Terrain block display method, device, equipment and storage medium
By generating a transition model, the problem of jagged edges after terrain block replacement in simulation management games was solved, thus improving the display effect of terrain blocks.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- TENCENT TECHNOLOGY (SHENZHEN) CO LTD
- Filing Date
- 2021-10-19
- Publication Date
- 2026-05-01
AI Technical Summary
In simulation management games, jagged edges appear between different types of terrain blocks after replacement, resulting in poor display quality.
By determining the types of terrain blocks to be added and adjacent terrain blocks, a transition model is generated and displayed in the virtual scene, eliminating jagged edges.
The display effect of terrain blocks has been improved, making the transition between different types of terrain blocks smoother.
Smart Images

Figure CN113926189B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of computer technology, and in particular to a method, apparatus, device, and storage medium for displaying terrain blocks. Background Technology
[0002] With the development of multimedia technology and the diversification of terminal functions, the types of games that can be played on terminals are increasing. Simulation management games are a popular type of game, where players can build virtual scenes and houses in a virtual environment. During the game, players can change the display effect of the ground in the virtual scene by selecting different types of terrain blocks, such as turning wasteland into grassland or grassland into a pool of water.
[0003] In related technologies, the method of directly replacing terrain blocks is often used to change the display effect of the ground in the virtual scene. For example, if a player wants to change the grass into a pool, he can simply select the terrain block corresponding to the pool in the game and control the terrain block to move to the grass. The terminal will then directly replace the terrain block corresponding to the grass with the terrain block corresponding to the pool.
[0004] However, replacing terrain blocks can result in jagged edges between different types of terrain blocks, leading to poor display quality between different types of terrain blocks. Summary of the Invention
[0005] This application provides a method, apparatus, device, and storage medium for displaying terrain blocks, which can improve the display effect of terrain blocks. The technical solution is as follows:
[0006] On the one hand, a method for displaying terrain blocks is provided, the method comprising:
[0007] In response to a terrain tile addition operation, determine the type of the first terrain tile to be added and the type of the second terrain tile adjacent to the first terrain tile in the virtual scene;
[0008] Based on the type of the first terrain patch and the type of the second terrain patch, determine the transition model between the first terrain patch and the second terrain patch;
[0009] The first terrain block is displayed in the virtual scene, and a transition model is displayed between the first terrain block and the second terrain block.
[0010] In one possible implementation, the decorative model includes any one of a plant model, an obstacle model, and an animal model.
[0011] On one hand, a terrain block display device is provided, the device comprising:
[0012] The terrain block type determination module is used to determine the type of the first terrain block to be added and the type of the second terrain block adjacent to the first terrain block in the virtual scene in response to the terrain block addition operation.
[0013] The transition model determination module is used to determine the transition model between the first terrain block and the second terrain block based on the type of the first terrain block and the type of the second terrain block;
[0014] The display module is used to display the first terrain block in the virtual scene and to display a transition model between the first terrain block and the second terrain block.
[0015] In one possible implementation, a terrain block addition control is displayed on the virtual scene. The terrain block type determination module is configured to display a plurality of candidate terrain blocks in response to a click operation on the terrain block addition control; determine the type of the first terrain block and its addition position in the virtual scene in response to the first terrain block being selected among the plurality of candidate terrain blocks; and determine the type of the second terrain block adjacent to the first terrain block in the virtual scene based on the addition position of the first terrain block in the virtual scene.
[0016] In one possible implementation, the terrain block type determination module is configured to perform any of the following:
[0017] In response to a click operation on the first terrain block among the plurality of candidate terrain blocks, multiple candidate locations are highlighted in the virtual scene; in response to a click operation on any candidate location among the plurality of candidate locations, the candidate location is determined as the addition location of the first terrain block in the virtual scene; the type of the first terrain block is determined;
[0018] In response to a drag operation on the first terrain block among the plurality of candidate terrain blocks, the end position of the drag operation is determined as the addition position of the first terrain block in the virtual scene; the type of the first terrain block is determined.
[0019] In one possible implementation, the terrain block type determination module is configured to determine the number of virtual resources associated with a target account in response to a click operation on the first terrain block among the plurality of candidate terrain blocks; and to highlight the plurality of candidate locations in the virtual scene in response to the number of virtual resources associated with the target account being greater than or equal to the number of virtual resources associated with the first terrain block.
[0020] In one possible implementation, the terrain block type determination module is configured to, in response to a drag operation on the first terrain block among the plurality of candidate terrain blocks, and the fact that no target terrain block is present at the end position of the drag operation, determine the end position of the drag operation as the addition position of the first terrain block in the virtual scene, wherein the target terrain block is a terrain block added by the user in the virtual scene.
[0021] In one possible implementation, the device further includes:
[0022] The viewpoint adjustment module is used to adjust the current viewpoint to a first viewpoint to display the virtual scene in response to the viewpoint adjustment operation of the virtual scene when dragging the first terrain block among the plurality of candidate terrain blocks. The first viewpoint is the viewpoint corresponding to the viewpoint adjustment operation.
[0023] In one possible implementation, the virtual scene displays a view switching control, and the device includes:
[0024] The perspective switching module is used to respond to a click operation on the perspective switching control and display the virtual scene from a second perspective, wherein the second perspective is the perspective corresponding to the perspective switching control.
[0025] In one possible implementation, the viewpoint switching module is configured to perform any of the following:
[0026] In response to a click operation on the view switching control, the view currently displaying the virtual scene is horizontally rotated to the second view.
[0027] In response to a click on the view switching control, the view of the currently displayed virtual scene is raised or lowered to the second view.
[0028] In one possible implementation, the transition model determination module is used to determine a transition model between the first terrain block and the second terrain block when the types of the first terrain block and the second terrain block are different.
[0029] In one possible implementation, the transition model determination module is used to determine the transition model corresponding to the type of the second terrain block as the transition model between the first terrain block and the second terrain block when the types of the first terrain block and the second terrain block are different.
[0030] In one possible implementation, the transition model determination module is configured to perform any of the following:
[0031] If the types of the first terrain block and the second terrain block are the same, it is determined that no transition model is displayed between the first terrain block and the second terrain block;
[0032] If the types of the first terrain block and the second terrain block are the same, a transition model between the first terrain block and the second terrain block is determined based on the type of the first terrain block.
[0033] In one possible implementation, the device further includes:
[0034] A preview model display module is used to display a preview model of the transition model between the first terrain block and the second terrain block.
[0035] In one possible implementation, the number of second terrain blocks is multiple, and the transition model determination module is configured to, for three adjacent second terrain blocks among the multiple second terrain blocks, in response to the fact that only two of the three second terrain blocks have the same type as the first terrain block, determine the transition model between the first terrain block and the three second terrain blocks based on the relative positional relationship between the two second terrain blocks and the first terrain block.
[0036] In one possible implementation, the apparatus further includes a dot pattern determination module for determining the dot pattern;
[0037] The display module is used to display the first terrain block, the transition model between the first terrain block and the second terrain block, and the embellishment model in the virtual scene.
[0038] In one possible implementation, the dot pattern determination module is used to perform any of the following:
[0039] Display a selection list of embellishment models, which shows multiple candidate embellishment models; select the candidate embellishment model from the multiple candidate embellishment models and determine it as the embellishment model.
[0040] The embellishment model is randomly determined from the set of embellishment models.
[0041] In one possible implementation, the decorative model includes any one of a plant model, an obstacle model, and an animal model.
[0042] In one possible implementation, a terrain tile deletion control is displayed on the virtual scene, and the device further includes:
[0043] The terrain block deletion module is used to highlight multiple target terrain blocks in the virtual scene in response to a click operation on the terrain block deletion control, wherein the multiple target terrain blocks are terrain blocks added by the user to the virtual scene; and to remove the target terrain block from the virtual scene in response to any target terrain block being selected.
[0044] On one hand, a computer device is provided, the computer device including one or more processors and one or more memories, the one or more memories storing at least one computer program, the computer program being loaded and executed by the one or more processors to implement the terrain tile display method.
[0045] On one hand, a computer-readable storage medium is provided, wherein at least one computer program is stored in the computer-readable storage medium, the computer program being loaded and executed by a processor to implement the terrain tile display method.
[0046] On one hand, a computer program product or computer program is provided, which includes program code stored in a computer-readable storage medium. A processor of a computer device reads the program code from the computer-readable storage medium and executes the program code, causing the computer device to perform the above-described terrain block display method.
