Method and device for generating target game scene, storage medium, and electronic device

By inserting two-dimensional transparent sheets into preset three-dimensional scenes and creating corresponding scene elements, the problem of disconnected scenes in two-dimensional games is solved and a more realistic and rich gaming experience is achieved.

CN112870698BActive Publication Date: 2025-01-21NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202110217614.5
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2021-02-26
Publication Date
2025-01-21
Estimated Expiration
2041-02-26

AI Technical Summary

Technical Problem

The inability to connect between each scene in the existing two-dimensional game makes it impossible for players to construct a real 3D world from the information provided by the game.

Method used

By obtaining a preset three-dimensional scene, inserting a two-dimensional transparent piece into the frame of the three-dimensional scene, and creating scene elements corresponding to the game scene in the two-dimensional transparent piece, the target game scene can be generated so that it can present a real and rich three-dimensional scene.

Benefits of technology

It solves the problem of being unable to connect between each scene in a two-dimensional game, improves the player's gaming experience, and makes the game scenes more realistic and rich.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The present invention discloses a method and device for generating a target game scene, a storage medium, and an electronic device. The method comprises: obtaining a preset three-dimensional scene, wherein the preset three-dimensional scene contains at least one target area to which a game scene needs to be added; inserting a two-dimensional transparent sheet into the target area; creating scene elements corresponding to the game scene in the two-dimensional transparent sheet to generate the target game scene. The present invention solves the technical problem that each scene in a two-dimensional game cannot be connected in the prior art, and improves the game experience of the player.
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Description

Technical Field

[0001] The present invention relates to the field of game development, and in particular to a method and device for generating a target game scene, a storage medium, and an electronic device. Background Art

[0002] In game development, due to the limitation of development equipment hardware conditions, electronic games usually use 2D display methods to simulate three-dimensional scenes and worlds, so that players think the world in the game is also a three-dimensional world, in order to reduce the demand and consumption of hardware resources. Although the existing hardware equipment is getting better and better, many games choose to directly use complex calculations to render 3D scenes, but 2D games have not declined, but have become a new game style, and a large number of players still like this game style very much.

[0003] Existing 2D game technologies mainly include flat maps or rendering methods, which make players feel like they are in a 3D scene by distinguishing the foreground, middle and background, and applying perspective. However, although the existing 2D scene implementation technology simulates the 3D scene visually, the scenes constructed by the foreground and background are only decorative and not truly connected, and virtual characters cannot walk from the foreground to the background scene. When switching between game scenes, players can jump to another scene by clicking, but the scene jump is not displayed continuously. Even if different game scenes can be switched seamlessly, only a 2D level scene connection diagram can be constructed, rather than a real map, so players cannot construct a real 3D world from the information provided by the game.

[0004] With respect to the problem that each scene in the two-dimensional game in the above-mentioned prior art cannot be connected, no effective solution has been proposed yet. Summary of the invention

[0005] The embodiments of the present invention provide a method and device for generating a target game scene, a storage medium, and an electronic device, so as to at least solve the technical problem in the prior art that each scene in a two-dimensional game cannot be connected.

[0006] According to one aspect of an embodiment of the present invention, there is provided a method for generating a target game scene, comprising: obtaining a preset three-dimensional scene, wherein the preset three-dimensional scene contains at least one target area to which a game scene is to be added; inserting a two-dimensional transparent sheet into the target area; and creating scene elements corresponding to the game scene in the two-dimensional transparent sheet to generate the target game scene.

[0007] Furthermore, inserting a two-dimensional transparent sheet into the target area includes: generating a two-dimensional transparent sheet corresponding to the game scene; determining the orientation of the game scene in the target area; and inserting the two-dimensional transparent sheet into a preset three-dimensional scene according to the orientation so that one side of the two-dimensional transparent sheet is consistent with the orientation.

[0008] Furthermore, generating a two-dimensional transparent film corresponding to a game scene includes: obtaining attribute information of the game scene, wherein the attribute information includes one or more of the following information: height information, depth of field information, or clipping surface information; and generating a corresponding two-dimensional transparent film according to the attribute information of the game scene.

[0009] Furthermore, after creating scene elements corresponding to the game scene in the two-dimensional transparent film, the method further includes: inserting a direction indication control in the two-dimensional transparent film, wherein the direction indication control is used to indicate the direction of the two-dimensional transparent film in the preset three-dimensional scene.

[0010] Further, the target game scene is generated to include a plurality of two-dimensional transparent sheets, and after creating scene elements corresponding to the game scene in the two-dimensional transparent sheets to generate the target game scene, the method further includes any one or more of the following: receiving a first entry operation, and controlling the target virtual character to enter the scene of the second two-dimensional transparent sheet through the scene of the first two-dimensional transparent sheet according to the first entry operation, wherein the first two-dimensional transparent sheet and the second two-dimensional transparent sheet are close to each other; receiving a second entry operation, and controlling the target virtual character to enter the second two-dimensional transparent sheet from the first two-dimensional transparent sheet at the tangent point of the first two-dimensional transparent sheet and the second two-dimensional transparent sheet according to the second entry operation, wherein the first two-dimensional transparent sheet and the second two-dimensional transparent sheet are tangent to each other; receiving a turning operation, and controlling the target virtual character to enter the second two-dimensional transparent sheet after turning from the first two-dimensional transparent sheet at the intersection of the first two-dimensional transparent sheet and the second two-dimensional transparent sheet according to the turning operation, wherein the first two-dimensional transparent sheet and the second two-dimensional transparent sheet intersect; receiving a moving operation, and controlling the target virtual character to move from the first two-dimensional transparent sheet to the second two-dimensional transparent sheet through a designated element according to the moving operation, wherein the first two-dimensional transparent sheet and the second two-dimensional transparent sheet are connected by a designated element that allows movement in the target three-dimensional scene.

