Game virtual object construction method, device, storage medium and computer equipment
By setting extended parameters for virtual objects and generating new construction layers, the limitations of single-layer construction in the existing technology are solved, and multi-layer construction is realized, which improves the freedom of the game and the richness of the game.
Patent Information
- Application Number
- CN202011407424.1
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2020-12-04
- Publication Date
- 2024-12-13
- Estimated Expiration
- 2040-12-04
AI Technical Summary
The construction mode in the existing game is limited to single-layer construction, with a single gameplay and insufficient freedom, so multi-layer construction cannot be achieved.
By setting extension parameters for virtual objects, including height parameters, a new build layer is generated in the game scene, allowing players to build multiple layers in the vertical direction, using the extended mesh type to determine the position and style of the virtual objects.
It realizes the function of multi-layer construction, increases the freedom and experience of the game, and provides a richer construction gameplay.
Smart Images

Figure CN112717382B_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of computer technology, in particular to the field of game technology, and specifically to a method, device, storage medium and computer equipment for constructing a game virtual object. Background Art
[0002] Many types of mobile games have the gameplay of building a home. In order to facilitate player operation and increase the degree of freedom, most games grid the construction modules and use multiple 1*1 unit squares as the basic units of construction. The current common construction mode in the market is single-layer construction. This construction mode can only be built in the initial construction area and can only build one layer. The gameplay is single and the degree of freedom is insufficient. Summary of the invention
[0003] The embodiments of the present application provide a method, device, storage medium and computer equipment for constructing a game virtual object, which can realize multi-layer construction and increase the degree of freedom and gaming experience.
[0004] The present application embodiment provides a method for constructing a game virtual object, including:
[0005] In response to a construction instruction for at least one virtual object, construct the virtual object in a first construction area in a current construction layer in the game scene, wherein the construction layer is an area formed by game spaces at the same height of the game scene;
[0006] Acquire extended parameters of the virtual object, where the extended parameters include a height parameter;
[0007] According to the extended parameter, a new construction area adjacent to the virtual object is generated at a position corresponding to the height parameter in the game scene to form a new construction layer, wherein the new construction layer and the current construction layer where the first construction area is located are located at a different construction layer.
[0008] The present application also provides a game virtual object construction device, including:
[0009] A construction module, configured to, in response to a construction instruction for at least one virtual object, construct the virtual object in a first construction area in a current construction layer in the game scene, wherein the construction layer is an area formed by game spaces at the same height of the game scene;
[0010] A parameter acquisition module, used to acquire extended parameters of the virtual object, wherein the extended parameters include a height parameter;
[0011] an expansion module, configured to generate, according to the expansion parameter, a newly added construction area adjacent to the virtual object at a position corresponding to the height parameter in the game scene, so as to form a new construction layer, wherein the new construction layer and the current construction layer where the first construction area is located are located at different construction layers;
[0012] The display module is used to display the newly added construction area so as to construct a virtual object on the newly added construction area.
[0013] An embodiment of the present application also provides a computer-readable storage medium, which stores a computer program. The computer program is suitable for loading by a processor to execute the steps in the game virtual object construction method described in any of the above embodiments.
[0014] An embodiment of the present application also provides a computer device, which includes a memory and a processor, wherein the memory stores a computer program, and the processor executes the steps in the game virtual object construction method described in any of the above embodiments by calling the computer program stored in the memory.
[0015] The game virtual object construction method, device, storage medium and computer equipment provided by the embodiment of the present application, by pre-setting extension parameters for the virtual object, and after the virtual object is built in the first construction area of the current construction layer in the game scene, the extension parameters of the virtual object are obtained, and the extension parameters include a height parameter, and a new construction area adjacent to the virtual object is generated at a position corresponding to the height parameter in the game scene according to the extension parameter to form a new construction layer, wherein the new construction layer is located at a different construction layer from the current construction layer where the first construction area is located, and the new construction area is displayed to build the virtual object on the new construction area. The embodiment of the present application can realize the generation of a new construction area at a position corresponding to the height of the height parameter of the virtual object, forming a new construction layer outside the current construction layer, thereby realizing multi-layer construction in the vertical direction, increasing the degree of freedom and game experience. BRIEF DESCRIPTION OF THE DRAWINGS
[0016] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings required for use in the description of the embodiments will be briefly introduced below. Obviously, the drawings described below are only some embodiments of the present application. For those skilled in the art, other drawings can be obtained based on these drawings without creative work.
[0017] Figure 1 A flowchart of a method for constructing a game virtual object provided in an embodiment of the present application.
[0018] Figure 2a and Figure 2bA schematic diagram of a game scene provided in an embodiment of the present application.
[0019] Figure 3a A schematic diagram of an extended grid type of floor provided in an embodiment of the present application.
[0020] Figure 3b A schematic diagram of an extended grid type of a wall provided in an embodiment of the present application.
[0021] Figure 3c A schematic diagram of an extended grid type of columns provided in an embodiment of the present application.
[0022] Figure 4 Another flowchart of the method for constructing a game virtual object provided in an embodiment of the present application.
[0023] Figure 5a A schematic diagram of the position of a virtual camera during the level switching process provided in an embodiment of the present application.
[0024] Figure 5b A schematic diagram of the position of a virtual camera during the level switching process provided in an embodiment of the present application.
[0025] Figure 5c A schematic diagram of the smooth movement of a virtual camera during level switching provided in an embodiment of the present application.
[0026] Figure 6 Another flowchart of the method for constructing a game virtual object provided in an embodiment of the present application.
[0027] Figure 7a A schematic diagram of a virtual camera when switching between different game modes provided in an embodiment of the present application.
[0028] Figure 7b A schematic diagram of a virtual camera when switching between different game modes provided in an embodiment of the present application.
[0029] Figure 8 A schematic diagram of the structure of a game virtual object construction device provided in an embodiment of the present application.
[0030] Fig. 9 A schematic diagram of the structure of a game virtual object construction device provided in an embodiment of the present application.
[0031] Fig.10 A schematic diagram of the structure of a computer device provided in an embodiment of the present application. DETAILED DESCRIPTION
[0032] The following will be combined with the drawings in the embodiments of the present application to clearly and completely describe the technical solutions in the embodiments of the present application. Obviously, the described embodiments are only part of the embodiments of the present application, not all of the embodiments. Based on the embodiments in the present application, all other embodiments obtained by those skilled in the art without creative work are within the scope of protection of this application.
[0033] The embodiment of the present application provides a method, device, storage medium and computer equipment for building a game virtual object. Specifically, the method for building a game virtual object in the embodiment of the present application can be executed by a computer device, and the device for building a game virtual object in the embodiment of the present application can be integrated in a computer device. Among them, the computer device can be a terminal or a server or other equipment. The terminal can be a terminal device such as a smart phone, a tablet computer, a laptop computer, a touch screen, a game console, a personal computer (PC, Personal Computer), a personal digital assistant (Personal Digital Assistant, PDA), etc. The terminal can also include a client, which can be a game application client, a browser client carrying a game program, or an instant messaging client, etc. The server can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, CDN, and big data and artificial intelligence platforms.
[0034] For example, when the game virtual object construction method is run on a terminal, the terminal device stores a game application and is used to present a virtual scene (game scene) in the game screen. The terminal device is used to interact with the user through a graphical user interface, for example, by downloading and installing the game application through the terminal device and running it. The terminal device can provide the graphical user interface to the user in a variety of ways, for example, it can be rendered and displayed on the display screen of the terminal device, or the graphical user interface can be presented through holographic projection.
[0035] For example, when the game virtual object construction method runs on the server, it can be a cloud game. Cloud gaming refers to a gaming method based on cloud computing. In the operation mode of cloud gaming, the operating body of the game application and the game screen presentation body are separated, and the storage and operation of the game virtual object construction method are completed on the cloud gaming server. The game screen presentation is completed on the client side of the cloud gaming, and the cloud gaming client is mainly used for receiving and sending game data and presenting the game screen. When playing the game, the user operates the cloud gaming client to send operation instructions (such as construction instructions, level switching instructions, etc.) to the cloud gaming server. The cloud gaming server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the cloud gaming client through the network. Finally, the game screen is decoded and output through the cloud gaming client. This reduces the computing resource consumption of the terminal and improves the picture quality of the screen displayed by the terminal.
[0036] The games in the embodiments of the present application include various construction games, and game scenes suitable for the player's style can be built according to the needs of the player user, such as building a home, building a building, building a store, etc. The embodiments of the present application will be described below by taking the construction of a building as an example. There are at least two modes in the construction game, one is the player mode and the other is the construction editing mode. The game scene cannot be built and edited in the player mode, and the game scene can only be built and edited in the construction editing mode. All game scenes are displayed through a graphical user interface.
[0037] The game can be switched from the player mode to the construction editing mode, or from the construction editing mode to the player mode. There are many ways to switch from the player mode to the construction editing mode. For example, a mode switching control is set on the graphical user interface corresponding to the player mode. If the triggering of the mode switching control is detected, the player mode is switched to the construction editing mode. There are also many ways to trigger the mode switching control. For example, the mode switching control is triggered by detecting the user's touch / click and other operations in the control area corresponding to the mode switching control; the mode switching control can also be triggered by voice, such as detecting the switching voice, extracting the information such as "switch to construction editing mode" in the switching voice, so as to trigger the mode switching control; the mode switching control can also be triggered directly by command, etc. It can be understood that when switching from the construction editing mode of the game to the player mode, the same switching method or other different switching methods can be used to switch the mode.
[0038] It should be noted that the triggering method of all controls in the embodiments of the present application can refer to the triggering method of the mode switching control, which will not be described again in the following text.
[0039] The following will respectively describe in detail a method, device, storage medium and computer equipment for constructing a game virtual object provided by the embodiments of the present application. It should be noted that the serial numbers of the following embodiments are not intended to limit the preferred order of the embodiments.