[0047] According to the technical solution provided in this application, when a user adds terrain blocks in a virtual scene, the terminal will add a transition model between the added terrain block and the adjacent terrain blocks. The transition model is used to eliminate the jagged edges between different terrain blocks, thereby improving the display effect of the terrain blocks. Attached Figure Description
[0048] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0049] Figure 1 This is a schematic diagram of the implementation environment of a terrain block display method provided in an embodiment of this application;
[0050] Figure 2 This is a schematic diagram of an interface provided in an embodiment of this application;
[0051] Figure 3 This is a flowchart of a terrain block display method provided in an embodiment of this application;
[0052] Figure 4 This is a flowchart of a terrain block display method provided in an embodiment of this application;
[0053] Figure 5 This is a schematic diagram of a terrain block provided in an embodiment of this application;
[0054] Figure 6 This is a schematic diagram illustrating the addition of terrain blocks in a virtual scene according to an embodiment of this application;
[0055] Figure 7 This is a schematic diagram of a transition region provided in an embodiment of this application;
[0056] Figure 8 This is a schematic diagram of a display preview model provided in an embodiment of this application;
[0057] Figure 9 This is a schematic diagram of a terrain block arrangement provided in an embodiment of this application;
[0058] Figure 10 This is a schematic diagram of a transition model adjustment provided in an embodiment of this application;
[0059] Figure 11 This is a schematic diagram of an interface provided in an embodiment of this application;
[0060] Figure 12 This is a schematic diagram of an interface provided in an embodiment of this application;
[0061] Figure 13 This is a schematic diagram of an interface provided in an embodiment of this application;
[0062] Figure 14 This is a schematic diagram of an interface provided in an embodiment of this application;
[0063] Figure 15 This is a schematic diagram of an interface provided in an embodiment of this application;
[0064] Figure 16 This is a flowchart of a terrain block display method provided in an embodiment of this application;
[0065] Figure 17 This is a schematic diagram of a terrain block display device provided in an embodiment of this application;
[0066] Figure 18 This is a schematic diagram of the structure of a terminal provided in an embodiment of this application. Detailed Implementation
[0067] To make the objectives, technical solutions, and advantages of this application clearer, the embodiments of this application will be described in further detail below with reference to the accompanying drawings.
[0068] In this application, the terms "first," "second," etc., are used to distinguish identical or similar items with essentially the same function. It should be understood that there is no logical or temporal dependency between "first," "second," and "nth," nor are there any restrictions on quantity or execution order.
[0069] In this application, the term "at least one" means one or more, and "multiple" means two or more, for example, multiple reference face images means two or more reference face images.
[0070] Simulation management games are a type of video game where players take on the role of managers, operating and managing a virtual world within the game. Based on the game platform, simulation management games mainly include single-player simulation management games and web-based simulation management games.
[0071] Virtual objects: These are movable objects within a virtual scene. These movable objects can be virtual characters, animals, cartoon characters, etc., such as people, animals, plants, oil drums, walls, and stones displayed in a virtual scene. A virtual object can be a virtual avatar representing the user within that scene. A virtual scene can include multiple virtual objects, each with its own shape and volume, occupying a portion of the virtual scene's space.
[0072] Virtual resources include virtual wood, virtual stone, virtual soil, and other virtual resources. Creating virtual building elements in the virtual construction scene requires virtual resources. For example, creating a virtual wall requires 50 virtual wood resources. In other words, a player needs to use 50 virtual wood resources to obtain one virtual wall. Virtual resources are collected by the player's character within the game scene or obtained by exchanging virtual currency with other players.
[0073] Virtual Scene: The virtual scene can be a simulation of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scene can be any of a two-dimensional, 2.5-dimensional, or three-dimensional virtual scene; this application does not limit the dimension of the virtual scene. For example, the virtual scene may include the sky, land, and ocean, and the land may include environmental elements such as deserts and cities. Users can control virtual objects to move and build within the virtual scene. Players can build buildings of different styles and types in the virtual scene according to their needs; for example, a player can build a Chinese-style pavilion or a Western-style castle in the virtual scene.
[0074] Terrain tiles: also known as land tiles or terrain blocks, are the smallest set of terrain models that players can edit and modify in the game.
[0075] Terrain types include pools, grasslands, concrete areas, and deserts.
[0076] Figure 1 This is a schematic diagram illustrating the implementation environment of a terrain block display method provided in this application embodiment. See also... Figure 1 The implementation environment may include terminal 110 and server 140.
[0077] Terminal 110 is connected to server 140 via a wireless or wired network. Optionally, terminal 110 may be a smartphone, tablet, laptop, desktop computer, smartwatch, etc., but is not limited to these. Terminal 110 has applications installed and running that support virtual scene display.
[0078] Server 140 is a standalone physical server, 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, Content Delivery Network (CDN), and big data and artificial intelligence platforms. Server 140 provides background services for applications running on terminal 110.
[0079] Those skilled in the art will understand that the number of terminals described above can be more or less. For example, there may be only one terminal, or there may be dozens or hundreds of terminals, or even more, in which case other terminals may also be included in the above implementation environment. This application does not limit the number of terminals or the type of device in its embodiments.
[0080] After introducing the implementation environment of the embodiments of this application, the application scenarios of the embodiments of this application will be described below in conjunction with the above implementation environment. In the following description, the terminal is the terminal 110 mentioned above, and the server is the server 140 mentioned above.
[0081] The terrain tile display method provided in this application can be applied to various game scenarios. These games, in terms of form, include single-player games, web games, online games, and cloud games; and in terms of type, they include multiplayer online battle arena (MOBA), role-playing games (RPG), education simulation games (ES), massively multiplayer online role-playing games (MMORPG), and simulation management games. Specifically, for MOBA, RPG, simulation, and MMORPG games, the terrain tile display method provided in this application can be applied to a specific game mode within these game types, such as in the manor-building scenario. This application does not limit the specific application to this method.
[0082] In simulation games, users (or players) can edit the virtual environment to change its display. For example, users can change the ground appearance. In some implementations, the default terrain tiles on the ground are grass (hereinafter referred to as grass tiles). The terminal allows users to freely choose different types of terrain tiles to replace the grass tiles. For instance, a user might use a water feature tile (hereinafter referred to as a water feature tile) to replace the grass tile. The terminal also allows users to choose the location of the water feature tile, and updates the corresponding grass tile to a water feature tile based on the user's actions. Because water feature tiles and grass tiles are different types of terrain tiles, direct replacement can result in jagged edges between adjacent grass and water feature tiles. In other words, there is no transition between the two different types of terrain tiles, leading to poor display at the junction of these two terrain tiles. After adopting the technical solution provided in this application, the terminal can determine the transition model based on the type of the first terrain block to be added and the type of the second terrain block surrounding the first terrain block in the virtual scene. While displaying the first terrain block, the terminal also displays the transition model between the first and second terrain blocks, making the transition between the first and second terrain blocks smoother and improving the display effect of the terrain blocks. Taking a water feature as the first terrain block and a grass block as the second terrain block, the terminal can determine the transition model between the water feature block and the grass block before displaying the first terrain block. In some embodiments, this transition model is a stone model of the edge of the water feature block. When displaying the water feature block, the terminal can display this stone model between the water feature block and the grass block, thereby making the transition between the water feature block and the grass block smoother and improving the display effect of the water feature block and the grass block. See also Figure 2 The terminal displays the ground 200 of the virtual scene, on which grass blocks 201 are laid by default. In response to the user's operation, the terminal displays the water pool block 202 selected by the user in the ground 200. At the same time as displaying the water pool block 202, a transition model 203 is displayed around the water pool block 202.
[0083] It should be noted that the above description is based on the application of the terrain block display method provided in the embodiments of this application in a simulation management game scenario. For other game types, the terrain block display method provided in the embodiments of this application belongs to the same inventive concept as that in simulation management games, and will not be described in detail here.
[0084] After introducing the implementation environment and application scenarios of the embodiments of this application, the terrain block display method provided by the embodiments of this application will be described below. See [link to documentation]. Figure 3 The methods include:
[0085] 301. In response to the terrain block addition operation, the terminal determines the type of the first terrain block to be added and the type of the second terrain block adjacent to the first terrain block in the virtual scene.
[0086] In this context, terrain tiles refer to the blocks that make up the ground in a virtual scene. Each terrain tile has a terrain tile type, allowing users to change the display effect of the ground in the virtual scene by adding terrain tiles. The terrain tile addition operation is an operation performed by the user in the game, and the first terrain tile is the terrain tile to be added determined by the terminal in response to the terrain tile addition operation.
