graphical user interface 200, the target virtual object 210 and the ship 220 on board have moved to the target game scene mark 260, indicating that the scene model in the target game scene has been loaded and can switch to the target game scene.
[0159] see Image 6 , Image 6 A schematic diagram of the target game scene provided by the embodiment of the present application, such as Image 6 As shown, in the graphical user interface 200, the level selection scene is dissolved, and the target virtual object 210 controlled by the player is displayed on the ship 220 to move in the target game scene, and trees 280 are displayed in the current scene, and the view angle of the screen is that of the target virtual object 210 main point of view.
[0160] The method for switching scenes in a game provided by the embodiment of the present application displays the first game view screen formed by the current game screen captured by the virtual camera with a preset game combat angle of view, and displays a target that can respond to a control command in the current game scene Virtual object; in response to the scene switching condition meeting the preset requirements, control to switch the first game field of view screen to the level selection scene screen generated by collecting and generating the first parameter of the preset game non-combat angle of view through the virtual camera; responding to the determination instruction of the target scene identification , control and control the target virtual object to move from the current scene identifier to the target scene identifier, and control the virtual camera to collect the level selection scene with the second parameter of the preset game non-combat angle of view during the movement to update the level displayed in the graphical user interface Select the scene picture, respond to the scene switching completion instruction, control the virtual camera to switch from the second parameter of the preset game non-combat perspective to the preset game combat perspective, and collect the target game scene corresponding to the target scene logo through the preset game combat perspective, In order to update the level selection scene picture displayed on the GUI to the second game field of view picture including the target game scene, in the embodiment of the present application, during the scene switching process, the scene switching process is displayed in real time by adjusting the viewing angle of the virtual camera The level selection scene screen in the level, and in the process of switching scenes, display the target virtual objects existing in the current scene and the target game scene. While improving the smoothness of scene switching, it can also help players switch between scenes by moving the screen In the process, we can understand the scene information of the level from multiple angles, which improves the accuracy of the player's understanding of the scene information.
[0161] Based on the same inventive concept, an in-game scene switching device corresponding to the in-game scene switching method is also provided in the embodiment of the present application. Since the problem-solving principle of the device in the embodiment of the present application is the same as that of the above-mentioned in-game scene in the embodiment of the present application The switching method is similar, so the implementation of the device can refer to the implementation of the method, and the repetition will not be repeated.
[0162] see Figure 7 , Figure 8 , Figure 7 It is one of the schematic structural diagrams of an in-game scene switching device provided in the embodiment of the present application, Figure 8 It is the second structural schematic diagram of an in-game scene switching device provided by the embodiment of the present application. like Figure 7 As shown in , the switching device 700 includes:
[0163] The first game screen display module 710 is used to display the first game view screen, the first game view screen is a screen formed by capturing the current game scene with a preset game combat angle of view through a virtual camera, the first game view screen includes target virtual objects configured to respond to control instructions;
[0164] The level scene switching module 720 is used to respond to the scene switching condition meeting the preset requirements, and control the switching of the first game field of view picture to a level selection scene picture, and the level selection scene picture is to use the virtual camera to preset the non-game scene. The screen formed by the level selection scene generated by the first parameter collection of the combat perspective, the level selection scene includes scene identifications of multiple candidate scenes, and the target virtual object located at the current scene identification;
[0165] The scene picture update module 730 is used to respond to the determination instruction of the target scene mark, control the target virtual object to move from the current scene mark towards the target scene mark, and control the virtual camera to preset the non-combat angle of view of the game during the movement process. The second parameter collects the level selection scene to update the level selection scene picture displayed in the graphical user interface;
[0166] The scene switching module 740 is configured to respond to the scene switching completion instruction, control the virtual camera to switch from the second parameter of the preset game non-combat perspective to the preset game combat perspective, and capture the target through the preset game combat perspective The target game scene corresponding to the scene identification, so as to update the level selection scene picture displayed on the GUI to a second game field of view picture including the target game scene.
[0167] Target scene identification Target scene identification In a possible implementation manner, such as Figure 8 As shown, the switching device 700 also includes an object loading module 750, and the object loading module 750 is used for:
[0168] In response to the scene switching condition meeting the preset requirements, unload at least one scene model in the current game scene except for the at least one preloaded virtual object in the game space;
[0169] The at least one preloaded virtual object is placed in the level virtual model to generate a level selection scene.
[0170] In one possible implementation, such as Figure 8 As shown, the switching device 700 also includes a model loading module 760, and the model loading module 760 is used for:
[0171] While controlling the target virtual object to move from the current scene identifier to the target scene identifier, select at least one scene model to be loaded included in the target game scene from a plurality of scene models pre-stored in the terminal;
[0172] According to a preset sequence, the target scene identifier of the at least one scene model to be loaded is loaded in the game space.