[0040] Figure 1 It is a flowchart of a method for constructing a game virtual object provided in an embodiment of the present application. The method for constructing a game virtual object runs in a construction editing mode of the game. The method for constructing a game virtual object includes the following steps 101 to 104.
[0041] 101. In response to a construction instruction for at least one virtual object, the virtual object is constructed in a first construction area in a current construction layer in a game scene, wherein the construction layer is an area formed by game spaces at the same height as the game scene.
[0042] If you are currently in the game's construction editing mode, you can edit the game scene in the game's construction editing mode. That is, in the game's construction editing mode, the first construction area in the current construction layer in the game scene is displayed. The first construction area is the buildable area of the current construction layer, and any buildable virtual object can be built on the first construction area. Among them, the construction layer is the area composed of game spaces at the same height or the same height range in the game scene.
[0043] For example, when a game player switches from the game player mode to the construction editing mode for the first time, in the construction editing mode of the game, the current construction layer in the game scene is the first construction layer, that is, the first layer of the building, and the first construction area is displayed in the first construction layer. The first construction area can be a pre-set area, such as a pre-set area where a building can be built. In the process of construction editing, when the game player expands and builds according to the virtual objects of the first construction layer in the vertical direction, a new construction area can be obtained. The new construction area is the buildable area of the second construction layer. When entering the second construction layer, the current construction layer is the second construction layer, and the first construction area in the current construction layer is the buildable area in the second construction layer, and so on.
[0044] In the construction and editing mode of the game, a model area is displayed on the graphical user interface. After the model area is triggered, multiple model type controls will be displayed on the graphical user interface. When each model type control is triggered, all corresponding model controls under each model type control will be displayed. Or in one case, if the game is in the construction and editing mode, the model area is always displayed on the graphical user interface, and multiple model type controls are also always displayed in the model area. When each model type control is triggered, all corresponding model controls under each model type control will be displayed. It should be noted that in addition to using the triggering method corresponding to the above-mentioned mode switching control, the triggering of the model type control can also be triggered by moving the cursor to the position corresponding to the corresponding model type control. It should also be noted that a virtual model is displayed on each model control.
[0045] Specifically, in response to a construction instruction for at least one virtual object, the step of constructing the virtual object in a first construction area in a current construction layer in a game scene includes: in response to a first operation on at least one virtual model displayed on a graphical user interface, determining the virtual model selected by the first operation; generating a virtual object according to the virtual model; and based on the construction instruction for the virtual object, constructing the virtual object in the first construction area in the current construction layer in the game scene.
[0046] Among them, the first operation can be an operation such as touch / click to determine the virtual model selected by the first operation. It can be understood that the first operation realizes the selection of the virtual model. After the virtual model is selected, a virtual object of the virtual model is generated, such as a window model is selected and a window object is generated. The construction instruction includes a placement instruction for placing the virtual object in the first construction area in the current construction layer, a movement instruction for moving the placed virtual object, a rotation instruction for rotating the placed virtual object, etc. Based on the construction instruction, the virtual object is built in the first construction area in the current construction layer. It can be understood that based on the construction instruction, the virtual object is placed on the first construction area, or the virtual object placed on the first construction area is moved, rotated, etc. When the virtual object is placed on the first construction area, the placement position (current position) of the virtual object is obtained, and the virtual object is rendered at the placement position to display the virtual object at the corresponding current position in the game scene. For the movement and rotation of the virtual object, the current position of the virtual object is also obtained, and the virtual object is rendered at the current position to display the virtual object. The rendering frequency may be 60 times per second, or other rendering frequencies.
[0047] like Figure 2a to Figure 2b FIG. 1 is a schematic diagram of a graphical user interface in a construction editing model provided in an embodiment of the present application. Figure 2aThe graphical user interface 200 includes a main display area 210, which is used to display game scenes, such as Figure 2b The main display area 210 on the graphical user interface 200 in the game scene of the floor (house) is displayed. The graphical user interface 200 also includes a model area 220, which is located in the edge area of the graphical user interface 200, such as the right area of the graphical user interface 200, to avoid blocking the main part of the virtual scene (for example, the central area of the main display area). The model area 220 includes multiple model type controls 221, such as "structure", "workbench", "defense", "production", "furniture", "energy", "entertainment" and other model type controls. If the model type control corresponding to "structure" is triggered, the model controls 222 corresponding to "structure" are displayed on the graphical user interface 200, such as "picture of structure 1", "picture of structure 2", "picture of structure 3" and so on. It can be understood that the model control 222 is displayed through the picture of the virtual model to facilitate the game player to quickly select the virtual model and generate the required virtual object.
[0048] If it is detected that the game player touches the virtual model corresponding to the "image of structure 1", a virtual object of structure 1 is generated. If a construction instruction of the virtual object is received, the virtual object of structure 1 is placed in the first construction area of the current construction layer, and it can be decided whether to move or rotate according to the actual situation. For a building, the virtual object of structure 1 can be a wall, a column, a window, a floor, etc., which can constitute a building or exist in a building.
[0049] like Figure 2b As shown, the first construction area of the current construction layer 211 is displayed on the graphical user interface 200. The first construction area is a buildable area of the current construction layer, and any buildable virtual object can be built on the first construction area. It should be noted that in order to better distinguish different construction layers, the first construction area of the current construction layer 211 in the main display area 210 is represented by a grayscale image and a solid line.
[0050] It should be noted that if Figure 2a As shown, the graphical user interface 200 also includes a mode display control 231, and the mode display control 231 displays "build edit mode", which means that the game scene in the build edit mode is currently displayed on the graphical user interface 200.
[0051] 102. Obtain extended parameters of the virtual object, where the extended parameters include a height parameter.
[0052] Each virtual model can correspond to a class. When designing the data structure for the class, multiple fields will be designed for each class, including: whether to support extension, the corresponding extension parameter field when extension is supported, etc. When a virtual object is generated according to the virtual model, multiple fields of the virtual object will be generated according to the data structure, and the attribute value of each field will be set.
[0053] Specifically, the step of obtaining the extended parameters of the virtual object includes: obtaining the attribute value of the virtual object; and determining the extended parameters of the virtual object according to the attribute value.
[0054] Get the attribute values of multiple fields set based on the data structure of the virtual object, get the attribute value of whether the extension is supported in the attribute value, if the attribute value of whether the extension is supported corresponds to support for extension, get the extension parameter of the virtual object; if the attribute value of whether the extension is supported corresponds to not supporting extension, the extension parameter is set to an invalid state / disabled state, or the corresponding extension parameter is set to empty, etc., or set to other reasonable states (such as the virtual object does not support extension, but the field still needs to be used in other cases, then the field needs to be set to a valid state), etc.
[0055] It can be understood that for buildings, virtual objects such as tables, stools, and chairs can be set to not be expandable, and the corresponding expansion parameters can be set to an invalid state / disabled state, or the corresponding expansion parameters can be set to empty, or set to other reasonable states, etc.; virtual objects such as walls, columns, and floors can be set to support expansion, and have corresponding expansion parameters.
[0056] The extended parameters of the virtual object include the height parameter, the dependent virtual object of the virtual object, and the extended grid type. The height parameter can be understood as the vertical height of the virtual object in the game scene, such as the height of the virtual object column; in the game scene, the virtual object needs to rely on a certain virtual object for construction, and the certain virtual object is the dependent virtual object. For example, the virtual object column needs to rely on a certain floor for construction (otherwise the column is floating, which is illogical), and the floor is the dependent virtual object of the virtual object column; the extended grid type can be understood as the style used to limit the virtual object when it is extended, and it can also be understood that the extended grid type can be used to know what the virtual object will look like after expansion.
[0057] It should be noted that the specific parameter value of the extended parameter is associated with the type of the virtual object. The specific parameter value of the extended parameter is different for different types of virtual objects. For example, the specific parameter values of the extended parameters corresponding to the column and the floor are different.
[0058] 103. Generate a new construction area adjacent to the virtual object at a position corresponding to the height parameter in the game scene according to the extended parameter to form a new construction layer, wherein the new construction layer is located at a different construction layer from the current construction layer where the first construction area is located.
[0059] According to the extended parameters, a newly added construction area adjacent to the virtual object is generated at a position corresponding to the height parameter in the game scene. It should be noted that the newly added construction area is generated at a position corresponding to the height parameter in the game scene according to the extended parameters of the virtual object, and a new construction layer is formed according to the newly added construction area. In this way, on the one hand, different newly added construction areas are generated according to different extended parameters of the virtual object; or it can also be understood that the extended parameters corresponding to different types of virtual objects are different, and the newly added construction areas are also different. On the other hand, the newly added construction area is generated according to the height parameter to form a new construction layer. The new construction layer is located at a different construction layer from the current construction layer where the first construction area is located, that is, the new construction layer is in a game space at a different height from the current construction layer in the game scene.
[0060] Through the embodiments of the present application, different construction layers of the current construction layer where the first construction area is located can be generated according to the expansion parameters of the virtual object, thereby realizing the expansion of the upper construction layer / lower construction layer of the current construction layer, that is, realizing vertical expansion, realizing the construction of multiple construction layers, and increasing the degree of freedom and gaming experience.
[0061] The grid in the extended grid type in the embodiment of the present application may refer to a square grid of the game scene. The grid may also be a rectangular grid or a grid of other shapes. The square grid is used as the basic unit of construction. The grid may be used to determine information such as the position of virtual objects built in the newly added construction area.
[0062] Specifically, step 103 includes: determining the extension direction of the virtual object according to the relative position relationship between the dependent virtual object and the virtual object; generating a new construction area adjacent to the virtual object at a position corresponding to the height parameter in the game scene according to the extension direction and the extension grid type to form a new construction layer.