[0087] 302. The terminal determines the transition model between the first terrain block and the second terrain block based on the type of the first terrain block and the type of the second terrain block.
[0088] The transition model is a model designed in advance by technicians, such as the boundary model of a swimming pool or the boundary model of a pond. This application embodiment does not limit this. The function of the transition model is to add a visual transition between two terrain blocks to improve the display effect of the terrain blocks.
[0089] 303. The terminal displays the first terrain block in the virtual scene and a transition model between the first terrain block and the second terrain block.
[0090] According to the technical solution provided in this application, when a user adds terrain blocks in a virtual scene, the terminal will add a transition model between the added terrain block and the adjacent terrain blocks. The transition model is used to eliminate the jagged edges between different terrain blocks, thereby improving the display effect of the terrain blocks.
[0091] Steps 301-303 above are a brief introduction to the terrain block display method provided in the embodiments of this application. The following will provide a more detailed explanation of the terrain block display method provided in the embodiments of this application, using some examples. See [link to relevant documentation]. Figure 4 The methods include:
[0092] 401. In response to the terrain block addition operation, the terminal determines the type of the first terrain block to be added and the type of the second terrain block adjacent to the first terrain block in the virtual scene.
[0093] Among them, see Figure 5For a first terrain block 501, the second terrain blocks adjacent to the first terrain block 501 include the top terrain block 502, the bottom terrain block 503, the left terrain block 504, the right terrain block 505, the top left terrain block 506, the bottom left terrain block 507, the top right terrain block 508, and the bottom right terrain block 509. The types of the first terrain block and the second terrain block can be the same or different, and this application embodiment does not limit this.
[0094] In one possible implementation, a terrain tile addition control is displayed on the virtual scene. In response to a click on the terrain tile addition control, the terminal displays multiple candidate terrain tiles. In response to the selection of a first terrain tile from the multiple candidate terrain tiles, the terminal determines the type of the first terrain tile and its addition position in the virtual scene. Based on the addition position of the first terrain tile in the virtual scene, the terminal determines the type of a second terrain tile adjacent to the first terrain tile in the virtual scene.
[0095] The clicking operation of adding controls to the terrain includes the user directly clicking the corresponding position of the terrain adding control on the screen with their finger, and also includes the user clicking the terrain adding control through an external device, such as a mouse, gamepad, or touchpad, etc., which are not limited in this embodiment. In some embodiments, the terrain adding control is also referred to as an editing control.
[0096] In this implementation, users can quickly select the first terrain block to be added by adding a terrain block control. The terminal can determine the type of the first terrain block and its addition position in the virtual scene based on the user's operation, thereby determining the type of the second terrain block. The human-computer interaction is highly efficient.
[0097] For example, the virtual scene displays a terrain tile addition control. In response to clicking the terrain tile addition control, the terminal displays a terrain tile selection area, which includes multiple candidate terrain tiles. In some embodiments, the terrain tile selection area is a pop-up window, which includes multiple sub-areas. Different sub-areas are used to display candidate terrain tiles of different categories, where the category refers to color, shape, or size, etc., which is not limited in this embodiment. In some embodiments, different candidate terrain tiles are associated with different account levels, and users can unlock more candidate terrain tiles by increasing their account level. Alternatively, different candidate terrain tiles are associated with different virtual tasks, and users can unlock more candidate terrain tiles by completing different virtual tasks in the game. In some embodiments, the terminal displays a lock mark on unlocked candidate terrain tiles to notify the user that the candidate terrain tile is temporarily unavailable. In response to a click operation on a first candidate terrain tile displayed in the terrain tile selection area, the terminal determines the type of the first terrain tile and its location in the virtual scene. In some embodiments, the terminal can use a type identifier to represent the type of the first terrain tile, such as 001 indicating grassland, 002 indicating a pool, and 003 indicating a desert. In some embodiments, the terminal can use coordinates to represent the location of the terrain tile in the virtual scene. Based on the location of the first terrain tile in the virtual scene, the terminal determines a second terrain tile adjacent to the first terrain tile. The number of second terrain tiles can be multiple, for example... Figure 5 As shown in the eight examples, for instance, the terminal can determine the second terrain block adjacent to the first terrain block by using the coordinates of the first terrain block in the virtual scene. The terminal then obtains the type of the second terrain block.
[0098] For example, see Figure 6 In the virtual scene 600, a terrain tile addition control 601 is displayed, named "Edit". In response to a click on the terrain tile addition control 601, the terminal displays a terrain tile selection area 602, which includes multiple candidate terrain tiles. In response to a click on a first terrain tile 603 among the candidate terrain tiles, the terminal determines the type of the first terrain tile 603 and its display position in the virtual scene. Based on the display position of the first terrain tile 603 in the virtual scene, the terminal determines the type of a second terrain tile adjacent to the first terrain tile 603.
[0099] In one possible implementation, in response to a click on a target button, the terminal displays multiple candidate terrain tiles. In response to the selection of a first terrain tile from the multiple candidate terrain tiles, the terminal determines the type of the first terrain tile and its position in the virtual scene. Based on the position of the first terrain tile in the virtual scene, the terminal determines the type of a second terrain tile adjacent to the first terrain tile in the virtual scene. Here, the target button refers to a physical button on the terminal, such as the volume button on a mobile phone; or a physical button on an external device of the terminal, such as the key M on a keyboard. The target button is set by a technician, and the user is allowed to adjust the target button.
[0100] In this implementation, users can quickly select the first terrain block to be added by clicking the target button. The terminal can determine the type of the first terrain block and its addition position in the virtual scene based on the user's operation, thereby determining the type of the second terrain block. The human-computer interaction is highly efficient.
[0101] In one possible implementation, in response to the selection of the first terrain block among the plurality of candidate terrain blocks, before the terminal determines the type of the first terrain block and its addition position in the virtual scene, the terminal may also perform the following steps to change the viewpoint of the virtual scene being displayed.
[0102] In one possible implementation, a view switching control is displayed in the virtual scene. In response to a click operation on the view switching control, the terminal displays the virtual scene in a second view, which is the view corresponding to the view switching control.
[0103] Since the user observes the virtual scene through a virtual camera, the terminal adjusts the display perspective of the virtual scene, which is also adjusting the position of the virtual camera in the virtual scene. The above steps are in response to the click operation of the perspective switching control, and the terminal adjusts the perspective of the virtual camera shooting the virtual scene to the second perspective.
[0104] In this implementation, before determining the addition position of the first terrain block in the virtual scene, the terminal allows the user to change the display view of the virtual scene through the view switching control, so that the user can observe the virtual scene from multiple angles and assist the user in determining the addition position of the first terrain block in the virtual scene.
[0105] The above implementation method is illustrated below with two examples.
[0106] Example 1: In response to a click on the view switching control, the terminal raises or lowers the view of the currently displayed virtual scene to the second view.
[0107] For example, in response to a click on the view switching control, the terminal determines the view difference between the current view of the virtual scene and the second view. This view difference is a vector used to indicate the directional difference between the current view and the second view. The terminal then raises or lowers the virtual scene based on this view difference to display the virtual scene in the second view.
[0108] See Figure 6 In response to a click on the view switching control 604, the terminal lowers the current view of the virtual scene to the second view corresponding to the view switching control 604. In response to a click on the view switching control 605, the terminal raises the current view of the virtual scene to the second view corresponding to the view switching control 605. That is, before determining the addition position of the first terrain block in the virtual scene, the terminal allows the user to adjust the display view of the virtual scene using the view switching controls 604 and 605. Adjusting the view provides the user with different angles to observe the virtual scene, thereby assisting the user in selecting the addition position for the first terrain block.
[0109] Example 2: In response to a click on the view switching control, the terminal horizontally rotates the view currently displaying the virtual scene to the second view.
[0110] For example, in response to a click on the view switching control, the terminal determines the view difference between the current view of the virtual scene and the second view. This view difference is a vector that indicates the numerical and directional differences between the current view and the second view. The terminal then rotates the virtual scene by this view difference and displays the virtual scene in the second view.
[0111] See Figure 6 In response to a click on the view switching control 606, the terminal horizontally rotates the view currently displaying the virtual scene to the second view. If the view switching control 606 is used to rotate the current view to the right, then after the view switching control 606 is clicked, the terminal will horizontally rotate the view currently displaying the virtual scene to the right to the second view. In some embodiments, if the view switching control 606 is used to rotate the current view to the left, then after the view switching control 606 is clicked, the terminal will horizontally rotate the view currently displaying the virtual scene to the left to the second view.