[0011] Furthermore, after creating scene elements corresponding to the game scene in the two-dimensional transparent film to generate the target game scene, the above method also includes: obtaining preset depth of field parameters, and determining other virtual characters within the depth of field range of the target virtual character according to the depth of field parameters; rendering other virtual characters within the depth of field range of the target virtual character and mapping them onto the two-dimensional transparent film where the target virtual character is located.

[0012] Furthermore, the preset three-dimensional scene includes any one or more of the following: virtual buildings, virtual terrain, virtual props and non-player characters.

[0013] Furthermore, when the path in the game scene is a curved path, the two-dimensional transparent sheet is a curved surface.

[0014] According to another aspect of an embodiment of the present invention, a device for generating a target game scene is also provided, including: an acquisition module for acquiring a preset three-dimensional scene, wherein the preset three-dimensional scene contains at least one target area to which a game scene is to be added; an insertion module for inserting a two-dimensional transparent film into the target area; and a two-dimensional scene creation module for creating scene elements corresponding to the game scene in the two-dimensional transparent film to generate the target game scene.

[0015] According to another aspect of an embodiment of the present invention, a computer-readable storage medium is provided, comprising: a stored program, wherein when the program is executed, the device where the computer-readable storage medium is located is controlled to execute the method for generating the target game scene.

[0016] According to another aspect of an embodiment of the present invention, there is also provided an electronic device, comprising: a processor, the processor being used to run a program, the electronic device further comprising a memory, the memory being used to store an executable program of the processor, wherein the program executes the method for generating the target game scene when running.

[0017] In an embodiment of the present invention, by obtaining a preset three-dimensional scene, inserting a two-dimensional transparent sheet into the frame of the three-dimensional scene, and making a two-dimensional scene based on the two-dimensional transparent sheet, the established game scene can present a real and rich three-dimensional scene, solving the technical problem that each scene in a two-dimensional game cannot be connected, and improving the player's gaming experience. BRIEF DESCRIPTION OF THE DRAWINGS

[0018] The drawings described herein are used to provide a further understanding of the present invention and constitute a part of this application. The exemplary embodiments of the present invention and their descriptions are used to explain the present invention and do not constitute an improper limitation of the present invention. In the drawings:

[0019] Figure 1 is a flow chart of a method for generating a target game scene according to an embodiment of the present invention;

[0020] Figure 2 is a schematic diagram of an optional method for generating a target game scene according to an embodiment of the present invention;

[0021] Figure 3 is based on Figure 2 A schematic diagram of a final game scene obtained by the method for generating a target game scene;

[0022] Figure 4 is an optional embodiment including a direction indication control according to an embodiment of the present invention;

[0023] Figure 5 is a schematic diagram of a device for generating a target game scene according to an embodiment of the present invention. DETAILED DESCRIPTION

[0024] In order to enable those skilled in the art to better understand the scheme of the present invention, the technical scheme in the embodiments of the present invention will be clearly and completely described below in conjunction with the drawings in the embodiments of the present invention. Obviously, the described embodiments are only part of the embodiments of the present invention, not all of the embodiments. Based on the embodiments of the present invention, all other embodiments obtained by ordinary technicians in this field without creative work should fall within the scope of protection of the present invention.

[0025] It should be noted that the terms "first", "second", etc. in the specification and claims of the present invention and the above-mentioned drawings are used to distinguish similar objects, and are not necessarily used to describe a specific order or sequence. It should be understood that the data used in this way can be interchanged where appropriate, so that the embodiments of the present invention described herein can be implemented in an order other than those illustrated or described herein. In addition, the terms "including" and "having" and any variations thereof are intended to cover non-exclusive inclusions, for example, a process, method, system, product or device that includes a series of steps or units is not necessarily limited to those steps or units that are clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.

[0026] Example 1

[0027] According to an embodiment of the present invention, an embodiment of a method for generating a target game scene is provided for making a 2D game scene. It should be noted that the steps shown in the flowchart of the accompanying drawings can be executed in a computer system such as a set of computer executable instructions, and although a logical order is shown in the flowchart, in some cases, the steps shown or described can be executed in an order different from that shown here.

[0028] In one embodiment of the present disclosure, a method for generating a target game scene can be run on a terminal device or a server. The terminal device can be a local terminal device. When the interface display control method is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0029] In an optional implementation, various cloud applications, such as cloud games, can be run under the cloud interaction system. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of a method for generating a target game scene are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the terminal device for information processing is a cloud game server in the cloud. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0030] In an optional embodiment, the terminal device may be a local terminal device. Taking a game as an example, the local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.

[0031] In a possible implementation, an embodiment of the present invention provides a method for generating a target game scene, providing a graphical user interface through a first terminal device, wherein the first terminal device can be the local terminal device mentioned above, or can be a client device in the cloud interaction system mentioned above.