[0063] Among them, the relative position relationship between the dependent virtual object and the virtual object is different, and the determined extension direction of the virtual object is different. For example, the relative position relationship between the dependent virtual object and the virtual object can be that the dependent virtual object is located below the virtual object, that is, the virtual object is built on the dependent virtual object, so that the extension direction of the virtual object is above the virtual object. It can be understood as generating a new construction area above the virtual object to form a new construction layer. For example, the relative position relationship between the dependent virtual object and the virtual object can be that the dependent virtual object is located below the virtual object, that is, the virtual object is built under the dependent virtual object, so that the extension direction of the virtual object is below the virtual object. It can be understood as generating a new construction area below the virtual object to form a new construction layer.
[0064] Different types of virtual objects correspond to different types of extended grids.
[0065] Specifically, if the expansion direction is above the virtual object, then according to the expansion direction and the expansion grid type, a new construction area adjacent to the virtual object is generated at a position at a height corresponding to the height parameter in the game scene to form a new construction layer, including: according to the expansion grid type, above the virtual object in the game scene, at a position at a height corresponding to the height parameter, a new construction area adjacent to the virtual object is generated to form a new construction layer, and the new construction layer is located above the current construction layer where the first construction area is located.
[0066] Specifically, if the expansion direction is below the virtual object, then according to the expansion direction and the expansion grid type, a new construction area adjacent to the virtual object is generated at a position at a height corresponding to the height parameter in the game scene to form a new construction layer, including: according to the expansion grid type, below the virtual object in the game scene, at a position at a height corresponding to the height parameter, a new construction area adjacent to the virtual object is generated to form a new construction layer, and the new construction layer is located below the current construction layer where the first construction area is located.
[0067] According to the extended grid type, a new construction area adjacent to the virtual object is generated above / below the virtual object at a position corresponding to the height parameter to form a new construction layer, and the new construction layer is located below / above the current construction layer where the first construction area is located. In this way, the construction layer above / below the current construction layer is expanded according to the extended parameters of the virtual object, and the construction area corresponding to the construction layer above / below the current construction layer is opened, so that expansion in the vertical direction is achieved, and then the construction of multiple construction layers is realized, which solves the problem of the single-layer construction and single gameplay in the prior art, and improves the degree of freedom and game experience.
[0068] The following is an example of expanding the construction area corresponding to the upper construction layer of the current construction layer.
[0069] Figure 3b A schematic diagram of an extended grid type of a wall provided in an embodiment of the present application. The extended orientation of the virtual object wall 321 is above the virtual object wall, so a newly added construction area is generated above the wall 321 at a height corresponding to the height parameter of the wall 321. Among them, the newly added construction area is generated according to the extended grid type 322 of the wall 321. As can be seen from the figure, the extended grid type 322 of the wall 321 is composed of six grids adjacent to an edge above the wall 321. It can be understood that if the wall needs to be extended, when the wall 321 is constructed in the first construction area of the current construction layer, the newly added construction area of the wall 321 is generated according to the extended grid type 322 of the wall 321, and the newly added construction area is the construction area corresponding to the upper construction layer of the current construction layer. According to the extended grid type 322 of the wall 321 shown in the figure, longitudinal expansion can be achieved, thereby achieving the expansion of the construction area corresponding to the upper construction layer of the current construction layer.
[0070] Figure 3c A schematic diagram of the extended grid type of a column provided for an embodiment of the present application. The extended orientation of the virtual object column 331 is above the column, so a newly added construction area is generated above the column 331 at a height corresponding to the height parameter of the column 331. As can be seen from the figure, the extended grid type 332 of the column 331 is composed of four grids adjacent to one end of the column 331, and the column 331 is located in the center of the four grids. It can be understood that if the column needs to be extended, when the column 331 is built in the first construction area of the current construction layer, a newly added construction area of the column 331 is generated according to the extended grid type 332 of the column 331, and the newly added construction area is the construction area corresponding to the upper construction layer of the current construction layer. According to the extended grid type 332 of the column 331 shown in the figure, longitudinal expansion can be achieved, thereby achieving the expansion of the construction area corresponding to the upper construction layer of the current construction layer.
[0071] It should be noted that the extended grid type of the above-mentioned walls and the extended grid type of the pillars are examples, and the corresponding extended grid types may also be other extended grid types. It should also be reminded that in addition to the walls, pillars, etc. mentioned above, the expandable virtual objects may also include other virtual objects. Specifically, depending on the game scene, the corresponding expandable virtual objects are also different, which are not listed here one by one. It should also be noted that in the actual display process, the transparency of the corresponding extended grid type display can be set higher than the transparency of the corresponding virtual object to avoid the corresponding extended grid type after rendering covering the display of the corresponding virtual object, or it can also be displayed in other reasonable display methods.
[0072] It should also be pointed out that the construction area corresponding to the construction layer below the current construction layer is expanded in the same manner as the construction area corresponding to the construction layer above the current construction layer, which will not be repeated here. It can be understood that in the construction area corresponding to the construction layer below the current construction layer, the perspective of the virtual scene can be displayed in the form of a top-down perspective or in the form of an upward perspective. If it is displayed in the form of an upward perspective, the newly added construction area of the virtual object can also be below the corresponding virtual object, such as the newly added construction area of the wall is set below the wall, etc.
[0073] 104, displaying a newly added construction area, so as to carry out construction on the newly added construction area.
[0074] After the newly added construction area is generated, the newly added construction area is displayed in the game scene to build virtual objects on the newly added construction area.
[0075] Specifically, the step of displaying the newly added construction area includes: rendering and displaying the virtual object with a first transparency in the game scene, and rendering and displaying the newly added construction area with a second transparency.
[0076] Among them, the first transparency can be set to 1, that is, opaque. It can be understood that the virtual object is currently being constructed, so the virtual object should be fully displayed. Since the new construction layer formed by the newly added construction area and the current construction layer where the first construction area is located are located in different layers, if the newly added construction area is fully displayed, it may cover the virtual object. Therefore, the value of the first transparency is set to be higher than the second transparency, such as setting the second transparency to 0.5, so as to set the new construction layer formed by the newly added construction area to be semi-transparent.
[0077] In one case, in addition to the virtual objects in the current construction layer being displayed opaquely in the game scene, all other virtual objects in the current construction layer are also set to be displayed opaquely to improve the gaming experience.
[0078] In one case, it can also be set that when the virtual object in the current construction layer in the game scene is in a selected state, the newly added construction area of the virtual object is rendered and displayed with the second transparency; and when the virtual object in the current construction layer is in an unselected state, the newly added construction area of the virtual object is hidden.
[0079] The embodiment of the present application can realize the generation of a new construction area at a height corresponding to the height parameter of the virtual object, forming a new construction layer outside the current construction layer, and then realizing multi-layer construction in the vertical direction, thereby increasing the degree of freedom and gaming experience.
[0080] In one case, after obtaining the expansion parameters of the virtual object, the game virtual object construction method further includes: generating a new construction area adjacent to the virtual object at a peripheral adjacent position of the virtual object in the game scene according to the expansion parameters, wherein the new construction area and the first construction area belong to the construction area of the same construction layer. This embodiment can be understood as the expansion direction being the peripheral adjacent position.
[0081] Specifically, the step of generating a new construction area adjacent to the virtual object at a position adjacent to the side of the virtual object in the game scene according to the extended parameters includes: generating a new construction area adjacent to the virtual object at a position adjacent to the side of the virtual object in the game scene according to the extended grid type.
[0082] It can be understood that, at the adjacent position around the virtual object, a new construction area is generated according to the extended grid type to expand the construction area of the current construction layer, thereby expanding the construction area of the current construction layer according to the expansion parameters of the virtual object.
[0083] Figure 3a A schematic diagram of the extended grid type of the floor provided in the embodiment of the present application. Among them, the extended grid area is generated according to the extended grid type 312 of the floor 311 (the area corresponding to the gray). As can be seen from the figure, the extended grid type 312 of the floor 311 is composed of four grids adjacent to the four sides of the floor 311. It can be understood that if the floor needs to be expanded, then when the floor 311 is constructed in the first construction area of the current construction layer, a new construction area of the floor 312 is generated according to the extended grid type 312 of the floor 311, and the new construction is the construction area of the current construction layer. According to the extended grid type of the floor shown in the figure, the lateral expansion of the floor can be achieved, thereby achieving the expansion of the construction area of the current construction layer. It should be noted that Figure 3a The grayscale color in the figure is for illustration only. In actual display, the transparency of the extended grid type of the floor can be made lower than that of the floor itself to avoid the extended grid type covering the floor, or it can be displayed in other reasonable ways.
[0084] In one case, the method for constructing game virtual objects further includes: rendering and displaying virtual objects in all construction layers below the current construction layer with a third transparency in the game scene; rendering and displaying virtual objects in all construction layers above the current construction layer with a fourth transparency in the game scene, wherein the first transparency is higher than the third transparency and the fourth transparency.
[0085] For example, the first transparency can be set to 1, i.e., opaque; the third transparency can be set to 0.5, i.e., semi-transparent; and the fourth transparency can be set to 0, i.e., fully transparent. It can be understood that all virtual objects in the current construction layer are rendered and fully displayed, virtual objects in all construction layers below the current construction layer are rendered and semi-transparently displayed, and virtual objects in all construction layers above the current construction layer are not displayed. All virtual objects in the current construction layer are fully displayed to facilitate game players to build the current construction layer; all virtual objects in the lower layers are semi-transparently displayed to facilitate game players to see the overall layout of the built buildings; all virtual objects in the upper layers are not displayed to avoid virtual objects in the upper layers affecting the construction of the current construction layer. Among them, the third transparency and the fourth transparency can also be set to other values, but in any case, the first transparency is set lower than the third transparency and the fourth transparency. It should be noted that the setting of the transparency is explained by taking a bird's-eye view as an example.