[0112] The following describes the method by which the terminal determines the type of the first terrain block and its addition location in the virtual scene in response to a click operation that adds a control to the terrain block.
[0113] In one possible implementation, in response to a click on the first terrain block among a plurality of candidate terrain blocks, the terminal highlights multiple candidate locations in the virtual scene. In response to a click on any of the multiple candidate locations, the terminal determines that candidate location as the addition location for the first terrain block in the virtual scene. The terminal determines the type of the first terrain block.
[0114] In this context, a candidate location is a position in the virtual scene where the first terrain tile can be added. A position where the first terrain tile can be added is defined as one where at least one of the following conditions is met: no other terrain tiles added by the user are present at the candidate location, or the area of the candidate location is the same as the area of the first terrain tile. Highlighting refers to changing the display color of the terrain tile to distinguish candidate terrain tiles from non-candidate terrain tiles in the virtual scene.
[0115] In this implementation, after a user selects a first terrain tile by clicking, the terminal highlights the candidate locations to indicate where the first terrain tile can be placed in the virtual scene, thus assisting the user in location selection and improving the efficiency of human-computer interaction. It also allows the user to select the desired location for the first terrain tile from multiple candidate locations by clicking, further enhancing the flexibility of user operation.
[0116] The above implementation method is illustrated below with two examples.
[0117] Example 1: In response to a click operation on the first terrain block among multiple candidate terrain blocks, the terminal adjusts the color of multiple candidate positions in the virtual scene to a first target color. Correspondingly, for multiple non-candidate positions in the virtual scene, the terminal can either maintain the display color of the multiple non-candidate positions or adjust the display color of the multiple non-candidate positions to a second target color. This application embodiment does not limit this; in some embodiments, the first target color is green and the second target color is red. In response to a click operation on any candidate position among the multiple candidate positions, the terminal determines that candidate position as the addition position of the first terrain block in the virtual scene. When using coordinates to represent the position in the virtual scene, the terminal obtains the coordinates of the position corresponding to the click operation in the virtual scene, which is also the addition position of the first terrain block in the virtual scene. The terminal determines the type of the first terrain block. When using a type identifier to represent the type of the first terrain block, the terminal obtains the type identifier of the first terrain block.
[0118] Example 2: In response to a click on the first terrain block among multiple candidate terrain blocks, the terminal determines the number of virtual resources associated with the target account. If the number of virtual resources associated with the target account is greater than or equal to the number of virtual resources associated with the first terrain block, the terminal highlights the multiple candidate locations in the virtual scene. In response to a click on any of the multiple candidate locations, the terminal determines that candidate location as the addition location for the first terrain block in the virtual scene. The terminal determines the type of the first terrain block; the method for determining the type of the first terrain block is described in the relevant description of Example 1 above, and will not be repeated here.
[0119] The target account is the account logged in on the terminal, or the user's account for playing the game on the terminal. Virtual resources are also known as virtual currency. Adding terrain blocks in the virtual scene requires a certain amount of virtual resources. The forms of virtual resources include "gold coins," "wood," "ore," "diamonds," and "points," etc., which are not limited in this embodiment. Virtual resources can be obtained by completing virtual tasks in the game, collecting them in the virtual scene, and recharging. In some embodiments, the number of virtual resources associated with the target account is the number of virtual resources owned by the target account. The number of virtual resources associated with the first terrain block refers to the number of virtual resources required to add the first terrain block in the virtual scene. This number of virtual resources is set by technicians according to actual conditions, and is not limited in this embodiment.
[0120] In one possible implementation, in response to a drag operation on the first terrain block among a plurality of candidate terrain blocks, the terminal determines the end position of the drag operation as the addition position of the first terrain block in the virtual scene. The terminal determines the type of the first terrain block.
[0121] In this implementation, users can select the location of the first terrain block in the virtual scene by dragging, resulting in high efficiency of human-computer interaction.
[0122] For example, in response to a drag operation on the first terrain block among multiple candidate terrain blocks, and where no target terrain block exists at the end position of the drag operation, the terminal determines the end position of the drag operation as the addition position of the first terrain block in the virtual scene, and the target terrain block is the terrain block added by the user in the virtual scene. In some embodiments, when the user drags the first terrain block, the terminal can use a first target color to display candidate terrain blocks and a second target color to display the target terrain block. The user can clearly identify the target terrain block by color, thereby facilitating the user to select a position for the first terrain block and improving the efficiency of human-computer interaction.
[0123] In one possible implementation, when the first terrain block among the plurality of candidate terrain blocks is dragged, in response to the viewpoint adjustment operation of the virtual scene, the terminal adjusts the current viewpoint to display the virtual scene as a first viewpoint, where the first viewpoint is the viewpoint corresponding to the viewpoint adjustment operation.
[0124] In this implementation, when the first terrain block is dragged, the terminal provides the user with a viewpoint adjustment function. This function adjusts the viewing angle of the virtual scene, providing the user with more perspectives to observe the virtual scene while dragging the first terrain block, thus helping the user determine the display position of the first terrain block in the virtual scene. Through this viewpoint adjustment function, the user can adjust the viewing angle of the virtual scene at any time while dragging the first terrain block, resulting in high efficiency of human-computer interaction.
[0125] In some embodiments, adjusting the viewpoint of the virtual scene is a sliding operation on the virtual scene, including sliding left and right and sliding up and down. Alternatively, adjusting the viewpoint of the virtual scene is a clicking operation on a viewpoint switching control displayed in the virtual scene.
[0126] Taking the adjustment of the virtual scene's perspective as a sliding operation as an example, when dragging the first terrain block, in response to the sliding operation, the terminal adjusts the current perspective to display the virtual scene from a first-person perspective. For example, if a user drags the first terrain block with their right hand, they can use their left hand to perform a sliding operation on the virtual scene while dragging the first block, thereby adjusting the display perspective of the virtual scene. Of course, the user can also use their left hand to drag the first terrain block and their right hand to perform a sliding operation on the virtual scene; this embodiment does not limit this approach.
[0127] 402. The terminal determines the transition model between the first terrain block and the second terrain block based on the type of the first terrain block and the type of the second terrain block.
[0128] In one possible implementation, if the types of the first terrain block and the second terrain block are different, the terminal determines the transition model between the first terrain block and the second terrain block.
[0129] The transition model is a pre-designed model by technicians, also known as a boundary model, used to connect different types of terrain blocks. In some embodiments, the transition model is a model that transitions from a target type terrain block to a different type of terrain block. For example, if the target type is grassland, the transition model is a model that transitions from a grassland terrain block to a different type of terrain block. In some embodiments, the transition model is also referred to as a transition edge. In some embodiments, the first terrain block includes at least one transition region, which is used to display the transition model. See [link to previous section]. Figure 7 The first terrain block includes eight transition regions 701-708, and its model is displayed within region 709. Region 709 is surrounded by these eight transition regions, which display the transition models between the first terrain block and adjacent second terrain blocks at different locations. Specifically, transition region 701 transitions the first terrain block to the adjacent second terrain block above it; transition region 702 transitions the first terrain block to the adjacent second terrain block to its right; transition region 703 transitions the first terrain block to the adjacent second terrain block below it; transition region 704 transitions the first terrain block to the adjacent second terrain block to its left; transition region 705 transitions the first terrain block to the adjacent second terrain block to its upper left; transition region 706 transitions the first terrain block to the adjacent second terrain block to its upper right; transition region 707 transitions the first terrain block to the adjacent second terrain block to its lower right; and transition region 708 transitions the first terrain block to the adjacent second terrain block to its lower left. Based on their location, the transition regions can be divided into edge transition regions and corner transition regions. Edge transition regions include transition regions 701-704, and corner transition regions include transition regions 705-708. Of course, the models corresponding to the terrain blocks are set up in advance by technicians.
[0130] In this implementation, when the first terrain block and the second terrain block are of different types, the terminal can determine the transition model between the first terrain block and the second terrain block, and the transition model can play a transition role between different types of terrain blocks.
[0131] The above implementation methods are illustrated below through several examples.
[0132] Example 1: When the types of the first terrain block and the second terrain block are different, the terminal determines the transition model corresponding to the type of the second terrain block as the transition model between the first terrain block and the second terrain block.
[0133] The transition model corresponding to the type of the second terrain block refers to the transition model from the type of the target terrain block to the type of the second terrain block. In the case where the target type is grassland and the type of the second terrain block is a pool, the transition model corresponding to the type of the second terrain block is the transition model from grassland to pool.