[0173] In a possible implementation manner, the preset requirements met by the scene switching condition include at least one of the following:
[0174] After receiving a scene switching instruction from the player, the target virtual object moves to a preset area in the graphical user interface that triggers scene switching.
[0175] In a possible implementation manner, when the level scene switching module 720 is used to generate the level selection scene, the level scene switching module 720 is used to:
[0176] A level selection virtual model is generated in a game space to generate a level selection scene, wherein the level selection scene is rendered with map textures of relevant levels, wherein the game space is a space where the current game scene is generated.
[0177] In a possible implementation manner, the steps of the level scene switching module 720 for capturing the generated level selection scene through the virtual camera with the first parameter of the preset non-combat angle of view of the game are as follows:
[0178]The screen formed by the level selection scene generated by the level selection virtual model is captured by the virtual camera with the first parameter of the preset game non-combat angle of view.
[0179] In a possible implementation manner, when the scene picture updating module 730 is used to control the movement of the target virtual object from the current scene mark to the target scene mark, the scene picture update module 730 is used to:
[0180] Control the target virtual object to move from the current scene mark towards the target scene mark at a first target speed; the first target speed is determined based on the loading time of the scene model that needs to be loaded in the target game scene, or the first target Speed ​​is the preset movement speed.
[0181] In a possible implementation manner, the loading time of the scene model that needs to be loaded in the target game scene is determined by at least one of the following multiple conditions:
[0182] The model number of the scene model included in the target game scene, the operating speed of the terminal and the network delay of the terminal;
[0183] The scene picture updating module 730 is used to determine the loading time through the following steps:
[0184] Perform weighted calculations on the running speed and the network delay according to preset speed weights and delay weights to determine unit model loading time;
[0185] The loading time is determined based on the number of models and the unit model loading time.
[0186] The scene picture update module 730 is used to control the virtual camera to preset the second parameter of the non-combat angle of view of the game during the movement process to update the level selection scene displayed in the graphical user interface according to the collection of the level selection scene When displaying a picture, the scene picture updating module 730 is used for:
[0187] During the moving process, the virtual camera is controlled to capture the level selection scene according to the second target speed according to the second parameter of the preset game non-combat angle of view, so as to update the level selection scene picture displayed in the graphical user interface.
[0188] In a possible implementation manner, the scene picture updating module 730 is configured to determine the second target speed of the virtual camera through the following steps:
[0189] Determining the moving distance of the target virtual object moving from the current scene identifier to the target scene identifier;
[0190] Determine the lens advance distance of the virtual camera based on the moving distance of the object and at least one scene model included in the level selection scene;
[0191] Based on the lens advance distance and the loading time, determine a second target speed target scene identifier of the virtual camera.
[0192] Target scene identification Target scene identification In a possible implementation manner, the level selection scene further includes at least one preloaded virtual object, and the preloaded virtual object is a virtual object commonly included in multiple candidate scenes.
[0193] In a possible implementation manner, the conditions for determining the completion of scene switching include at least one of the following:
[0194] All the scene models to be loaded included in the target game scene are loaded, the adjustment time of the virtual camera reaches the preset time threshold, and the target virtual object moves to the target scene mark at the mark of the target scene;
[0195] The scene switching module 740 is used to respond to the scene switching completion instruction, control the virtual camera to switch from the second parameter of the preset game non-combat perspective to the preset game combat perspective, and collect all The target game scene corresponding to the target scene identifier, so that when the level selection scene picture displayed on the GUI is updated to a second game field of view picture including the target game scene, the scene switching module 740 uses At:
[0196] In response to the loading of all scene models to be loaded included in the target game scene, control the virtual camera to switch from the second parameter of the preset game non-combat perspective to the preset game combat perspective, and use the preset game combat perspective Collecting the target game scene corresponding to the target scene identifier, so as to update the level selection scene picture displayed on the graphical user interface to a second game field of view picture including the target game scene; or
[0197] In response to the loading of all scene models to be loaded included in the target game scene and the adjustment time reaches a preset time threshold, control the virtual camera to switch from the second parameter of the preset game non-combat perspective to the preset game combat perspective , and collect the target game scene corresponding to the target scene identifier through the preset game combat angle of view, so as to update the level selection scene picture displayed on the graphical user interface to a second game field of view including the target game scene screen; or
[0198] In response to the movement of the target virtual object from the current scene identifier to the target scene identifier, control the virtual camera to switch from the second parameter of the preset game non-combat perspective to the preset game combat perspective, and pass the preset Assume that the game combat perspective collects the target game scene corresponding to the target scene identifier, so as to update the level selection scene picture displayed on the GUI to a second game field of view picture including the target game scene.