[0086] like Figure 2b As shown, in the main display area 210, the first construction area of the current construction layer 211 and all virtual objects in the current construction layer 211 are fully displayed without transparency, so that the game player can clearly understand the construction status of the current construction layer 211. All the construction layers 212 below the current construction layer are displayed semi-transparently. It should be noted that Figure 2b This is just an example. In order to more clearly distinguish the current construction layer 211 and all the lower layers 212 of the current construction layer in the figure, the virtual objects in all the lower construction layers 212 of the current construction layer are represented by dotted lines. In practice, only semi-transparent display can be used without dotted lines. For another example, in the figure, the virtual objects (including multiple objects) do not fill the main display area 210, but in actual situations, the virtual objects (including multiple objects) generally fill the entire main display area 210. Figure 2a The multiple areas with numbers in the middle and the corresponding multiple controls can be displayed on the main display area 210.
[0087] In the embodiment of the present application, multi-layer construction can be realized, so the constructed building may include multiple construction layers. In one case, the method for constructing a virtual object in a game further includes: when it is detected that the first construction area of the current construction layer is displayed for the first time in the game scene, or when it is detected that construction is performed in the first construction area of the current construction layer for the first time, generating a level identification of the current construction layer; and displaying the level identification of the current construction layer in a preset first display area on the graphical user interface.
[0088] It can be understood that when it is detected that the first construction area of the current construction layer is displayed for the first time in the game scene, it means that the current construction layer already exists, and the level identification of the current construction layer is generated; or when it is detected that the first construction is performed in the first construction area of the current construction layer, the level identification of the current construction layer is generated. Specifically, the position of the current camera follower body can be obtained, and the level identification of the current construction layer can be determined according to the position of the camera follower body and the existing adjacent levels. For example, the position and level identification corresponding to the existing adjacent levels are obtained, the level height is obtained, and the position of the camera follower body is obtained; according to the position of the camera follower body, the position corresponding to the adjacent levels, the level identification and the level height, it is determined which level the current construction layer belongs to, and the level identification of the level is generated. Among them, the level identification can be expressed in various forms, such as G, 1F, 2F, etc., indicating the negative first floor, the first floor, the second floor, etc. of the building. After the level identification of the current construction layer is generated, the level identification is displayed in the preset first display area on the graphical user interface. By generating the level identification of the current construction layer, it is determined according to the level identification to which level the current construction layer belongs.
[0089] like Figure 2a As shown, the preset first display area may be a level display area 232. The level mark of the current construction layer, such as "2F", is displayed on the level display area 232, and an eye is also displayed, indicating that the current construction layer seen on the graphical user interface is 2F. It should be noted that after the level mark of the current construction layer is generated, the level mark of the current construction layer is also displayed on another area on the graphical user interface 200, namely, the level switching area 240.
[0090] In one case, the preset first display area may also be the level switching area 240. If the level identification of the current construction layer is generated, the level identification of the current construction layer is displayed on the level switching area 240. In this case, the level identification of the current construction layer displayed on the level switching area 240 will be highlighted, such as by highlighting it in a different color, or by enlarging and highlighting the level identification.
[0091] In one case, the method for constructing a virtual object in a game further includes: displaying at least one level identifier on a graphical user interface, wherein the at least one level identifier corresponds to at least one construction layer in a game scene, wherein the level identifier is configured to respond to a touch operation to adjust the virtual camera to a corresponding position to present an area of the construction layer corresponding to the touched level identifier.
[0092] like Figure 2aAs shown, three level marks are displayed on the level switching area 240 on the graphical user interface: G, 1F, and 2F. The three level marks correspond to the three building layers in the game scene: negative first floor, first floor, and second floor. For example, when a touch operation on the level mark "1F" is detected, the virtual camera is adjusted to the area of the "first floor" building layer corresponding to "1F". In this way, the virtual camera is adjusted to the area of the building layer corresponding to the level mark through the touch operation of the level mark.
[0093] Figure 4 : is a flow chart of a method for constructing a game virtual object provided by an embodiment of the present application, the method comprising the following steps:
[0094] 401, in response to a construction instruction for at least one virtual object, construct the virtual object in a first construction area in a current construction layer in a game scene, wherein the construction layer is an area formed by game spaces at the same height as the game scene.
[0095] 402. Obtain extended parameters of the virtual object, where the extended parameters include a height parameter.
[0096] 403, according to the extended parameters, generating a new construction area adjacent to the virtual object at a position corresponding to the height parameter in the game scene to form a new construction layer, wherein the new construction layer and the current construction layer where the first construction area is located are located at a different construction layer.
[0097] 404 , displaying the newly added construction area, so as to construct a virtual object in the newly added construction area.
[0098] Among them, steps 401 to 404 correspond one-to-one to steps 101 to 104 in the above text. Please refer to the corresponding description in the above text for details, and no further details will be given here.
[0099] 405. Display at least one level identifier on the graphical user interface, wherein the at least one level identifier corresponds to at least one construction layer in the game scene, wherein the level identifier is configured to respond to a touch operation to adjust the virtual camera to a corresponding position to present an area of the construction layer corresponding to the touched level identifier.
[0100] For example, at least one level of identification may be displayed in a preset second display area on a graphical user interface. In an embodiment of the present application, the preset second display area and the preset first display area may be the same or different. Figure 2a As shown, the preset second display area may be a level switching area 240 , and at least one level mark is displayed in the level switching area 240 .
[0101] For example, the current level switching area 240 includes level identifiers of all currently constructed layers, such as level identifiers G, 1F, 2F, etc.
[0102] It should be noted that if the building currently under construction has a lot of floors and a lot of levels, then not so many level identifiers can be displayed in the preset second display area. In this case, the corresponding steps include: detecting the number of level identifiers of all current layers, and if it exceeds the preset number, obtaining the level identifier of the current construction layer; displaying a preset number of level identifiers near the level identifier of the current construction layer in the preset second display area on the graphical user interface; if it does not exceed the preset number, displaying the level identifiers of all constructed layers in the preset second display area on the graphical user interface. It should be noted that in this case, a control that can display the level identifiers of all current layers can also be provided in the preset second display area, and by triggering the control, the level identifiers of all current layers can be displayed.
[0103] 406 , when a level switching instruction triggered based on the level identifier is detected, a target level identifier corresponding to the level switching instruction is obtained.
[0104] The level switching instruction is triggered based on the touch operation of the level mark, and the level mark is displayed on the level display control on the preset second display area. Triggering the level display control generates the level switching instruction. There are many ways to trigger the level display control. For details, please refer to the content of the trigger mode switching control above.
[0105] When a level switching instruction triggered based on a level identifier is detected, a target level identifier corresponding to the level switching instruction is obtained, that is, the level identifier displayed on the level display control corresponding to the generated level switching instruction is obtained.
[0106] Please see Figure 2a , a plurality of hierarchical display controls 241 are displayed on the preset second display area, i.e., the hierarchical switching area 240, and any hierarchical display control 241 is triggered to generate a hierarchical switching instruction, and when the hierarchical switching instruction is detected, the hierarchical identification displayed on the triggered hierarchical display control is obtained, such as hierarchical identification 1F. The hierarchical switching instruction can be triggered by touching the hierarchical identification.
[0107] 407, according to the target building layer identifier and the layer identifier of the current building layer, control the virtual camera to move from the current building layer to the target building layer corresponding to the target layer identifier, so as to switch the displayed area of the current building layer to the area of the target building layer in the game scene.
[0108] The camera follower volume has been mentioned above, and here is a further explanation of the camera follower volume. When switching from the game's player mode to the build editing mode, an invisible camera follower volume will be generated, and the virtual camera will move, rotate, and scale based on this camera follower volume.
[0109] Specifically, the implementation principles of the virtual camera based on the movement, rotation, and scaling of the camera following body are as follows:
[0110] Move: Display a virtual joystick on the graphical user interface (such as Figure 2a When a second control operation of the game player on the virtual joystick is detected, the camera following body is controlled to be translated / moved, and the virtual camera follows the movement of the camera following body, thereby achieving the purpose of translating / moving the virtual camera; the second control operation will be explained below;
[0111] Rotation: On the graphical user interface, when it is detected that the game player slides a single finger on the area where the control is not located on the graphical user interface, the virtual camera is controlled to rotate with the camera follower as the center; or when the game player's third control operation on the virtual joystick is detected, the virtual camera is controlled to rotate with the camera follower as the center;
[0112] Zoom: On the graphical user interface, when it is detected that the game player slides two fingers outward or inward at the same time, the virtual camera changes the distance between the virtual camera and the camera following body with the camera following body as the center, thereby achieving a zooming effect.
[0113] It can be understood that since the virtual camera moves with the camera following body, when the camera following body moves, the virtual camera will move with the camera following body, thereby making the virtual camera move. In the following, controlling the movement of the virtual camera is achieved by controlling the movement of the camera following body of the virtual camera. Since the relative position of the virtual camera and the camera following body is fixed, the corresponding implementation scheme will be directly described with the virtual camera in the following.
[0114] Specifically, step 407 includes: determining the vertical displacement of the virtual camera according to the target level identifier and the level identifier of the current building layer; and controlling the virtual camera to move from the current position of the current building layer to the preset position of the target building layer corresponding to the target level identifier according to the displacement, so as to switch the displayed area of the current building layer to the area of the target building layer in the game scene. It can be understood that when it is necessary to switch from the area of the current building layer to the area of the target building layer, the virtual camera is controlled to translate upward / downward with the Y-axis coordinate in the world coordinate system, so as to achieve switching between levels.
[0115] In each building layer, the virtual camera has a default position. Generally, when entering a building layer, the virtual camera will be at the default position of the building layer. Therefore, controlling the virtual camera to move from the current position of the current building layer to the preset position of the target building layer is to control the virtual camera to move from the current position of the current building layer to the default position of the target building layer.
[0116] Furthermore, the step of determining the longitudinal movement displacement of the virtual camera according to the target building layer identifier and the level identifier of the current building layer includes: determining the level difference between the current building layer and the target building layer, and obtaining the layer height of each layer; determining the longitudinal movement displacement between the current position of the current building layer and the preset position of the target building layer according to the level difference and the layer height.