[0134] In some embodiments, when type identifiers are used to represent different terrain block types and model identifiers are used to represent different transition models, the terminal can store the type identifiers and corresponding model identifiers in a table. The correspondence between type identifiers and model identifiers is set by a technician according to the actual situation, and this embodiment does not limit this. In some embodiments, the correspondence between type identifiers and model identifiers set by the user / technical personnel according to the actual situation is called the default correspondence, which allows the user to adjust as needed. The terminal compares the type of the first terrain block and the type of the second terrain block, for example, by comparing the type identifiers of the first terrain block and the type identifiers of the second terrain block. If the types of the first and second terrain blocks are different, the terminal queries the table based on the type identifier of the second terrain block to obtain the model identifier corresponding to the type identifier of the second terrain block, and determines the transition model corresponding to that model identifier.
[0135] Example 2: When the types of the first terrain block and the second terrain block are different, the terminal determines the type of the second terrain block and the transition model corresponding to its relative position with respect to the first terrain block as the transition model between the first terrain block and the second terrain block.
[0136] The relative position between the second terrain block and the first terrain block refers to their relative position with the first terrain block as the origin. There are eight relative positions: above, below, left, right, upper left, upper right, lower left, and lower right. In some embodiments, for terrain blocks of the same type, technicians can set corresponding transition models for different relative positions to achieve more refined transitions between terrain blocks. For example, if the second terrain block is a pool and is directly above the first terrain block, the terminal can obtain the corresponding first transition model. If the second terrain block is a pool and is to the left of the first terrain block, the terminal can obtain the corresponding second transition model. The first and second transition models have different patterns or textures, which are not limited in this embodiment.
[0137] In some implementations, when type identifiers are used to represent different terrain block types, model identifiers are used to represent different transition models, and location identifiers are used to represent relative positions, the terminal can store the type identifier, the corresponding location identifier, and the corresponding model identifier in a table format. The terminal compares the type of the first terrain block with the type of the second terrain block, for example, by comparing the type identifiers of the first and second terrain blocks. If the types of the first and second terrain blocks are different, the terminal determines the relative position between the first and second terrain blocks, for example, by using the coordinates of the first and second terrain blocks. Based on the type identifier of the second terrain block and the location identifier between the second and first terrain blocks, the terminal determines the corresponding model identifier. The terminal then determines the transition model corresponding to that model identifier.
[0138] Example 3: When the types of the first terrain block and the second terrain block are different, the terminal displays multiple transition models. In response to the selection of a target transition model among the multiple transition models, the terminal determines that target transition model as the transition model between the first terrain block and the second terrain block.
[0139] In this implementation, when the types of the first terrain block and the second terrain block are different, the terminal can provide the user with multiple transitional models to choose from, giving the user greater autonomy in the game.
[0140] In some embodiments, when the types of the first terrain tile and the second terrain tile are different, the terminal displays a transition model selection area in the virtual scene. This transition model selection area includes multiple transition models. In some embodiments, the transition model selection area is a pop-up window, comprising multiple sub-areas. Different sub-areas are used to display different types of transition models, where type refers to the transition model's color, texture, etc. In some embodiments, different transition models are associated with different account levels; users can unlock more transition models by increasing their account level. Alternatively, different transition models are associated with different virtual tasks; users can unlock more transition models by completing different virtual tasks in the game. In some embodiments, the terminal displays a lock mark on unlocked transition models to notify the user that the transition model is temporarily unavailable. In response to a click operation on a target transition model displayed in the transition model selection area, the terminal identifies the target transition model as the transition model between the first terrain tile and the second terrain tile.
[0141] In one possible implementation, after the terminal determines the transition model between the first terrain block and the second terrain block through the above steps, the terminal can also display a preview model of the transition model between the first terrain block and the second terrain block.
[0142] In some embodiments, the preview model is a transition model with the same shape but different transparency; for example, the preview model has higher transparency than the corresponding transition model. After the terminal determines the transition model between the first terrain block and the second terrain block, it can display a preview model of the transition model between the first terrain block and the second terrain block, providing the user with a preview method of the transition model. The user can decide whether to place the first terrain block at a selected location or adjust the transition model displayed between the first terrain block and the second terrain block based on the displayed preview model.
[0143] For example, see Figure 8 The terminal displays a preview model 803 of the transition model between the first terrain block 801 and the second terrain block 802. Figure 8 It also includes terrain block 804 that has been added next to the second terrain block 802, and a transition model 805 between the second terrain block 802 and the terrain block 804. Figure 8 As can be seen, the transparency of the preview model 803 is higher than that of the transition model 805, allowing users to preview the transition model determined by the terminal through the preview model 803.
[0144] In one possible implementation, if the type of the first terrain block and the type of the second terrain block are the same, the terminal determines that no transition model is displayed between the first terrain block and the second terrain block.
[0145] In this implementation, when the terminal determines that the first terrain block and the second terrain block are of the same type, it determines that there is no need to display a transition model between the first terrain block and the second terrain block, so as to save display resources.
[0146] In some embodiments, combined with Figure 7 This implementation method and the previous implementation method can be represented in the following ways:
[0147] if (the type of the first terrain tile is not equal to the type of the second terrain tile above it) {
[0148] The model for the transition area 701 is obtained by reading the table (the transition model from the type of the second terrain tile above the first terrain tile to grassland).
[0149] else{
[0150] The transition model of transition region 701 is equal to the no-transition model.
[0151] };
[0152] if (the type of the first terrain tile is not equal to the type of the second terrain tile to the right of the first terrain tile) {
[0153] The transition model for transition region 702 is obtained by reading the table (the transition model from the type of the second terrain block to the right of the first terrain block to the grassland).
[0154] else{
[0155] Transition region 702 Transition model = No transition model
[0156] };
[0157] if (the type of the first terrain tile is not equal to the type of the second terrain tile below it) {
[0158] The transition model for transition region 703 is obtained by reading the table (the transition model from the type of the second terrain tile below the first terrain tile to grassland).
[0159] else{
[0160] The transition model of transition region 703 is equal to the no-transition model.
[0161] };
[0162] if (the type of the first terrain tile is not equal to the type of the second terrain tile to the left of the first terrain tile) {
[0163] Transition region 704 transition model = obtained from table (transition model from the type of the second terrain block to the left of the first terrain block to the grassland).
[0164] else{
[0165] Transition region 704 transition model = no transition model
[0166] };
[0167] if (the type of the first terrain tile is not equal to the type of the second terrain tile to the upper left of the first terrain tile) {
[0168] Transition model for transition region 705 = Read table to obtain (transition model from the type of the second terrain tile above the first terrain tile to grassland).
[0169] else{
[0170] Transition region 705 transition model = no transition model
[0171] };
[0172] if (the type of the first terrain tile != the type of the second terrain tile to the upper right of the first terrain tile, transitioning to the grassland model) {
[0173] Transition model for transition region 706 = Read table to obtain (transition model from the type of the second terrain tile above the first terrain tile to grassland).
[0174] else{
[0175] Transition region 706 transition model = no transition model
[0176] };
[0177] if (the type of the first terrain tile is not equal to the type of the second terrain tile to the lower right of the first terrain tile) {
[0178] Transition model for transition region 707 = Read table to obtain (transition model from the type of the second terrain tile to grassland in the lower right corner of the first terrain tile).
[0179] else{
[0180] Transition region 707 transition model = no transition model
[0181] };
[0182] if (the type of the first terrain tile is not equal to the type of the second terrain tile to the lower left of the first terrain tile) {
[0183] Transition model for transition region 708 = Read table to obtain (transition model from the type of the second terrain tile to grassland in the lower left corner of the first terrain tile).
[0184] else{
[0185] Transition region 708 transition model = no transition model
[0186] }
[0187] In some embodiments, as described in the previous embodiment, the transition region on the first terrain block is divided into edge transition regions and corner transition regions. Since the edge transition regions are all transition regions between the first terrain block and a second terrain block, the transition model on the edge transition regions can be determined based on the types of the first and second terrain blocks. For the corner transition regions, each corner transition region is connected to three second terrain blocks, for example, see [link to relevant documentation]. Figure 7 Transition region 705 is a corner transition region, connected to the second terrain block above the first terrain block, the second terrain block to the upper left, and the second terrain block to the left. Therefore, when determining the transition model for the corner transition region, the terminal can implement it based on the type of the first terrain block and the types of the three second terrain blocks connected to the transition region, as follows:
[0188] The terminal compares the types of the first terrain block with any of the three second terrain blocks connected to the transition region. In response to the first terrain block having a different type among the three second terrain blocks connected to the transition region, the terminal determines the transition model corresponding to the transition region.