[0032] Figure 1 is a method for generating a target game scene according to an embodiment of the present invention, such as Figure 1 As shown, the method comprises the following steps:

[0033] Step S101, obtaining a preset three-dimensional scene, wherein the preset three-dimensional scene includes at least one target area to be added with a game scene.

[0034] The above-mentioned preset 3D scene can be understood as the framework of the 3D game scene, which can be the large landmark buildings and structures in the scene. For example, when creating a city game scene, the above-mentioned 3D scene can be the buildings around the city roads, and the roads that need to be explored by the virtual characters can be used as the target area. For indoor game scenes, such as churches, the 3D scene can represent the architectural framework of the church, and other details such as sculptures and buildings contained inside it are the target areas where the game scene needs to be added.

[0035] The target area of ​​the game scene to be added is the scene details that need to be added in the three-dimensional scene. The three-dimensional scene (ie, 3D scene) can be realized using a three-dimensional modeling tool or software.

[0036] It should be noted that the above-mentioned preset three-dimensional scene is only an intermediate tool for assisting in building a two-dimensional game scene. Since the number of faces, lighting and baking are not considered, it does not belong to a truly complete three-dimensional scene and will not be presented to game players. However, it is precisely because the above-mentioned embodiment of the present application constructs the above-mentioned three-dimensional scene before producing the two-dimensional screen that the game scene represented by the two-dimensional screen has a specific position and direction in the three-dimensional world, so that multiple two-dimensional screens can be connected through the three-dimensional scene.

[0037] Step S102: inserting a two-dimensional transparent sheet into the target area.

[0038] The two-dimensional transparent sheet is understood as a blank sheet without a two-dimensional scene added, which is used to fill the target area set in the above-mentioned preset three-dimensional scene, and can realize filling the game scene in the target area. For example, Figure 2 In one embodiment of a game scene for building a church, on the frame of the built church building, according to a preset map, insert the following Figure 2 The two-dimensional transparent film serves as the basis for the subsequent details of the scenes inside the church.

[0039] The two-dimensional transparent film can be inserted in multiple directions according to the path requirements of the target area. For example, when building a game scene of a city, the city has many main roads and small roads, so each main road and small road can be inserted with a two-dimensional transparent film along the direction of the path. For the church in the city, since each direction may have different details, the corresponding two-dimensional transparent film can be inserted in each direction along the church.

[0040] It should be noted that, since there may be multiple directions of insertion or overlapping of target areas in a three-dimensional scene, if an insert containing a two-dimensional game scene is inserted, it may cause the two-dimensional scene elements in adjacent game scenes to be inconsistent in the three-dimensional space. Therefore, the two-dimensional transparent sheet inserted into the target area in step S102 is a blank transparent sheet, not an insert containing a two-dimensional game scene, so that in step S103, scene elements are created according to the relationship between the inserted two-dimensional transparent sheets.

[0041] Step S103, creating scene elements corresponding to the game scene in the two-dimensional transparent sheet to generate a target game scene.

[0042] A corresponding two-dimensional transparent sheet is inserted into the target area of ​​the above three-dimensional scene, and two-dimensional scene elements are produced on the two-dimensional transparent sheet, including the background and foreground of the two-dimensional scene and interactively touchable elements (for example, a door in a two-dimensional scene can be pushed open by a virtual character for exploration, not just for decoration), so as to present a rich and realistic game scene.

[0043] In an optional embodiment, each level scene in the vertical two-dimensional game is presented on the player's screen from left to right, and the content presented on the screen of the two-dimensional level scene is a two-dimensional transparent sheet containing scene elements corresponding to the game scene. The direction, position and angle of the two-dimensional transparent sheet insertion are not limited in this application, and the sheet can be inserted according to the path and map area in the three-dimensional scene.

[0044] After creating scene elements through the above scheme, a two-dimensional interface for displaying to players is obtained, which is also the game interface faced by players. Therefore, the method for generating the target game scene proposed in this application is intended to provide players with a two-dimensional game with three-dimensional space information, which not only has the game effect of a two-dimensional game and meets the needs of two-dimensional game enthusiasts, but also because the two-dimensional transparent sheet is inserted in the three-dimensional scene, the information of the two-dimensional scene represented by the two-dimensional transparent sheet in space is provided, and the foreground and background of each two-dimensional scene can be removed, that is, each two-dimensional scene can be connected, thereby improving the user experience of the two-dimensional game.

[0045] According to the above steps, by obtaining a preset three-dimensional scene, inserting a two-dimensional transparent sheet into the frame of the three-dimensional scene, and making a two-dimensional scene based on the two-dimensional transparent sheet, the game scene established in the two-dimensional game interface can present a real and rich three-dimensional scene, solving the technical problem that each scene in the two-dimensional game cannot be connected, and improving the player's gaming experience.

[0046] As an optional embodiment, inserting a two-dimensional transparent sheet into a target area includes: generating a two-dimensional transparent sheet corresponding to a game scene; determining the orientation of the game scene in the target area; and inserting the two-dimensional transparent sheet into a preset three-dimensional scene according to the orientation so that one side of the two-dimensional transparent sheet is consistent with the orientation.