[0117] If the current building layer is 2F and the target building layer is G, the level difference is determined to be 2, and then the longitudinal displacement between the current position of the current building layer and the preset position of the target building layer is determined based on the level difference and the layer height.
[0118] Figure 5a and Figure 5b A schematic diagram of a virtual camera during a level switching process provided in an embodiment of the present application. Figure 5a In the example, the virtual camera is located at the current position 502 of the current construction layer 501, and the current construction layer 501 is 1F. When the level switching instruction is received, the target construction layer 503 corresponding to the determined target level identifier is 2F, and the virtual camera is at the camera position 504 of the target construction layer. The relative position relationship between the camera follower and the virtual camera is determined. After the position of the camera follower is determined, the relative position of the virtual camera is also determined. The final effect is to control the virtual camera to move from the current position 502 of the current construction layer 501 to the camera position 504 corresponding to the target construction layer 503.
[0119] In some cases, when the virtual camera is controlled to move from the current position of the current construction layer to the preset position of the target construction layer corresponding to the target level mark, the transition can be performed smoothly. Furthermore, according to the moving displacement, the step of controlling the virtual camera to move from the current position of the current construction layer to the preset position of the target construction layer corresponding to the target level mark includes: determining the interpolation displacement in the longitudinal direction between the current position of the current construction layer and the preset position of the target construction layer according to the moving displacement; according to the interpolation displacement, controlling the virtual camera to move smoothly from the current position of the current construction layer to the preset position of the target construction layer corresponding to the target level mark. In this way, interpolation movement is performed according to the interpolation displacement to achieve the effect of smooth movement. Specifically, the Y-axis coordinate of the camera follower body is smoothly moved, and finally the purpose of moving the virtual camera in the Y direction is achieved.
[0120] Among them, according to the moving displacement, the interpolation displacement in the longitudinal direction between the current position of the current building layer and the preset position of the target building layer is determined, which can be achieved by calling the interpolation function. Specifically, the interpolation position can be obtained by y=Lerp(y, N*layer height), where N represents the level difference between the current building layer and the target building layer, Lerp is the interpolation function, y is the current position, and N*layer height is the preset position of the target building layer. Furthermore, Lerp can also include interpolation time parameters, such as calculating the interpolation displacement based on the transition time.
[0121] Figure 5c This is an example diagram of smooth movement provided by the embodiment of the present application. Figure 5c It can be seen that the virtual camera moves from the current position 502 of the current construction layer 501 to the camera position 504 corresponding to the target construction layer 503, and also moves a plurality of different interpolation positions 505.
[0122] This embodiment further implements that when a level switching instruction is received, the target level identifier corresponding to the level switching instruction is obtained, and the displayed current construction layer is switched to the target construction layer corresponding to the target level identifier in the game scene. This embodiment not only realizes the generation of a new construction area of the current construction layer or a non-current construction layer according to a virtual object, thereby realizing multi-layer construction; it also realizes that when building multiple layers, the current construction layer can be switched to other layers according to the level identifier, which greatly improves the degree of freedom and game experience.
[0123] Figure 6 : is a flow chart of a method for constructing a game virtual object provided by an embodiment of the present application, the method comprising the following steps:
[0124] 601, in response to a construction instruction for at least one virtual object, construct the virtual object in a first construction area in a current construction layer in a game scene, wherein the construction layer is an area formed by game spaces at the same height as the game scene.
[0125] 602. Obtain extended parameters of the virtual object, where the extended parameters include a height parameter.
[0126] 603. Generate a new construction area adjacent to the virtual object at a position corresponding to the height parameter in the game scene according to the extended parameter to form a new construction layer, wherein the new construction layer is located at a different construction layer from the current construction layer where the first construction area is located.
[0127] 604 , displaying the newly added construction area, so as to construct a virtual object in the newly added construction area.
[0128] Among them, steps 601 to 604 correspond one-to-one to steps 101 to 104 in the above text. Please refer to the corresponding description in the above text for details, and no further details will be given here.
[0129] 605, display a virtual joystick on the graphical user interface.
[0130] like Figure 2a As shown, a virtual joystick 250 is displayed at the lower left of the graphical user interface.
[0131] 606 , obtaining a first control operation for the virtual joystick, and determining a target building layer corresponding to the first control operation.
[0132] After detecting the first control operation of the game player on the virtual joystick, the first control operation on the virtual joystick is obtained. The first control operation may be a touch double-click operation of double-clicking two relative direction buttons on the virtual joystick, and the second control operation may also be other control operations on the virtual joystick. The embodiment of the present application takes the touch double-click operation of double-clicking two relative direction buttons on the virtual joystick as an example for explanation, such as the two relative directions are "<" and ">" (not shown in the figure).
[0133] After obtaining the first control operation for the virtual joystick, determine the target construction layer corresponding to the first control operation. For example, if the first control operation is set to trigger "<", the area of the previous construction layer needs to be displayed in the game scene; if the first control operation is set to trigger ">", the area of the next construction layer needs to be displayed in the game scene. In this way, if the first control operation is double-clicking the "<" on the virtual joystick, the target construction layer corresponding to the first control operation is determined to be the previous construction layer of the current construction layer; if the first control operation is double-clicking the ">" on the virtual joystick, the target construction layer corresponding to the first control operation is determined to be the next construction layer of the current construction layer.
[0134] 607, controlling the virtual camera to move from the current construction layer currently displayed in the game scene to the target construction layer, so as to switch the area of the displayed current construction layer to the area of the target construction layer in the game scene.
[0135] Specifically, the step of controlling the virtual camera to move from the current construction layer currently displayed in the game scene to the target construction layer includes: determining the longitudinal movement displacement of the virtual camera according to the target construction layer and the current construction layer currently displayed in the game scene; and controlling the virtual camera to move from the current position of the current construction layer to the preset position of the target construction layer according to the movement displacement.
[0136] Among them, the step of determining the longitudinal movement displacement of the virtual camera according to the target building layer and the current building layer currently displayed in the game scene includes: determining the level difference between the currently displayed current building layer and the target building layer, and obtaining the layer height of each layer; determining the longitudinal movement displacement between the current position of the current building layer and the preset position of the target building layer according to the level difference and the layer height.
[0137] Among them, the step of controlling the virtual camera to move from the current position of the current construction layer to the preset position of the target construction layer according to the movement displacement includes: determining the longitudinal interpolation displacement between the current position of the current construction layer currently displayed and the preset position of the target construction layer according to the movement displacement; and controlling the virtual camera to move smoothly from the current position of the current construction layer currently displayed to the preset position of the target construction layer according to the interpolation displacement.
[0138] Specifically, the principle of controlling the virtual camera to move from the current construction layer currently displayed in the game scene to the target construction layer can be found in the corresponding description above. This embodiment uses a virtual joystick to achieve movement between levels.
[0139] In one case, the method for constructing a virtual object in the game also includes: obtaining a second control operation for a virtual joystick, and determining a translation parameter of a virtual camera based on the second control operation; in a current construction layer currently displayed in the game scene, controlling the virtual camera to move from a current position currently displayed to a translation position corresponding to the translation parameter.
[0140] Among them, the second control operation can be a touch click operation of clicking the four direction buttons on the virtual joystick to control the camera follower to translate / move in the four directions corresponding to the four direction buttons on the current construction layer; the second control operation can also be other control operations.
[0141] A second control operation for the virtual joystick is obtained, and a translation parameter of the virtual camera is determined according to the second control operation, wherein the translation parameter includes a translation displacement, wherein the translation displacement may be preset displacement data, and the translation displacement may also be determined according to other methods.
[0142] In the current construction layer currently displayed in the game scene, the virtual camera is controlled to move from the current position currently displayed to the translation position corresponding to the translation parameter, so as to realize the translation in the current construction layer through the virtual joystick.
[0143] In the method for constructing a virtual object in the game, the method also includes: obtaining a third control operation for the virtual joystick, and determining a rotation parameter of the virtual camera according to the third control operation; in the current construction layer currently displayed in the game scene, controlling the virtual camera to rotate from the current position currently displayed to the rotation position corresponding to the rotation parameter.
[0144] The third control operation may be a sliding operation on the virtual joystick, the angle corresponding to the sliding operation is the rotation angle, the direction corresponding to the sliding operation is the rotation direction, and the rotation angle and the rotation direction are used as rotation parameters of the virtual camera. In the current construction layer currently displayed in the game scene, the virtual camera is controlled to rotate from the current position currently displayed to the rotation position corresponding to the rotation parameter, so as to realize the rotation in the current construction layer through the virtual joystick.
[0145] This embodiment specifically describes controlling the movement of the virtual camera through a virtual joystick, which is two different implementation schemes from controlling the movement of the virtual camera through a hierarchical identifier in the above text.
[0146] It should be noted that the construction perspective in the construction editing mode in the above method embodiment can be a bird's-eye view, or other reasonable perspectives. The present application takes the bird's-eye view as an example for explanation.
[0147] In one case, when it is detected that the game player switches from the player mode of the game to the construction editing mode, it is necessary to switch from the player perspective of the game player to the construction perspective (top-down perspective) of the construction editing mode.
[0148] It should be noted that when switching to the construction editing mode, the camera follower is at the feet of the character corresponding to the game player by default. Therefore, if you want to achieve a bird's-eye view, you need to raise the camera position of the virtual camera.
[0149] Specifically, the method for constructing virtual objects in a game also includes: when switching from a player mode of the game to a construction and editing mode, obtaining first camera information of the virtual camera in the player mode before the switch; obtaining second camera information of the virtual camera preset in the construction and editing mode; and moving the virtual camera from a first position corresponding to the first camera information to a second position corresponding to the second camera information.
[0150] The first camera information corresponds to the first position, and the second camera information corresponds to the second position. The first position includes the first position point information and the first rotation information, and the second position includes the second position point information and the second rotation information. The first position point and the second position point can be understood as the position point of the virtual camera, and the first rotation information and the second rotation information can be understood as the rotation angle of the virtual camera in the current scene and other information.