[0189] For example, still using Figure 7 Taking the transition region 705 as an example, there may be a transition zone between the first and second terrain blocks, such as... Figure 9 The eight situations shown are in Figure 9In the 3x3 grid, the central terrain tile is the first terrain tile, and the remaining terrain tiles are the second terrain tiles. Black indicates a water feature, and white indicates grassland. For the first case (see 901), the first terrain tile is a water feature, and the second terrain tiles are all grassland. Since transition area 705 is located in the upper left corner of the first terrain tile, the type of the second terrain tile adjacent to transition area 705 is different from that of the first terrain tile, and the terminal determines the transition model. For the second case (see 902), the first terrain tile is a water feature, and the second terrain tile above it is also a water feature. The remaining second terrain tiles are all grassland. Therefore, the types of the second terrain tiles adjacent to the left and upper right of transition area 705 are different from those of the first terrain tile, and the terminal determines the transition model. The third scenario, as described in 903, involves a water feature. The first terrain tile is of type "pool," and the second terrain tile to its left is also of type "pool." All other second terrain tiles are of type "grass." Therefore, the second terrain tiles adjacent to the upper and upper right of transition area 705 have different types from the first terrain tile, and the final transition model is determined. The fourth scenario, as described in 904, involves a water feature. The first terrain tile is of type "pool," and the second terrain tile to its upper left is also of type "pool." All other second terrain tiles are of type "grass." Therefore, the second terrain tiles adjacent to the left and upper of transition area 705 have different types from the first terrain tile, and the final transition model is determined. The transition model is determined at the terminal; the fifth case is referred to in 905, the type of the first terrain block is a pool, the type of the second terrain block to the left and upper left of the first terrain block is also a pool, and the type of the upper second terrain block is grassland, then the type of the upper second terrain block adjacent to transition area 705 is different from the first terrain block, and the transition model is determined at the terminal; the sixth case is referred to in 906, the type of the first terrain block is a pool, the type of the second terrain block above and upper left of the first terrain block is also a pool, and the type of the left second terrain block is grassland, then the type of the left second terrain block adjacent to transition area 705 is different from the first. In the seventh case (see 907), the first terrain block is of type "pool," and the second terrain blocks above and to the left of the first are also of type "pool." The second terrain block to the upper left is of type "grass." Therefore, the type of the second terrain block to the upper left adjacent to transition area 705 is different from that of the first terrain block, and the terminal determines the transition model. In the eighth case (see 908), the first terrain block is of type "pool," and all other second terrain blocks are of type "pool." Therefore, the type of all second terrain blocks adjacent to transition area 705 is the same as that of the first terrain block, and the terminal does not need to determine the transition model. In summary, only the eighth case does not require determining the transition model.The transition model is determined by the terminal based on the type of the first terrain block and the types of the three second terrain blocks connected to the transition area. For example, it can be determined based on the type of the second terrain block that is different from the type of the first terrain block. In other words, the transition model from the second terrain block of different types to the target type terrain block is determined as the transition model of the transition area.
[0190] In one possible implementation, if the type of the first terrain block and the type of the second terrain block are the same, the terminal determines the transition model between the first terrain block and the second terrain block based on the type of the first terrain block.
[0191] In this implementation, when the first terrain block and the second terrain block are of the same type, the terminal can determine the transition model based on the type of the first terrain block to enrich the display effect between terrain blocks of the same type.
[0192] For example, when using type identifiers to represent different terrain block types and model identifiers to represent different transition models, the terminal can store the type identifiers and their corresponding model identifiers in a table. The terminal compares the type of the first terrain block with the type of the second terrain block, such as comparing the type identifiers of the first and second terrain blocks. If the types of the first and second terrain blocks are the same, the terminal queries the table based on the type identifier of the first terrain block to obtain the model identifier corresponding to the type identifier of the first terrain block, and determines the transition model corresponding to that model identifier.
[0193] In one possible implementation, there are multiple second terrain blocks. For three adjacent second terrain blocks among the multiple second terrain blocks, in response to the fact that only two of the three second terrain blocks have the same type as the first terrain block, the terminal determines the transition model between the first terrain block and the three second terrain blocks based on the relative positional relationship between the two second terrain blocks and the first terrain block.
[0194] A jagged edge will occur when exactly two of the three second terrain blocks share the same type as the first terrain block. For example, see [link to example]. Figure 8 In the fifth, sixth, and seventh cases, this "L-shaped" corner will form a serrated edge.
[0195] For example, location identifiers are used to represent relative positional relationships, and model identifiers are used to represent transitional models. The terminal stores the location identifiers and their corresponding model identifiers in a table. There are nine second terrain blocks. For the three second terrain blocks to the left, upper left, and above the first terrain block, only two of these three second terrain blocks share the same type as the first terrain block: the upper and left second terrain blocks, the upper and upper left second terrain blocks, and the upper left and left second terrain blocks. The terminal obtains the location identifiers between these two second terrain blocks and the first terrain block. These location identifiers represent the relative positional relationship between the two second terrain blocks and the first terrain block. Based on these location identifiers, the terminal queries the table to obtain the corresponding model identifier, thereby determining the transitional model.
[0196] For example, see Figure 9 and Figure 10 ,for Figure 9 In the fifth scenario, the terminal will adjust the right-angle transition model in 905 to... Figure 10 The oblique angle transition model 1001 is adjusted to the right angle transition model 906. Figure 10 The oblique angle transition model 1002 is adjusted to the right angle transition model 907. Figure 10 The beveled transition model 1003. Compared to the right-angle transition model, the beveled transition model is smoother. See also... Figure 11 After changing from a right-angle transition model to an oblique-angle transition model, the transition region 1101 is free of jagged edges, and the transition is smoother.
[0197] It should be noted that the above example uses three second terrain blocks to the left, upper left, and above the first terrain block as examples. In other possible implementations, the above method can be used to determine the transition model for three second terrain blocks above, upper right, and right of the first terrain block, three second terrain blocks to the right, lower right, and below, and three second terrain blocks to the lower left and left of the first terrain block.
[0198] 403. Terminal determination of embellishment model.
[0199] The embellishment model includes any one of the following: plant model, obstacle model, or animal model. This embellishment model is pre-set by technicians and can be directly invoked by the terminal, enriching the display effect of the terrain blocks.
[0200] In one possible implementation, the terminal displays a selection list of embellishment models, which shows multiple candidate embellishment models. The terminal then selects the chosen candidate embellishment model from among these multiple candidate embellishment models as the embellishment model.
[0201] In this implementation, the terminal provides users with multiple candidate embellishment models through an embellishment model selection list. Users can choose the embellishment model they want to use from this embellishment model selection list, which improves user autonomy and enriches the display effect of terrain blocks.
[0202] For example, see Figure 12 The terminal displays a selection list 1201 for decorative models, which shows multiple candidate decorative models. The terminal selects the candidate decorative model 1202 from these multiple candidate decorative models as the decorative model.
[0203] In one possible implementation, the terminal randomly determines the embellishment model from the set of embellishment models.
[0204] For example, the embellishment model set includes multiple embellishment models, and the terminal randomly determines at least one embellishment model from among the multiple embellishment models, and randomly determines the display position of at least one embellishment model on the first terrain block.
[0205] In this implementation, the terminal can randomly determine the decorative model and its display position, enriching the display effect of the terrain blocks.
[0206] For example, see Figure 7 After the terminal randomly determines at least one embellishment model from multiple embellishment models, it can randomly determine the display position of the embellishment model in nine regions 701-709 in the first terrain block.
[0207] It should be noted that the above steps 401-403 are illustrated using the example of background processing steps executed by the terminal. In the cloud gaming scenario, the above steps 401-403 are executed by the cloud gaming server.
[0208] 404. The terminal displays the first terrain block, the transition model between the first terrain block and the second terrain block, and the decorative model in the virtual scene.
[0209] See Figure 13 The virtual scene 1300 displays a first terrain block 1301, a transition model 1302 between the first terrain block 1301 and the adjacent second terrain block, and decorative models 1303-1309 are displayed on the first terrain block 1301 and the transition model 1302.
[0210] In one possible implementation, in response to a click on the terrain tile deletion control, the terminal highlights multiple target terrain tiles in the virtual scene, which are terrain tiles added by the user to the virtual scene. In response to any of the multiple target terrain tiles being selected, the terminal removes that target terrain tile from the virtual scene.