[0047] Since the game scene is the game screen obtained by the player, the game scene, as a two-dimensional scene, corresponds to a certain direction in the framework of the three-dimensional scene. The two-dimensional transparent sheet should be inserted into the target area of ​​the corresponding direction in the three-dimensional scene to ensure the rationality of different two-dimensional scenes in the three-dimensional space.

[0048] For example, when building a game scene of a church, it should include at least two-dimensional scenes in four directions of the church. When building a two-dimensional scene of the church's side windows, make sure that the direction of the corresponding two-dimensional transparent piece is parallel to the church's side, that is, consistent with the direction of the church's side. If the two-dimensional transparent piece corresponding to the church's side window scene is inserted in other directions, it will cause confusion in the game scenes in the four directions of the church.

[0049] As an optional embodiment, generating a two-dimensional transparent film corresponding to a game scene includes: obtaining attribute information of the game scene, wherein the attribute information includes one or more of the following information: height information, depth of field information, or clipping surface information; and generating a corresponding two-dimensional transparent film according to the attribute information of the game scene.

[0050] The game scene may contain multiple two-dimensional transparent sheets, and the above attribute information is used to indicate the position and size of the two-dimensional transparent sheet in the corresponding game scene. Among them, the height information and depth of field information of the two-dimensional transparent sheet should be consistent with the game scene, so that the game scene constructed by the two-dimensional transparent sheet can be displayed completely and clearly in size. The clipping plane information can be distance information, which can be understood as the clipping plane of the two-dimensional transparent sheet corresponding to the game scene, which can specifically include foreground clipping plane information and background clipping plane information, and the foreground clipping plane information is used for explanation below. For example, in a game scene of a city street, if there is a tree 1 meter away from the foreground of a two-dimensional transparent film, and there is another tree 3 meters away from the foreground of the two-dimensional transparent film, the game scene contains multiple two-dimensional transparent films corresponding to the foreground of the city street, and have different clipping surface information according to the distance from the foreground. The clipping surface information of the two-dimensional transparent film with "a tree 1 meter away from the foreground" is that the foreground distance is 1 meter, and the clipping surface information of the two-dimensional transparent film with "a tree 3 meters away from the foreground" is that the foreground distance is 3 meters. Then, the two-dimensional transparent film with a foreground distance of 1 meter will not have a tree with a foreground distance of 3 meters. However, when both two-dimensional transparent films are inserted into the three-dimensional scene, the player can see the two trees at the same time, and the two two-dimensional scenes that can be realized by the two two-dimensional transparent films are connected. The player's virtual character can walk from the tree 1 meter away from the foreground to the tree 3 meters away from the foreground, and the tree 1 meter away slowly becomes a background element from the foreground of the virtual character, which is consistent with the real visual experience. The tree 1 meter away will not be unable to be seen because the virtual character walks into the two-dimensional scene where the tree 3 meters away is located.

[0051] As an optional embodiment, after creating scene elements corresponding to the game scene in the two-dimensional transparent film, the method further includes: inserting a direction indication control in the two-dimensional transparent film, wherein the direction indication control is used to indicate the direction of the two-dimensional transparent film in a preset three-dimensional scene.

[0052] The direction indicator control is used to indicate the direction of the current 2D transparent film in the 3D scene, that is, the direction of the virtual character. Players can use the direction indicator control to determine the direction of the current 2D scene in the 3D world. Each 2D transparent film has its own corresponding direction indicator control.

[0053] In an optional embodiment, the direction indication control is a compass with a perspective relationship in a three-dimensional map. Figure 4 is a schematic diagram of setting a compass in a two-dimensional game scene according to an embodiment of the present application, such as Figure 4 As shown, a compass is set in the lower right corner of the current game scene, which indicates the direction of the two-dimensional transparent film in the three-dimensional scene. Players can use the compass to determine the direction of the virtual character in the game in the entire world map of the game, thereby increasing the experience of a three-dimensional sense of space in the two-dimensional master-apprentice effect game.

[0054] It should be noted that since the two-dimensional transparent sheet can be inserted into the three-dimensional scene in different directions, the direction indicated by the above direction indicator control is also variable. For example, the virtual character may go left or right along the current road, and the direction indicated by the direction indicator control will change accordingly.

[0055] As an optional embodiment, the target game scene generated includes a plurality of two-dimensional transparent sheets. After creating scene elements corresponding to the game scene in the two-dimensional transparent sheets to generate the target game scene, the method further includes any one or more of the following steps S104-S107:

[0056] Step S104, receiving a first entry operation, and controlling the target virtual character to enter the scene of the second two-dimensional transparent film through the scene of the first two-dimensional transparent film according to the first entry operation, wherein the first two-dimensional transparent film and the second two-dimensional transparent film are close to each other.

[0057] The scene of the first two-dimensional transparent film and the scene of the second two-dimensional transparent film are scenes that are interconnected. The placement positions of the first two-dimensional transparent film and the second two-dimensional transparent film can be parallel and close to each other. Based on the first entry operation, the target virtual character can pass through the first two-dimensional transparent film and the second two-dimensional transparent film in sequence. For example, in an embodiment where the three-dimensional scene is a church, the target game scene can be a game scene such as a sculpture building contained in the church. The scene of the first two-dimensional transparent film can include the door of the church, and the scene of the second two-dimensional transparent film can include the scene inside the church. The target virtual character can pass through the door of the church on the first two-dimensional transparent film scene and enter the interior of the church in the second two-dimensional transparent film scene, so as to enter the interior of the church from the outside of the church according to the first entry operation.