[0151] In one case, the virtual camera can be directly moved from the first position to the second position. In some cases, smooth movement can be performed to improve user experience.
[0152] Furthermore, the step of moving the virtual camera from a first position corresponding to the first camera information to a second position corresponding to the second camera information includes: determining an interpolation position between the first position and the second position; and smoothly moving the virtual camera from the first position corresponding to the first camera information to the second position corresponding to the second camera information according to the interpolation position.
[0153] Further, the step of determining the interpolation position between the first position and the second position includes: obtaining the transition time from the first position to the second position; determining the position point interpolation according to the first position point information in the first position, the second position point information in the second position and the transition time; determining the rotation interpolation according to the first rotation information in the first position, the second rotation information in the second position and the transition time; using the position point interpolation and the rotation interpolation as the interpolation position between the first position and the second position. It can be understood that the position points are interpolated and the rotation is interpolated respectively to achieve smooth movement of both the position and the rotation angle.
[0154] Figure 7a A schematic diagram of a first position and a second position of a virtual camera provided in an embodiment of the present application. Figure 7a The scene shown is a switch from the player mode of the game to the construction editing mode of the game. The first position 701 is the position of the virtual camera in the player's perspective, and the second position 702 is the position of the virtual camera in the construction editing mode. When the character switches from the player mode to the construction editing mode, the player's perspective needs to be switched to a bird's-eye view, so the position of the virtual camera needs to be raised. Figure 7a It can be seen that the distance between the first position 701 and the first construction area 705 is smaller than the distance between the second position 702 and the first construction area 705 .
[0155] In one case, when it is detected that the game player switches from the construction editing mode of the game to the player mode, it is necessary to switch from the construction perspective (top view perspective) of the construction editing mode to the player perspective. Figure 2a As shown, there is a mode switching control 233 in the upper left corner. Triggering the mode switching control 233 means switching from the construction and editing mode of the game to the player mode.
[0156] Since the camera position of the virtual camera is raised in the construction editing mode, the camera needs to be restored when switching from the construction editing mode to the player mode.
[0157] Specifically, the method for constructing a game virtual object further includes: when switching from the construction editing mode of the game to the player mode, obtaining the third camera information of the virtual camera in the construction editing mode before the switch; obtaining the fourth camera information of the virtual camera in the player mode; and moving the virtual camera from the third position corresponding to the third camera information to the fourth position corresponding to the fourth camera information. The fourth camera information of the virtual camera in the player mode may be the camera information corresponding to when entering the construction editing mode from the player mode, or may be a default camera information.
[0158] The third position includes third position point information and third rotation information, and the fourth position includes fourth position point information and fourth rotation information.
[0159] For the specific implementation method, please refer to the corresponding content when switching from the game player mode to the construction editing mode above, which will not be repeated here.
[0160] Figure 7b A schematic diagram of the third position and the fourth position of the virtual camera provided in an embodiment of the present application. Figure 7b The scene shown is a switch from the player mode of the game to the construction editing mode of the game. Among them, the third position 703 is the position of the virtual camera in the construction editing mode, and the fourth position 704 is the position of the virtual camera in the player mode. When the character switches from the construction editing mode to the player mode, the position of the virtual camera needs to be lowered because the player's perspective needs to be switched from the top view. Figure 7b It can be seen that the distance between the third position 703 and the first construction area 705 is smaller than the distance between the fourth position 704 and the first construction area 705 .
[0161] It should be noted that Figure 5a , Figure 5b , Figure 5c , Figure 7a , Figure 7b The four lines emitted by the virtual camera in are the four lines that determine the near plane of the perspective projection of the virtual camera.
[0162] The above method embodiment designs a set of reasonable virtual camera transition methods to enhance the game player's building experience from a bird's-eye view.
[0163] It should be noted that all the above technical solutions can be combined in any way to form optional embodiments of the present application, which will not be described one by one here.
[0164] In order to better implement the method for constructing a game virtual object in the embodiment of the present application, the embodiment of the present application also provides a device for constructing a game virtual object. Figure 8 , Figure 8The schematic diagram of the structure of the game virtual object construction device provided in the embodiment of the present application is as follows. The game virtual object construction device may include a construction module 801 , a parameter acquisition module 802 , an expansion module 803 and a display module 804 .
[0165] The construction module 801 is used to respond to a construction instruction for at least one virtual object and construct the virtual object in a first construction area in a current construction layer in the game scene, wherein the construction layer is an area composed of game spaces at the same height as the game scene.
[0166] The acquisition module 802 is used to acquire extended parameters of the virtual object, where the extended parameters include a height parameter.
[0167] The acquisition module 802 is specifically used to acquire the attribute value of the virtual object; and determine the extended parameters of the virtual object according to the attribute value.
[0168] The expansion module 803 is used to generate a new construction area adjacent to the virtual object at a position corresponding to the height parameter in the game scene according to the expansion parameter to form a new construction layer, wherein the new construction layer and the current construction layer where the first construction area is located are located at a different construction layer.
[0169] Among them, the extension parameters of the virtual object also include the dependent virtual objects and the extended network type of the virtual object. The extension module 803 is specifically used to determine the extended direction of the virtual object according to the relative position relationship between the dependent virtual objects and the virtual object; according to the extended direction and the extended grid type, a new construction area adjacent to the virtual object is generated at a position corresponding to the height parameter in the game scene to form a new construction layer.
[0170] When the expansion direction is above the virtual object, the expansion module 803, when executing the step of generating a new construction area adjacent to the virtual object at a position at a height corresponding to the height parameter in the game scene according to the expansion direction and the expansion grid type to form a new construction layer, specifically executes: according to the expansion grid type, generating a new construction area adjacent to the virtual object at a position at a height corresponding to the height parameter above the virtual object in the game scene to form a new construction layer, and the new construction layer is located above the current construction layer where the first construction area is located.
[0171] When the expansion direction is below the virtual object, the expansion module 803, when executing the step of generating a new construction area adjacent to the virtual object at a position at a height corresponding to the height parameter in the game scene according to the expansion direction and the expansion grid type to form a new construction layer, specifically executes: according to the expansion grid type, generating a new construction area adjacent to the virtual object at a position at a height corresponding to the height parameter below the virtual object in the game scene to form a new construction layer, and the new construction layer is located below the current construction layer where the first construction area is located.
[0172] In one case, the expansion module 803 is further used to generate, according to the expansion parameters, a newly added construction area adjacent to the virtual object at a position adjacent to the side of the virtual object in the game scene, and the newly added construction area and the first construction area belong to construction areas of the same construction layer. Specifically, according to the expansion grid type, a newly added construction area adjacent to the virtual object is generated at a position adjacent to the side of the virtual object in the game scene, and the newly added construction area and the first construction area belong to construction areas of the same construction layer.
[0173] The display module 804 is used to display the newly added construction area so as to construct a virtual object on the newly added construction area.
[0174] The display module 804 is specifically used to render and display virtual objects with a first transparency and render and display a newly added construction area with a second transparency in the game scene.
[0175] The display module 804 is also used to render and display virtual objects in all lower construction layers of the current construction layer with a third transparency in the game scene; render and display virtual objects in all upper construction layers of the current construction layer with a fourth transparency in the game scene; the first transparency is higher than the third transparency and the fourth transparency.
[0176] In one embodiment, the game virtual object construction device further includes a generation module. The generation module is used to generate a level identification of the current construction layer when it is detected that the first construction area of the current construction layer is displayed for the first time in the game scene, or when it is detected that construction is performed in the first construction area of the current construction layer for the first time. The display module 804 is also used to display the level identification of the current construction layer in a preset first display area on the graphical user interface.
[0177] In one case, the display module 804 is also used to display at least one level identifier in a preset second display area on the graphical user interface, and the at least one level identifier corresponds to at least one construction layer in the game scene, wherein the level identifier is configured to respond to a touch operation to adjust the virtual camera to a corresponding position to present an area of the construction layer corresponding to the touched level identifier.
[0178] Fig. 9 A schematic diagram of the structure of a game virtual object construction device provided in an embodiment of the present application. Fig. 9 and Figure 8 The difference is that the game virtual object construction device also includes an identification acquisition module 805 and a movement module 806.
[0179] The identifier acquisition module 805 is used to acquire the target layer identifier corresponding to the layer switching instruction when a layer switching instruction triggered by the layer identifier is detected.
[0180] The moving module 806 is used to control the virtual camera to move from the current construction layer to the target construction layer corresponding to the target layer identifier according to the target layer identifier and the layer identifier of the current construction layer currently displayed in the game scene, so as to switch the area of the current construction layer displayed in the game scene to the area of the target construction layer.
[0181] Specifically, the moving module 806 is specifically used to determine the longitudinal movement displacement of the virtual camera according to the target level identifier and the level identifier of the current building layer currently displayed in the game scene; according to the movement displacement, control the virtual camera from the current position of the current building layer to the preset position of the target building layer corresponding to the target level identifier.
[0182] Among them, the moving module 806, when executing the step of controlling the virtual camera to move from the current position of the current construction layer to the preset position of the target construction layer corresponding to the target level identifier according to the moving displacement, specifically executes: determining the longitudinal interpolation displacement between the current position of the current construction layer and the preset position of the target construction layer according to the moving displacement; and controlling the virtual camera to move smoothly from the current position of the current construction layer to the preset position of the target construction layer corresponding to the target level identifier according to the interpolation displacement.
[0183] Among them, the moving module 806, when executing the step of determining the longitudinal movement displacement of the virtual camera according to the target layer identifier and the layer identifier of the current building layer currently displayed in the game scene, specifically executes: determining the layer difference between the current building layer and the target building layer, and obtaining the layer height of each layer; determining the longitudinal movement displacement between the current position of the current building layer and the preset position of the target building layer according to the layer difference and the layer height.