[0211] In this implementation, users can delete terrain blocks in the virtual scene using the terrain block deletion control, resulting in high efficiency of human-computer interaction.
[0212] For example, see Figure 14 and Figure 15 In response to a click on the terrain deletion control 1401, the terminal displays multiple target terrain blocks in the virtual scene. In response to any one of these target terrain blocks being selected, the terminal removes that target terrain block from the virtual scene, resulting in terrain block 1501.
[0213] The following will refer to the various optional implementation methods in steps 401-404 of the above figure, and... Figure 16 The terrain block display method provided in the embodiments of this application will be described.
[0214] See Figure 16 The user places a terrain tile in the virtual scene, and the terminal generates a transition edge, which is also known as a transition model. The terminal smooths the transition edge, which means eliminating the jagged edges of the transition model. The terminal enriches the transition edge, which means displaying decorative models on the first terrain tile. The terminal renders and displays the model, which means displaying the first terrain tile, the transition model between the first terrain tile and the second terrain tile, and the decorative models.
[0215] All of the above-mentioned optional technical solutions can be combined in any way to form the optional embodiments of this application, and will not be described in detail here.
[0216] According to the technical solution provided in this application, when a user adds terrain blocks in a virtual scene, the terminal will add a transition model between the added terrain block and the adjacent terrain blocks. The transition model is used to eliminate the jagged edges between different terrain blocks, thereby improving the display effect of the terrain blocks.
[0217] It enables users to customize terrain blocks in the game and optimizes the visual presentation of user-defined terrain blocks, avoiding jagged edges on the terrain blocks. By randomly generating decorative models in transition areas, it improves the diversity of transition areas and enhances the expressiveness of virtual scenes.
[0218] Figure 17 This is a schematic diagram of a terrain block display device provided in an embodiment of this application. See also... Figure 17The device includes: a terrain block type determination module 1701, a transition model determination module 1702, and a display module 1703.
[0219] The terrain block type determination module 1701 is used to determine the type of the first terrain block to be added and the type of the second terrain block adjacent to the first terrain block in the virtual scene in response to the terrain block addition operation.
[0220] Transition model determination module 1702 is used to determine the transition model between the first terrain block and the second terrain block based on the type of the first terrain block and the type of the second terrain block.
[0221] Display module 1703 is used to display the first terrain block in the virtual scene and to display a transition model between the first terrain block and the second terrain block.
[0222] In one possible implementation, a terrain tile addition control is displayed on the virtual scene. The terrain tile type determination module 1701 is used to display multiple candidate terrain tiles in response to a click operation on the terrain tile addition control. In response to the selection of a first terrain tile from the multiple candidate terrain tiles, the type of the first terrain tile and its addition position in the virtual scene are determined. Based on the addition position of the first terrain tile in the virtual scene, the type of a second terrain tile adjacent to the first terrain tile in the virtual scene is determined.
[0223] In one possible implementation, the terrain block type determination module 1701 is configured to perform any of the following:
[0224] In response to a click on the first terrain block among a plurality of candidate terrain blocks, multiple candidate locations are highlighted in the virtual scene. In response to a click on any of the multiple candidate locations, that candidate location is determined as the addition location of the first terrain block in the virtual scene. The type of the first terrain block is determined.
[0225] In response to a drag operation on the first terrain block among multiple candidate terrain blocks, the end position of the drag operation is determined as the addition position of the first terrain block in the virtual scene. The type of the first terrain block is determined.
[0226] In one possible implementation, the terrain block type determination module 1701 is configured to determine the number of virtual resources associated with a target account in response to a click operation on the first terrain block among a plurality of candidate terrain blocks. In response to the number of virtual resources associated with the target account being greater than or equal to the number of virtual resources associated with the first terrain block, the plurality of candidate locations are highlighted in the virtual scene.
[0227] In one possible implementation, the terrain block type determination module 1701 is configured to, in response to a drag operation on the first terrain block among a plurality of candidate terrain blocks, and the end position of the drag operation where no target terrain block is present, determine the end position of the drag operation as the addition position of the first terrain block in the virtual scene, wherein the target terrain block is the terrain block added by the user in the virtual scene.
[0228] In one possible implementation, the device further includes:
[0229] The view adjustment module is used to adjust the current view to the first view to display the virtual scene when dragging the first terrain block among multiple candidate terrain blocks, in response to the view adjustment operation of the virtual scene. The first view is the view corresponding to the view adjustment operation.
[0230] In one possible implementation, the virtual scene displays a view switching control, and the device includes:
[0231] The perspective switching module is used to respond to the click operation of the perspective switching control and display the virtual scene in a second perspective, which is the perspective corresponding to the perspective switching control.
[0232] In one possible implementation, the perspective switching module is configured to perform any of the following:
[0233] In response to a click on the view switching control, the view currently displaying the virtual scene is horizontally rotated to the second view.
[0234] In response to a click on the view switching control, the view currently displaying the virtual scene is raised or lowered to the second view.
[0235] In one possible implementation, the transition model determination module 1702 is used to determine the transition model between the first terrain block and the second terrain block when the types of the first terrain block and the second terrain block are different.
[0236] In one possible implementation, the transition model determination module 1702 is used to determine the transition model corresponding to the type of the second terrain block as the transition model between the first terrain block and the second terrain block when the types of the first terrain block and the second terrain block are different.
[0237] In one possible implementation, the transition model determination module 1702 is configured to perform any of the following:
[0238] If the type of the first terrain block and the type of the second terrain block are the same, it is determined that no transition model is displayed between the first terrain block and the second terrain block.
[0239] If the type of the first terrain block and the type of the second terrain block are the same, a transition model between the first terrain block and the second terrain block is determined based on the type of the first terrain block.
[0240] In one possible implementation, the device further includes:
[0241] The preview model display module is used to display a preview model of the transition model between the first terrain block and the second terrain block.
[0242] In one possible implementation, there are multiple second terrain blocks. The transition model determination module 1702 is used to determine the transition model between the first terrain block and the three second terrain blocks based on the relative positional relationship between the two second terrain blocks and the first terrain block, in response to the fact that only two of the three second terrain blocks have the same type as the first terrain block.
[0243] In one possible implementation, the device further includes a dot pattern determination module for determining the dot pattern.
[0244] The display module 1703 is used to display the first terrain block, the transition model between the first terrain block and the second terrain block, and the embellishment model in the virtual scene.
[0245] In one possible implementation, the embellishment model determination module is used to perform any of the following:
[0246] Display a list of candidate embellishment models. Select the chosen candidate model from these multiple options and designate it as the final embellishment model.
[0247] The embellishment model is randomly selected from the set of embellishment models.
[0248] In one possible implementation, the decorative model includes any one of a plant model, an obstacle model, and an animal model.
[0249] In one possible implementation, a terrain tile deletion control is displayed on the virtual scene, and the device further includes:
[0250] The terrain tile deletion module, in response to a click on the terrain tile deletion control, highlights multiple target terrain tiles in the virtual scene. These target terrain tiles are those added by the user to the virtual scene. In response to any of the multiple target terrain tiles being selected, that target terrain tile is removed from the virtual scene.
[0251] It should be noted that the terrain block display device provided in the above embodiments is only illustrated by the division of the above functional modules when displaying terrain blocks. In actual applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the computer device can be divided into different functional modules to complete all or part of the functions described above. In addition, the terrain block display device and the terrain block display method embodiments provided in the above embodiments belong to the same concept, and the specific implementation process can be found in the method embodiments, which will not be repeated here.
[0252] According to the technical solution provided in this application, when a user adds terrain blocks in a virtual scene, the terminal will add a transition model between the added terrain block and the adjacent terrain blocks. The transition model is used to eliminate the jagged edges between different terrain blocks, thereby improving the display effect of the terrain blocks.
[0253] This application provides a computer device for performing the above-described method. This computer device can be implemented as a terminal. The structure of the terminal is described below:
[0254] Figure 18 This is a schematic diagram of the structure of a terminal provided in an embodiment of this application. The terminal 1800 can be a smartphone, tablet computer, laptop computer, or desktop computer. The terminal 1800 may also be referred to as user equipment, portable terminal, laptop terminal, desktop terminal, or other names.
[0255] Typically, terminal 1800 includes one or more processors 1801 and one or more memories 1802.