[0058] It should be noted that the first two-dimensional transparent sheet and the second two-dimensional transparent sheet may respectively include multiple two-dimensional transparent sheets, so that the target virtual character passes through the multiple two-dimensional transparent sheets in sequence to achieve the target virtual character walking through the connected scenes presented by the multiple two-dimensional transparent sheets.

[0059] Step S105, receiving a second entry operation, and controlling the target virtual character to enter the second two-dimensional transparent sheet from the first two-dimensional transparent sheet at a tangent point between the first two-dimensional transparent sheet and the second two-dimensional transparent sheet according to the second entry operation, wherein the first two-dimensional transparent sheet and the second two-dimensional transparent sheet are tangent to each other.

[0060] For example, in a three-dimensional game scene of a city street, the scene of the first two-dimensional transparent film may be road A in the city, and the scene of the second two-dimensional transparent film may be road B connected to road A. The tangency point between the first two-dimensional transparent film and the second two-dimensional transparent film is the intersection of road A and road B. The target virtual character can move along road A in the first two-dimensional transparent film to the tangency point between the first two-dimensional transparent film and the second two-dimensional transparent film, and enter road B in the second two-dimensional transparent film, thereby entering road B from road A.

[0061] Step S106, receiving a turning operation, and controlling the target virtual character to turn from the first two-dimensional transparent sheet to enter the second two-dimensional transparent sheet at the intersection of the first two-dimensional transparent sheet and the second two-dimensional transparent sheet according to the turning operation, wherein the first two-dimensional transparent sheet and the second two-dimensional transparent sheet intersect.

[0062] The intersection of the first two-dimensional transparent sheet and the second two-dimensional transparent sheet can be that the first two-dimensional transparent sheet and the second two-dimensional transparent sheet are placed at a certain angle, so that the target virtual character can move along the first two-dimensional transparent sheet and turn to enter the scene presented by the second two-dimensional transparent sheet. For example, in a three-dimensional game scene of a city street, the scene of the first two-dimensional transparent sheet can be a road A in the city, the scene of the second two-dimensional transparent sheet can be a road B in the vertical direction of the road A, the intersection of the first two-dimensional transparent sheet and the second two-dimensional transparent sheet is the intersection of the road A and the road B, the target virtual character can move along the road A in the first two-dimensional transparent sheet to the intersection of the first two-dimensional transparent sheet and the second two-dimensional transparent sheet, turn at the intersection and walk along the road B in the other direction.

[0063] It should be noted that the first two-dimensional transparent sheet and the second two-dimensional transparent sheet have compasses with different directions. When the target virtual character turns from the first two-dimensional transparent sheet and enters the second two-dimensional transparent sheet, the direction indicated by the compass also changes accordingly.

[0064] Step S107, receiving a movement operation, and controlling the target virtual character to move from the first two-dimensional transparent sheet to the second two-dimensional transparent sheet through a designated element according to the movement operation, wherein the first two-dimensional transparent sheet and the second two-dimensional transparent sheet are connected through the designated element that allows movement in the target three-dimensional scene.

[0065] In an optional embodiment, in a three-dimensional game scene of a city street, the scene of the first two-dimensional transparent film includes a section of Street A, and the scene of the second two-dimensional transparent film includes the other end of the road connected to the road of Street A in the first two-dimensional transparent film. The above-mentioned designated element can be a means of transportation, and the means of transportation can move between multiple connected two-dimensional transparent films. The target virtual character can move from the first two-dimensional transparent film to the second two-dimensional transparent film via the means of transportation to realize movement on Street A by means of transportation.

[0066] Through different connection modes of the first two-dimensional transparent sheet and the second two-dimensional transparent sheet, the target virtual character can move between different two-dimensional transparent sheets, and further move through different areas in different three-dimensional scenes.

[0067] As an optional embodiment, after creating scene elements corresponding to the game scene in the two-dimensional transparent film to generate the target game scene, the above method also includes: obtaining preset depth of field parameters, and determining other virtual characters within the depth of field range of the target virtual character based on the depth of field parameters; rendering other virtual characters within the depth of field range of the target virtual character and mapping them to the two-dimensional transparent film where the target virtual character is located.

[0068] The depth of field range of the target virtual character may include multiple two-dimensional transparent films, and the above-mentioned other virtual characters may be non-player virtual characters or other player virtual characters. Since the other virtual characters and the target virtual character are on different two-dimensional transparent films, by rendering and mapping the other virtual characters to the two-dimensional transparent film where the target virtual character is located, the target virtual character can see the other virtual characters. By setting different depth of field parameters, the target virtual character can see other virtual characters on two-dimensional transparent films of different ranges on the two-dimensional transparent film where it is located. It should be noted that, outside the depth of field range of the target virtual character, multiple virtual characters may also be included, but since the virtual characters are outside the depth of field range of the target virtual character, the target virtual character cannot see these virtual characters, so as to avoid too many player virtual characters in the three-dimensional scene affecting the effect of the three-dimensional game scene.