[0184] In one embodiment, the game virtual object construction device further includes an operation acquisition module. The display module 804 is further used to display a virtual joystick on the graphical user interface. The operation acquisition module is used to acquire a first control operation for the virtual joystick and determine a target construction layer corresponding to the first control operation. The movement module 806 is further used to control the virtual camera to move from the current construction layer currently displayed in the game scene to the target construction layer, so as to switch the displayed area of the current construction layer to the area of the target construction layer in the game scene.
[0185] In one embodiment, the game virtual object construction device further includes: a camera acquisition module. The camera acquisition module is used to obtain the first camera information of the virtual camera in the player mode before switching to the construction editing mode; and obtain the second camera information of the virtual camera preset in the construction editing mode. The moving module 806 is also used to move the virtual camera from the first position corresponding to the first camera information to the second position corresponding to the second camera information.
[0186] In this case, the moving module 806 is specifically used to determine the interpolation position between the first position and the second position; and smoothly move the virtual camera from the first position corresponding to the first camera information to the second position corresponding to the second camera information according to the interpolation position.
[0187] Among them, the first position includes first position point information and first rotation information, and the second position includes second position point information and second rotation information. When the moving module 806 executes the step of determining the interpolation position between the first position and the second position, it specifically executes: obtaining the transition time from the first position to the second position; determining the position point interpolation according to the first position point information in the first position, the second position point information in the second position and the transition time; determining the rotation interpolation according to the first rotation information in the first position, the second rotation information in the second position and the transition time; and using the position point interpolation and the rotation interpolation as the interpolation position between the first position and the second position.
[0188] In one embodiment, the camera acquisition module of the game virtual object construction device is further used to obtain the third camera information of the virtual camera in the construction editing mode before switching to the player mode; and obtain the fourth camera information of the virtual camera in the player mode. The moving module 806 is also used to move the virtual camera from the third position corresponding to the third camera information to the fourth position corresponding to the fourth camera information.
[0189] The game virtual object construction device provided in the embodiment of the present application, when implemented, the above modules can be implemented as independent entities, or can be arbitrarily combined and implemented as the same or several entities. The specific implementation process of the above device and each module, as well as the beneficial effects achieved, can refer to the corresponding description in the aforementioned method embodiment applied to a computer device, and for the convenience and brevity of description, it will not be repeated here.
[0190] Accordingly, the present application embodiment also provides a computer device. Fig.10 As shown, Fig.10 A schematic diagram of the structure of a computer device provided in an embodiment of the present application. The computer device 900 includes a processor 901 having one or more processing cores, a memory 902 having one or more computer-readable storage media, and a computer program stored in the memory 902 and executable on the processor. The processor 901 is electrically connected to the memory 902. It will be understood by those skilled in the art that the computer device structure shown in the figure does not constitute a limitation on the computer device, and may include more or fewer components than shown in the figure, or combine certain components, or arrange the components differently.
[0191] The processor 901 is the control center of the computer device 900. It uses various interfaces and lines to connect the various parts of the entire computer device 900, executes various functions of the computer device 900 and processes data by running or loading software programs and / or modules stored in the memory 902, and calling data stored in the memory 902, thereby monitoring the computer device 900 as a whole.
[0192] In the embodiment of the present application, the processor 901 in the computer device 900 will load instructions corresponding to the processes of one or more application programs into the memory 902 according to the following steps, and the processor 901 will run the application programs stored in the memory 902 to implement various functions:
[0193] In response to a construction instruction for at least one virtual object, the virtual object is constructed in a first construction area in a current construction layer in a game scene, wherein the construction layer is an area composed of game spaces at the same height as the game scene; extended parameters of the virtual object are obtained, wherein the extended parameters include a height parameter; according to the extended parameters, a new construction area adjacent to the virtual object is generated at a position in the game scene at a height corresponding to the height parameter to form a new construction layer, wherein the new construction layer is located at a different construction layer from the current construction layer where the first construction area is located; and the new construction area is displayed to construct the virtual object on the new construction area.
[0194] The specific implementation of the above operations can be found in the previous embodiments, which will not be described in detail here.
[0195] Optional, such as Fig.10 As shown, the computer device 900 further includes: a touch screen 903, a radio frequency circuit 904, an audio circuit 905, an input unit 906, and a power supply 907. The processor 901 is electrically connected to the touch screen 903, the radio frequency circuit 904, the audio circuit 905, the input unit 906, and the power supply 907. Those skilled in the art can understand that the computer device structure shown in the figure does not constitute a limitation on the computer device, and may include more or less components than shown in the figure, or combine certain components, or arrange the components differently.
[0196] The touch display screen 903 can be used to display a graphical user interface and receive operation instructions generated by the user acting on the graphical user interface. The touch display screen 903 may include a display panel and a touch panel. Among them, the display panel may be used to display information input by the user or information provided to the user and various graphical user interfaces of the computer device, and these graphical user interfaces may be composed of graphics, text, icons, videos and any combination thereof. Optionally, the display panel may be configured in the form of a liquid crystal display (LCD, Liquid Crystal Display), an organic light emitting diode (OLED, Organic Light-Emitting Diode) and the like. The touch panel may be used to collect the user's touch operation on or near it (such as the user using any suitable object or attachment such as a finger, a stylus, etc. on the touch panel or near the touch panel), and generate corresponding operation instructions, and the operation instructions execute corresponding programs. Optionally, the touch panel may include two parts, a touch detection device and a touch controller. Among them, the touch detection device detects the user's touch orientation, detects the signal brought by the touch operation, and transmits the signal to the touch controller; the touch controller receives the touch information from the touch detection device, converts it into the touch point coordinates, and then sends it to the processor 901, and can receive the command sent by the processor 901 and execute it. The touch panel can cover the display panel. When the touch panel detects a touch operation on or near it, it is transmitted to the processor 901 to determine the type of touch event, and then the processor 901 provides a corresponding visual output on the display panel according to the type of touch event. In an embodiment of the present application, the touch panel and the display panel can be integrated into the touch display screen 903 to realize the input and output functions. However, in some embodiments, the touch panel and the touch panel can be used as two independent components to realize the input and output functions. That is, the touch display screen 903 can also be used as a part of the input unit 906 to realize the input function.
[0197] In the embodiment of the present application, the processor 901 executes the game application to generate a graphical user interface on the touch screen 903. The touch screen 903 is used to present the graphical user interface and receive operation instructions generated by the user acting on the graphical user interface.
[0198] The radio frequency circuit 904 may be used to send and receive radio frequency signals, so as to establish wireless communication with a network device or other computer devices through wireless communication, and to send and receive signals between the network device or other computer devices.
[0199] The audio circuit 905 can be used to provide an audio interface between the user and the computer device through a speaker and a microphone. The audio circuit 905 can transmit the electrical signal converted from the received audio data to the speaker, which is converted into a sound signal for output; on the other hand, the microphone converts the collected sound signal into an electrical signal, which is received by the audio circuit 905 and converted into audio data, and then the audio data is output to the processor 901 for processing, and then sent to another computer device through the radio frequency circuit 904, or the audio data is output to the memory 902 for further processing. The audio circuit 905 may also include an earphone jack to provide communication between an external headset and the computer device.
[0200] The input unit 906 may be used to receive input numbers, character information or user feature information (such as fingerprint, iris, facial information, etc.), and generate keyboard, mouse, joystick, optical or trackball signal input related to user settings and function control.
[0201] The power supply 907 is used to supply power to various components of the computer device 900. Optionally, the power supply 907 can be logically connected to the processor 901 through a power management system, so that the power management system can manage charging, discharging, and power consumption. The power supply 907 can also include one or more DC or AC power supplies, recharging systems, power failure detection circuits, power converters or inverters, power status indicators, and other arbitrary components.
[0202] although Fig.10 Not shown, the computer device 900 may also include a camera, a sensor, a wireless fidelity module, a Bluetooth module, etc., which will not be described in detail here.
[0203] In the above embodiments, the description of each embodiment has its own emphasis. For parts that are not described in detail in a certain embodiment, reference can be made to the relevant descriptions of other embodiments.
[0204] A person of ordinary skill in the art will appreciate that all or part of the steps in the various methods of the above embodiments may be completed by instructions, or by controlling related hardware through instructions. The instructions may be stored in a computer-readable storage medium and loaded and executed by a processor.
[0205] To this end, an embodiment of the present application provides a computer-readable storage medium, in which a plurality of computer programs (instructions) are stored, and the computer program can be loaded by a processor to execute the steps in any of the game virtual object construction methods provided in the embodiments of the present application. For example, the computer program can execute the following steps:
[0206] In response to a construction instruction for at least one virtual object, the virtual object is constructed in a first construction area in a current construction layer in a game scene, wherein the construction layer is an area composed of game spaces at the same height as the game scene; extended parameters of the virtual object are obtained, wherein the extended parameters include a height parameter; according to the extended parameters, a new construction area adjacent to the virtual object is generated at a position in the game scene at a height corresponding to the height parameter to form a new construction layer, wherein the new construction layer is located at a different construction layer from the current construction layer where the first construction area is located; and the new construction area is displayed to construct the virtual object on the new construction area.
[0207] The specific implementation of the above operations can be found in the previous embodiments, which will not be described in detail here.
[0208] The storage medium may include: a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk, etc.
[0209] Since the computer program stored in the storage medium can execute the steps in any one of the game virtual object construction methods provided in the embodiments of the present application, the beneficial effects that can be achieved by any one of the game virtual object construction methods provided in the embodiments of the present application can be achieved. Please refer to the previous embodiments for details and will not be repeated here.
[0210] The above is a detailed introduction to a method, device, storage medium and computer equipment for constructing a game virtual object provided in an embodiment of the present application. Specific examples are used herein to illustrate the principles and implementation methods of the present application. The description of the above embodiments is only used to help understand the method of the present application and its core idea. At the same time, for technical personnel in this field, according to the idea of the present application, there will be changes in the specific implementation method and application scope. In summary, the content of this specification should not be understood as a limitation on the present application.