[0199] The device for switching scenes in the game provided by the embodiment of the present application displays the first game view screen formed by the current game screen captured by the virtual camera with the preset game combat angle of view, and displays targets that can respond to control commands in the current game scene Virtual object; in response to the scene switching condition meeting the preset requirements, control to switch the first game field of view screen to the level selection scene screen generated by collecting and generating the first parameter of the preset game non-combat angle of view through the virtual camera; responding to the determination instruction of the target scene identification , control and control the target virtual object to move from the current scene identifier to the target scene identifier, and control the virtual camera to collect the level selection scene with the second parameter of the preset game non-combat angle of view during the movement to update the level displayed in the graphical user interface Select the scene picture, respond to the scene switching completion instruction, control the virtual camera to switch from the second parameter of the preset game non-combat perspective to the preset game combat perspective, and collect the target game scene corresponding to the target scene logo through the preset game combat perspective, In order to update the level selection scene picture displayed on the GUI to the second game field of view picture including the target game scene, in the embodiment of the present application, during the scene switching process, the scene switching process is displayed in real time by adjusting the viewing angle of the virtual camera The level selection scene screen in the level, and in the process of switching scenes, display the target virtual objects that exist in both the current scene and the target game scene. While improving the smoothness of scene switching, it can also help players switch between scenes by moving the screen In the process, we can understand the scene information of the level from multiple angles, which improves the accuracy of the player's understanding of the scene information.
[0200] see Figure 9 , Figure 9 It is a schematic structural diagram of an electronic device provided in an embodiment of the present application. like Figure 9 As shown in , the electronic device 900 includes a processor 910 , a memory 920 and a bus 930 .
[0201] The memory 920 stores machine-readable instructions executable by the processor 910. When the electronic device 900 is running, the processor 910 communicates with the memory 920 through the bus 930, and the machine-readable instructions are executed by When the processor 910 executes, it can perform the above-mentioned figure 1 For the steps of the method for switching scenes in the game in the method embodiment shown, the specific implementation may refer to the method embodiment, which will not be repeated here.
[0202] The embodiment of the present application also provides a computer-readable storage medium, on which a computer program is stored, and when the computer program is executed by a processor, the above-mentioned figure 1 For the steps of the method for switching scenes in the game in the method embodiment shown, the specific implementation may refer to the method embodiment, which will not be repeated here.
[0203] Those skilled in the art can clearly understand that for the convenience and brevity of the description, the specific working process of the above-described system, device and unit can refer to the corresponding process in the foregoing method embodiment, which will not be repeated here.
[0204] In the several embodiments provided in this application, it should be understood that the disclosed systems, devices and methods may be implemented in other ways. The device embodiments described above are only illustrative. For example, the division of the units is only a logical function division. In actual implementation, there may be other division methods. For example, multiple units or components can be combined or May be integrated into another system, or some features may be ignored, or not implemented. In another point, the mutual coupling or direct coupling or communication connection shown or discussed may be through some communication interfaces, and the indirect coupling or communication connection of devices or units may be in electrical, mechanical or other forms.
[0205] The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place, or may be distributed to multiple network units. Part or all of the units can be selected according to actual needs to achieve the purpose of the solution of this embodiment.
[0206] In addition, each functional unit in each embodiment of the present application may be integrated into one processing unit, each unit may exist separately physically, or two or more units may be integrated into one unit.
[0207] If the functions are realized in the form of software function units and sold or used as independent products, they can be stored in a non-volatile computer-readable storage medium executable by a processor. Based on this understanding, the technical solution of the present application is essentially or the part that contributes to the prior art or the part of the technical solution can be embodied in the form of a software product, and the computer software product is stored in a storage medium, including Several instructions are used to make a computer device (which may be a personal computer, a server, or a network device, etc.) execute all or part of the steps of the methods described in the various embodiments of the present application. The aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (Read-Only Memory, ROM), random access memory (Random Access Memory, RAM), magnetic disk or optical disk, and various media capable of storing program codes.
[0208] Finally, it should be noted that: the above-described embodiments are only specific implementations of the application, used to illustrate the technical solutions of the application, rather than limiting it, and the scope of protection of the application is not limited thereto, although referring to the aforementioned The embodiment has described this application in detail, and those of ordinary skill in the art should understand that any person familiar with this technical field can still modify the technical solutions described in the foregoing embodiments within the technical scope disclosed in this application Changes can be easily imagined, or equivalent replacements can be made to some of the technical features; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the application, and should be covered by this application. within the scope of protection. Therefore, the protection scope of the present application should be based on the protection scope of the claims.
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the structure of the environmentally friendly knitted fabric provided by the present invention; figure 2 Flow chart of the yarn wrapping machine for environmentally friendly knitted fabrics and storage devices; image 3 Is the parameter map of the yarn covering machine
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