[0069] For example, in a game scene of a city street, the game scene includes multiple two-dimensional transparent sheets corresponding to the city street, the target virtual character is player E, the two-dimensional transparent sheet C1 where other virtual characters C are located and the two-dimensional transparent sheet D1 where virtual character D is located are different two-dimensional transparent sheets, and the two-dimensional transparent sheet C1 is closer to the two-dimensional transparent sheet where player E is located than the two-dimensional transparent sheet D1. When the two-dimensional transparent sheets C1 and the two-dimensional transparent sheet D1 are inserted into the three-dimensional scene, through rendering and mapping, player E can see the virtual characters C and D at the same time, and by setting the depth of field parameter range, the player can also not see the virtual character D at a distance. Player E can pass through the two-dimensional transparent sheet C1 from the two-dimensional transparent sheet where he is located and enter the two-dimensional transparent sheet D1 at a distance, so that player E can see the virtual character C from small to large, and from the foreground element of player E to the background element, which is consistent with the real visual experience, and player E will not be unable to see the virtual characters on other two-dimensional transparent sheets because he passes through different two-dimensional transparent sheets.

[0070] As an optional embodiment, the above-mentioned preset three-dimensional scene includes any one or more of the following: virtual buildings, virtual terrains, virtual props and non-player characters.

[0071] The above-mentioned preset three-dimensional scenes may not produce three-dimensional elements that change according to the movement of the virtual characters, including but not limited to virtual buildings (e.g., churches, houses on the street, etc.), virtual terrain (e.g., undulating terrain on the ground, stones on the ground, sand piles in the desert, etc.), virtual props, etc. For different game scenes, different three-dimensional elements can be selected according to actual needs. For example, for indoor scene games, virtual buildings can be selected; for outdoor scene games, virtual terrain can be selected; for interactive games, virtual props or non-player characters can be selected.

[0072] As an optional embodiment, when the path in the game scene is a curved path, the two-dimensional transparent sheet is a curved surface.

[0073] It should be noted that when the two-dimensional transparent sheet is a curved surface, the direction indicated by the corresponding direction indicator control may be multiple directions corresponding to the curved surface. For example, in a game scene with a spiral staircase, the corresponding two-dimensional transparent sheet is a curved surface, and when the virtual character goes down the spiral staircase, the direction indicated by the direction indicator control is actually the direction corresponding to the position where the virtual character is moving.

[0074] Figure 2 is a schematic diagram of an optional game reality interface according to an embodiment of the present invention, such as Figure 2 , build a church game scene according to the needs, first use the 3D modeling tool to build a rough 3D structure of the church building, such as the four walls and the top structure of the main body of the church, and no fine details are required. According to the preset map and path, insert multiple 2D transparent sheets representing the 2D scenes in the church into the above 3D structure, and insert the 2D transparent sheets into the 3D structure of the church building in sequence along the direction parallel to the side of the church ( Figure 2 Only some of the inserted two-dimensional transparent sheets are shown, and not all of the two-dimensional transparent sheets are shown). The game scene is filled on each two-dimensional transparent sheet according to the map content. Different two-dimensional transparent sheets can include multiple pillar elements in the church, stair elements, sculpture elements in the middle of the church, relief devices on the wall, etc. according to the preset content of the map. By filling the two-dimensional game scene with multiple two-dimensional transparent sheets, the following can be obtained: Figure 3 The three-dimensional church scene 300 finally presented to the player is shown in FIG. Figure 3 As shown, players can see a two-dimensional transparent film showing the interior of the church outside the church window. Figure 3The two-dimensional scene 301 in the figure is a schematic diagram of the two-dimensional scene that the player can see outside the window 302 of the church. Since multiple two-dimensional transparent sheets are connected to each other, the player can enter the church through the door of the church, and see the two-dimensional scenes inside or outside the church through the windows of the church. The player can control the virtual character to walk from the left to the right of the statue in the middle of the church. The statue in the middle of the church and the supporting columns at different positions in the church change from foreground elements to background elements, that is, from the perspective of the player, the player can go to any position around the sculpture in the current three-dimensional scene of the church. At this time, the sculpture element is not only a decoration in the two-dimensional scene for the player, but an interactive and touchable element, achieving the real effect of three-dimensional vision. By inserting two-dimensional transparent sheets of multiple two-dimensional scenes in the three-dimensional scene, the connection of multiple two-dimensional scenes in the three-dimensional scene is realized, and then the switching of two-dimensional scenes is realized, and the scene jump will not occur, which improves the game experience of the player.

[0075] Through the above embodiments, game developers are no longer constrained by the two-dimensional form when designing game scenes in two-dimensional games, and can express more realistic and rich three-dimensional world scenes, rather than being limited to imagining a virtual world out of thin air. In addition, by combining three-dimensional and two-dimensional methods, more gameplay can be added to the game. For example, a virtual character will flash on a two-dimensional map when moving in different directions, which can increase the fun of players in exploring the world and provide a different game experience.

[0076] Example 2

[0077] According to an embodiment of the present invention, an embodiment of a device for generating a target game scene is provided, such as Figure 5 As shown, it includes: an acquisition module 51, used to acquire a preset three-dimensional scene, wherein the preset three-dimensional scene contains at least one target area to which a game scene is to be added; an insertion module 52, used to insert a two-dimensional transparent film into the target area; and a two-dimensional scene creation module 53, which creates scene elements corresponding to the game scene in the two-dimensional transparent film to generate a target game scene.