Claims
1. A method for constructing a game virtual object, characterized in that: include: Display at least one building layer, wherein the building layers include the current building layer; each building layer is an area formed by game spaces where the game scenes are at the same height or the same height range; each building layer has its own level identifier; In response to a construction instruction for at least one virtual object, construct the virtual object in a first construction area in the current construction layer; Acquire extended parameters of the virtual object, where the extended parameters include a height parameter; According to the extended parameter, a new construction area adjacent to the virtual object is generated at a position corresponding to the height parameter in the game scene to form a new construction layer, wherein the new construction layer and the current construction layer where the first construction area is located are located at a different construction layer; Displaying the newly added construction area to construct a virtual object on the newly added construction area; When a level switching instruction triggered by the level identifier is detected, a target level identifier corresponding to the level switching instruction is obtained; the target level identifier corresponds to a target building layer; The displayed area of the current construction layer is switched to the area of the target construction layer.
2. The method for constructing a game virtual object according to claim 1, characterized in that: The step of obtaining the extended parameters of the virtual object includes: Obtaining the attribute value of the virtual object; Determine an extended parameter of the virtual object according to the attribute value.
3. The method for constructing a game virtual object according to claim 1, characterized in that: The extended parameters of the virtual object also include the dependent virtual objects and the extended grid type of the virtual object; the step of generating a new construction area adjacent to the virtual object at a position corresponding to the height parameter in the game scene according to the extended parameters to form a new construction layer includes: Determining an extended orientation of the virtual object according to a relative positional relationship between the dependent virtual object and the virtual object; According to the expansion orientation and the expansion grid type, a new construction area adjacent to the virtual object is generated at a position corresponding to the height parameter in the game scene to form a new construction layer.
4. The method for constructing a game virtual object according to claim 3, characterized in that: The expansion direction includes the top of the virtual object; the step of generating a new construction area adjacent to the virtual object at a position corresponding to the height parameter in the game scene according to the expansion direction and the expansion grid type to form a new construction layer includes: According to the extended grid type, a new construction area adjacent to the virtual object is generated above the virtual object in the game scene at a position corresponding to the height parameter to form a new construction layer, and the new construction layer is located above the current construction layer where the first construction area is located.
5. The method for constructing a game virtual object according to claim 3, characterized in that: The expansion direction includes the bottom of the virtual object; the step of generating a new construction area adjacent to the virtual object at a position corresponding to the height parameter in the game scene according to the expansion direction and the expansion grid type to form a new construction layer includes: According to the extended grid type, a new construction area adjacent to the virtual object is generated below the virtual object in the game scene at a position corresponding to the height parameter to form a new construction layer, and the new construction layer is located below the current construction layer where the first construction area is located.
6. The method for constructing a game virtual object according to claim 1, characterized in that: After obtaining the extended parameters of the virtual object, the method further includes: According to the extended parameters, a new construction area adjacent to the virtual object is generated at a position adjacent to the virtual object on the surrounding side of the virtual object in the game scene, and the new construction area and the first construction area belong to the same construction layer.
7. The method for constructing a game virtual object according to claim 6, characterized in that: The extended parameters also include an extended grid type; The step of generating a newly added construction area adjacent to the virtual object at a position adjacent to the virtual object on the periphery of the virtual object in the game scene according to the extended parameters comprises: According to the extended grid type, a newly added construction area adjacent to the virtual object is generated at a position adjacent to the surrounding side of the virtual object in the game scene.
8. The method for constructing a game virtual object according to claim 1, characterized in that: The step of displaying the newly added construction area includes: The virtual object is rendered and displayed with a first transparency in the game scene, and the newly added construction area is rendered and displayed with a second transparency.
9. The method for constructing a game virtual object according to claim 8, characterized in that: Also includes: Rendering and displaying virtual objects in all lower construction layers of the current construction layer at a third transparency in the game scene; Rendering and displaying virtual objects in all upper construction layers of the current construction layer at a fourth transparency in the game scene; the first transparency is higher than the third transparency and the fourth transparency.
10. The method for constructing a game virtual object according to claim 1, characterized in that: The level mark is configured to respond to a touch operation to adjust the virtual camera to a corresponding position to present an area of the building layer corresponding to the touched level mark.
11. The method for constructing a game virtual object according to claim 1, characterized in that: Also includes: According to the target level identifier and the level identifier of the current construction layer currently displayed in the game scene, the virtual camera is controlled to move from the current construction layer to the target construction layer corresponding to the target level identifier, so as to switch the area of the current construction layer displayed in the game scene to the area of the target construction layer.
12. The method for constructing a game virtual object according to claim 11, characterized in that: The step of controlling the virtual camera to move from the current building layer to the target building layer corresponding to the target building layer identifier according to the target building layer identifier and the building layer identifier of the current building layer currently displayed in the game scene comprises: Determining the longitudinal movement displacement of the virtual camera according to the target level identifier and the level identifier of the current building layer currently displayed in the game scene; According to the movement displacement, the virtual camera is controlled to move from a current position of the current building layer to a preset position of the target building layer corresponding to the target level identifier.
13. The method for constructing a game virtual object according to claim 12, characterized in that: The step of controlling the virtual camera to move from the current position of the current building layer to the preset position of the target building layer corresponding to the target level identifier according to the movement displacement includes: Determine, according to the movement displacement, an interpolation displacement in the longitudinal direction between a current position of the current building layer and a preset position of the target building layer; According to the interpolation displacement, the virtual camera is controlled to move smoothly from the current position of the current building layer to the preset position of the target building layer corresponding to the target level identifier.
14. The method for constructing a game virtual object according to claim 12, characterized in that: The step of determining the longitudinal movement displacement of the virtual camera according to the target level identifier and the level identifier of the current building layer currently displayed in the game scene comprises: Determine the level difference between the current building layer and the target building layer, and obtain the height of each layer; The longitudinal displacement between the current position of the current construction layer and the preset position of the target construction layer is determined according to the layer level difference and the layer height.
15. The method for constructing a game virtual object according to claim 1, characterized in that: Also includes: Displaying a virtual joystick on the graphical user interface; Acquire a first control operation for the virtual joystick, and determine a target building layer corresponding to the first control operation; The virtual camera is controlled to move from the current construction layer currently displayed in the game scene to the target construction layer, so as to switch the area of the current construction layer displayed in the game scene to the area of the target construction layer.
16. The method for constructing a game virtual object according to claim 15, characterized in that: The step of controlling the virtual camera to move from the current construction layer currently displayed in the game scene to the target construction layer includes: Determining the longitudinal movement displacement of the virtual camera according to the target building layer and the current building layer currently displayed in the game scene; According to the movement displacement, the virtual camera is controlled to move from a current position of the current construction layer to a preset position of the target construction layer.
17. The method for constructing a game virtual object according to claim 15, characterized in that: Also includes: Acquire a second control operation for the virtual joystick, and determine a translation parameter of the virtual camera according to the second control operation; In the current construction layer currently displayed in the game scene, the virtual camera is controlled to move from the current position currently displayed to the translation position corresponding to the translation parameter.
18. The method for constructing a game virtual object according to claim 1, characterized in that: Also includes: When switching from the game player mode to the construction editing mode, obtain the first camera information of the virtual camera in the player mode before switching; Get the second camera information of the virtual camera preset in the build edit mode; The virtual camera is moved from a first position corresponding to the first camera information to a second position corresponding to the second camera information.
19. The method for constructing a game virtual object according to claim 18, characterized in that: The step of moving the virtual camera from a first position corresponding to the first camera information to a second position corresponding to the second camera information includes: determining an interpolated position between the first position and the second position; The virtual camera is smoothly moved from a first position corresponding to the first camera information to a second position corresponding to the second camera information according to the interpolation position.
20. The method for constructing a game virtual object according to claim 19, characterized in that: The first position includes first position point information and first rotation information, the second position includes second position point information and second rotation information, and the step of determining an interpolation position between the first position and the second position includes: obtaining a transition time from the first position to the second position; Determine a position point interpolation value according to first position point information in the first position, second position point information in the second position, and the transition time; determining a rotation interpolation value according to first rotation information in the first position, second rotation information in the second position, and the transition time; The position point interpolation and the rotation interpolation are used as an interpolation position between the first position and the second position.
21. The method for constructing a game virtual object according to claim 18, characterized in that: Also includes: When switching from the game's construction editing mode to the player mode, obtain the third camera information of the virtual camera in the construction editing mode before switching; Get the fourth camera information of the virtual camera in player mode; The virtual camera is moved from a third position corresponding to the third camera information to a fourth position corresponding to the fourth camera information.
22. A device for constructing a game virtual object, characterized in that: include: A display module, used to display at least one building layer, wherein the building layers include the current building layer; each building layer is an area formed by game spaces where game scenes are at the same height or the same height range; each building layer has a corresponding level identifier; a construction module, configured to construct at least one virtual object in a first construction area in the current construction layer in response to a construction instruction for the virtual object; A parameter acquisition module, used to acquire extended parameters of the virtual object, wherein the extended parameters include a height parameter; an expansion module, configured to generate, according to the expansion parameter, a newly added construction area adjacent to the virtual object at a position corresponding to the height parameter in the game scene, so as to form a new construction layer, wherein the new construction layer and the current construction layer where the first construction area is located are located at different construction layers; The display module is used to display the newly added construction area so as to construct a virtual object on the newly added construction area; an identification acquisition module, configured to, when a level switching instruction triggered based on the level identification is detected, acquire a target level identification corresponding to the level switching instruction; the target level identification corresponds to a target building layer; A moving module is used to switch the displayed area of the current construction layer to the area of the target construction layer.
23. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a computer program, and the computer program is suitable for being loaded by a processor to execute the steps in the game virtual object construction method as described in any one of claims 1-21.
24. A computer device, characterized in that: The computer device includes a memory and a processor, wherein a computer program is stored in the memory, and the processor executes the steps in the game virtual object construction method as described in any one of claims 1-21 by calling the computer program stored in the memory.