[0078] As an optional embodiment, the insertion module includes: a generation submodule for generating a two-dimensional transparent film corresponding to a game scene; a determination submodule for determining the orientation of the game scene in the target area; and inserting the two-dimensional transparent film into a preset three-dimensional scene according to the orientation so that one side of the two-dimensional transparent film is consistent with the orientation.

[0079] As an optional embodiment, the above-mentioned generation submodule includes: an acquisition submodule, used to obtain attribute information of the game scene, wherein the attribute information includes one or more of the following information: height information, depth of field information or clipping surface information; and generating a corresponding two-dimensional transparent film according to the attribute information of the game scene.

[0080] As an optional embodiment, the above-mentioned device also includes an indication module, which is used to insert a direction indication control in the two-dimensional transparent sheet, wherein the direction indication control is used to indicate the direction of the two-dimensional transparent sheet in a preset three-dimensional scene.

[0081] As an optional embodiment, the generated target game scene includes multiple two-dimensional transparent sheets, and the above-mentioned device also includes any one or more of the following: a first entry module, used to receive a first entry operation, and control the target virtual character to enter the scene of the second two-dimensional transparent sheet through the scene of the first two-dimensional transparent sheet according to the first entry operation, wherein the first two-dimensional transparent sheet and the second two-dimensional transparent sheet are close to each other; a second entry module, used to receive a second entry operation, and control the target virtual character to enter the second two-dimensional transparent sheet from the first two-dimensional transparent sheet at the tangent point of the first two-dimensional transparent sheet and the second two-dimensional transparent sheet according to the second entry operation, wherein the first two-dimensional transparent sheet and the second two-dimensional transparent sheet are tangent to each other; a turning module, used to receive a turning operation, and control the target virtual character to enter the second two-dimensional transparent sheet after turning from the first two-dimensional transparent sheet at the intersection of the first two-dimensional transparent sheet and the second two-dimensional transparent sheet according to the turning operation, wherein the first two-dimensional transparent sheet and the second two-dimensional transparent sheet intersect; a moving module, used to receive a moving operation, and control the target virtual character to move from the first two-dimensional transparent sheet to the second two-dimensional transparent sheet through a specified element according to the moving operation, wherein the first two-dimensional transparent sheet and the second two-dimensional transparent sheet are connected by a specified element that allows movement in the target three-dimensional scene.

[0082] As an optional embodiment, the above-mentioned device also includes: a depth of field acquisition module, which is used to obtain preset depth of field parameters and determine other virtual characters within the depth of field range of the target virtual character based on the depth of field parameters; a mapping module, which is used to render other virtual characters within the depth of field range of the target virtual character and map them onto the two-dimensional transparent sheet where the target virtual character is located.

[0083] As an optional embodiment, the above-mentioned preset three-dimensional scene includes: virtual buildings, virtual terrain, virtual props and non-player characters.

[0084] As an optional embodiment, when the path in the game scene is a curved path, the two-dimensional transparent sheet is a curved surface.

[0085] The target game scene generation device of this embodiment also includes modules of other method steps described in Example 1.

[0086] According to the above steps, by obtaining a preset three-dimensional scene, inserting a two-dimensional transparent film into the frame of the three-dimensional scene, and making a two-dimensional scene based on the two-dimensional transparent film, the established game scene can present a real and rich three-dimensional scene, solving the technical problem that each scene in the two-dimensional game cannot be connected, and improving the player's gaming experience.

[0087] Example 3

[0088] According to an embodiment of the present invention, there is provided an embodiment of a computer-readable storage medium, comprising: a stored program, wherein when the program is run, the device where the computer-readable storage medium is located is controlled to execute the above-mentioned method for generating the target game scene.

[0089] Example 4

[0090] According to an embodiment of the present invention, an embodiment of an electronic device is provided, the electronic device includes a processor, the processor is used to run a program, the electronic device also includes a memory, the memory is used to store an executable program of the processor, wherein the program executes the above-mentioned method for generating a target game scene when running.

[0091] By creating three-dimensional data for representing a three-dimensional scene, wherein the three-dimensional scene includes at least one target area to which a game scene needs to be added; inserting a two-dimensional transparent sheet into the at least one target area; and creating scene elements corresponding to the game scene in the two-dimensional transparent sheet, the technical problem of the lack of connectivity between scenes in a two-dimensional game is solved, thereby improving the gaming experience of the player.

[0092] The serial numbers of the above embodiments of the present invention are only for description and do not represent the advantages or disadvantages of the embodiments.

[0093] In the above embodiments of the present invention, 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.

[0094] In the several embodiments provided in this application, it should be understood that the disclosed technical content can be implemented in other ways. Among them, the device embodiments described above are only schematic. For example, the division of the units can be a logical function division. There may be other division methods in actual implementation. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some interfaces, indirect coupling or communication connection of units or modules, which can be electrical or other forms.

[0095] The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed on multiple units. Some or all of the units may be selected according to actual needs to achieve the purpose of the present embodiment.

[0096] In addition, each functional unit in each embodiment of the present invention may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit. The above-mentioned integrated unit may be implemented in the form of hardware or in the form of software functional units.

[0097] If the integrated unit is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present invention, in essence, or the part that contributes to the prior art, or all or part of the technical solution can be embodied in the form of a software product, and the computer software product is stored in a storage medium, including a number of instructions for a computer device (which can be a personal computer, a server or a network device, etc.) to perform all or part of the steps of the method described in each embodiment of the present invention. The aforementioned storage medium includes: U disk, read-only memory (ROM, Read-Only Memory), random access memory (RAM, Random Access Memory), mobile hard disk, magnetic disk or optical disk and other media that can store program codes.

[0098] The above is only a preferred embodiment of the present invention. It should be pointed out that for ordinary technicians in this technical field, several improvements and modifications can be made without departing from the principle of the present invention. These improvements and modifications should also be regarded as the scope of protection of the present invention.

Claims

1. A method for generating a target game scene, characterized in that: include: Acquire a preset three-dimensional scene, wherein the preset three-dimensional scene includes at least one target area to which a game scene is to be added; Acquire attribute information of the game scene, wherein the attribute information includes one or more of the following information: height information, depth of field information, or clipping surface information; Generate a corresponding two-dimensional transparent sheet according to the attribute information of the game scene; Determine the orientation of the game scene in the target area; inserting the two-dimensional transparent sheet into the preset three-dimensional scene according to the orientation so that one side of the two-dimensional transparent sheet is consistent with the orientation; Creating scene elements corresponding to the game scene in the two-dimensional transparent sheet to generate a target game scene.

2. The method according to claim 1, characterized in that After creating a scene element corresponding to the game scene in the two-dimensional transparent sheet, the method further includes: A direction indication control is inserted into the two-dimensional transparent sheet, wherein the direction indication control is used to indicate the direction of the two-dimensional transparent sheet in the preset three-dimensional scene.

3. The method according to claim 1, characterized in that The target game scene includes a plurality of two-dimensional transparent sheets. After creating scene elements corresponding to the game scene in the two-dimensional transparent sheets to generate the target game scene, the method further includes any one or more of the following: receiving a first entry operation, and controlling the target virtual character to enter the scene of the second two-dimensional transparent sheet through the scene of the first two-dimensional transparent sheet according to the first entry operation, wherein the first two-dimensional transparent sheet and the second two-dimensional transparent sheet are close to each other; receiving a second entry operation, and controlling the target virtual character to enter the second two-dimensional transparent sheet from the first two-dimensional transparent sheet at a tangent point between the first two-dimensional transparent sheet and the second two-dimensional transparent sheet according to the second entry operation, wherein the first two-dimensional transparent sheet and the second two-dimensional transparent sheet are tangent to each other; receiving a turning operation, and controlling the target virtual character to turn from the first two-dimensional transparent sheet to enter the second two-dimensional transparent sheet at the intersection of the first two-dimensional transparent sheet and the second two-dimensional transparent sheet according to the turning operation, wherein the first two-dimensional transparent sheet and the second two-dimensional transparent sheet intersect; A movement operation is received, and according to the movement operation, the target virtual character is controlled to move from a first two-dimensional transparent sheet to a second two-dimensional transparent sheet through a designated element, wherein the first two-dimensional transparent sheet and the second two-dimensional transparent sheet are connected through the designated element that allows movement in a target three-dimensional scene.

4. The method according to claim 1, characterized in that: After creating scene elements corresponding to the game scene in the two-dimensional transparent sheet to generate a target game scene, the method further includes: Acquire preset depth of field parameters, and determine other virtual characters within the depth of field range of the target virtual character according to the depth of field parameters; Other virtual characters within the depth of field of the target virtual character are rendered and mapped onto the two-dimensional transparent sheet where the target virtual character is located.

5. The method according to any one of claims 1 to 4, characterized in that: The preset three-dimensional scene includes any one or more of the following: virtual buildings, virtual terrain, virtual props and non-player characters.

6. The method according to any one of claims 1 to 4, characterized in that: When the path in the game scene is a curved path, the two-dimensional transparent sheet is a curved surface.

7. A device for generating a target game scene, characterized in that: include: An acquisition module, used for acquiring a preset three-dimensional scene, wherein the preset three-dimensional scene includes at least one target area to be added with a game scene; An insertion module, configured to obtain attribute information of the game scene, generate a corresponding two-dimensional transparent sheet according to the attribute information of the game scene, determine the orientation of the game scene in the target area, and insert the two-dimensional transparent sheet into the preset three-dimensional scene according to the orientation so that one side of the two-dimensional transparent sheet is consistent with the orientation, wherein the attribute information includes one or more of the following information: height information, depth of field information, or clipping surface information; The two-dimensional scene creation module is used to create scene elements corresponding to the game scene in the two-dimensional transparent sheet to generate a target game scene.

8. A computer-readable storage medium, characterized in that: The storage medium includes a stored program, wherein when the program is executed, the device where the computer-readable storage medium is located is controlled to execute the method for generating a target game scene according to any one of claims 1 to 6.

9. An electronic device, characterized in that: include: A processor, the processor is used to run a program; and also includes a memory, the memory is used to store an executable program of the processor, wherein when the program is run, the method for generating a target game scene described in any one of claims 1 to 6 is executed.

Citation Information

Patent Citations

  • Virtual scene conversion method and device, terminal equipment and storage medium

    CN110163976A