[0256] Processor 1801 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. Processor 1801 may be implemented using at least one hardware form selected from DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), and PLA (Programmable Logic Array). Processor 1801 may also include a main processor and a coprocessor. The main processor, also known as a CPU (Central Processing Unit), is used to process data in the wake-up state; the coprocessor is a low-power processor used to process data in the standby state. In some embodiments, processor 1801 may integrate a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content required to be displayed on the screen. In some embodiments, processor 1801 may also include an AI (Artificial Intelligence) processor, which is used to handle computational operations related to machine learning.
[0257] The memory 1802 may include one or more computer-readable storage media, which may be non-transitory. The memory 1802 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices or flash memory devices. In some embodiments, the non-transitory computer-readable storage media in the memory 1802 are used to store at least one computer program, which is executed by the processor 1801 to implement the terrain tile display method provided in the method embodiments of this application.
[0258] In some embodiments, the terminal 1800 may also optionally include a peripheral device interface 1803 and at least one peripheral device. The processor 1801, memory 1802, and peripheral device interface 1803 can be connected via a bus or signal line. Each peripheral device can be connected to the peripheral device interface 1803 via a bus, signal line, or circuit board. Specifically, the peripheral device includes at least one of the following: a radio frequency circuit 1804, a display screen 1805, a camera assembly 1806, an audio circuit 1807, a positioning assembly 1808, and a power supply 1809.
[0259] Peripheral device interface 1803 can be used to connect at least one I / O (Input / Output) related peripheral device to processor 1801 and memory 1802. In some embodiments, processor 1801, memory 1802 and peripheral device interface 1803 are integrated on the same chip or circuit board; in some other embodiments, any one or two of processor 1801, memory 1802 and peripheral device interface 1803 can be implemented on separate chips or circuit boards, which is not limited in this embodiment.
[0260] The radio frequency (RF) circuit 1804 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The RF circuit 1804 communicates with communication networks and other communication devices via electromagnetic signals. The RF circuit 1804 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals back into electrical signals. Optionally, the RF circuit 1804 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, etc.
[0261] Display screen 1805 is used to display a user interface (UI). This UI may include graphics, text, icons, video, and any combination thereof. When display screen 1805 is a touch display screen, it also has the ability to collect touch signals on or above its surface. These touch signals can be input as control signals to processor 1801 for processing. In this case, display screen 1805 can also be used to provide virtual buttons and / or a virtual keyboard, also known as soft buttons and / or a soft keyboard.
[0262] The camera assembly 1806 is used to capture images or videos. Optionally, the camera assembly 1806 includes a front-facing camera and a rear-facing camera. Typically, the front-facing camera is located on the front panel of the terminal, and the rear-facing camera is located on the back of the terminal.
[0263] The audio circuit 1807 may include a microphone and a speaker. The microphone is used to collect sound waves from the user and the environment, and convert the sound waves into electrical signals that are input to the processor 1801 for processing, or input to the radio frequency circuit 1804 to realize voice communication.
[0264] The positioning component 1808 is used to locate the current geographical location of the terminal 1800 in order to enable navigation or LBS (Location Based Service).
[0265] The power supply 1809 is used to supply power to the various components in the terminal 1800. The power supply 1809 can be AC power, DC power, a disposable battery, or a rechargeable battery.
[0266] In some embodiments, the terminal 1800 further includes one or more sensors 1810. The one or more sensors 1810 include, but are not limited to: an accelerometer 1811, a gyroscope 1812, a pressure sensor 1813, a fingerprint sensor 1814, an optical sensor 1815, and a proximity sensor 1816.
[0267] Accelerometer 1811 can detect the magnitude of acceleration on the three coordinate axes of a coordinate system established with terminal 1800.
[0268] The gyroscope sensor 1812 can detect the orientation and rotation angle of the terminal 1800. The gyroscope sensor 1812 can work in conjunction with the accelerometer sensor 1811 to collect the user's 3D movements on the terminal 1800.
[0269] The pressure sensor 1813 can be installed on the side bezel of the terminal 1800 and / or on the lower layer of the display screen 1805. When the pressure sensor 1813 is installed on the side bezel of the terminal 1800, it can detect the user's grip signal on the terminal 1800, and the processor 1801 can perform left / right hand recognition or quick operation based on the grip signal collected by the pressure sensor 1813. When the pressure sensor 1813 is installed on the lower layer of the display screen 1805, the processor 1801 can control the operable controls on the UI interface based on the user's pressure operation on the display screen 1805.
[0270] The fingerprint sensor 1814 is used to collect the user's fingerprint. The processor 1801 identifies the user's identity based on the fingerprint collected by the fingerprint sensor 1814, or the fingerprint sensor 1814 identifies the user's identity based on the collected fingerprint.
[0271] An optical sensor 1815 is used to collect ambient light intensity. In one embodiment, a processor 1801 can control the display brightness of a display screen 1805 based on the ambient light intensity collected by the optical sensor 1815.
[0272] The proximity sensor 1816 is used to detect the distance between the user and the front of the terminal 1800.
[0273] Those skilled in the art will understand that Figure 18 The structure shown does not constitute a limitation on terminal 1800 and may include more or fewer components than shown, or combine certain components, or use different component arrangements.
[0274] In an exemplary embodiment, a computer-readable storage medium is also provided, such as a memory including a computer program that can be executed by a processor to perform the terrain tile display method in the above embodiments. For example, the computer-readable storage medium may be a read-only memory (ROM), a random access memory (RAM), a compact disc read-only memory (CD-ROM), magnetic tape, floppy disk, and optical data storage device, etc.
[0275] In an exemplary embodiment, a computer program product or computer program is also provided, which includes program code stored in a computer-readable storage medium. The processor of a computer device reads the program code from the computer-readable storage medium and executes the program code, causing the computer device to perform the above-described terrain block display method.
[0276] In some embodiments, the computer program involved in the present application embodiments may be deployed and executed on a computer device, or executed on multiple computer devices located in one location, or executed on multiple computer devices distributed in multiple locations and interconnected through a communication network. Multiple computer devices distributed in multiple locations and interconnected through a communication network may constitute a blockchain system.
[0277] Those skilled in the art will understand that all or part of the steps of the above embodiments can be implemented by hardware or by a program instructing related hardware. The program can be stored in a computer-readable storage medium, such as a read-only memory, a disk, or an optical disk.
[0278] The above are merely optional embodiments of this application and are not intended to limit this application. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of this application should be included within the protection scope of this application.
Claims
1. A method for displaying terrain blocks, characterized in that, The method includes: In response to a terrain tile addition operation, determine the type of the first terrain tile to be added and the type of the second terrain tile adjacent to the first terrain tile in the virtual scene; When the types of the first terrain block and the second terrain block are the same, the table is queried based on the type identifier of the first terrain block to obtain the model identifier corresponding to the type identifier of the first terrain block, and the transition model indicated by the model identifier corresponding to the first terrain block is determined as the transition model between the first terrain block and the second terrain block. If the types of the first terrain block and the second terrain block are different, the table is queried based on the type identifier of the second terrain block to obtain the model identifier corresponding to the type identifier of the second terrain block. The transition model indicated by the model identifier corresponding to the second terrain block is determined as the transition model between the first terrain block and the second terrain block; or, the transition model corresponding to the relative position of the second terrain block and the first terrain block is determined as the transition model between the first terrain block and the second terrain block; or, multiple transition models are displayed, and in response to the selection of a target transition model among the multiple transition models, the target transition model is determined as the transition model between the first terrain block and the second terrain block. The first terrain block is displayed in the virtual scene, and a transition model is displayed between the first terrain block and the second terrain block; wherein, the table includes a type identifier and a corresponding model identifier, and each transition model is a pre-set model.
2. The method according to claim 1, characterized in that, The virtual scene displays a terrain tile addition control. The step of determining the type of the first terrain tile to be added and the type of the second terrain tile adjacent to the first terrain tile in the virtual scene in response to the terrain tile addition operation includes: In response to a click operation that adds a control to the terrain tile, multiple candidate terrain tiles are displayed; In response to the selection of the first terrain block among the plurality of candidate terrain blocks, the type of the first terrain block and its addition position in the virtual scene are determined; Based on the location where the first terrain block is added in the virtual scene, the type of the second terrain block adjacent to the first terrain block in the virtual scene is determined.
3. The method according to claim 2, characterized in that, The response to the selection of the first terrain block from the plurality of candidate terrain blocks, determining the type of the first terrain block and its addition location in the virtual scene includes any of the following: In response to a click operation on the first terrain block among the plurality of candidate terrain blocks, multiple candidate locations are highlighted in the virtual scene; in response to a click operation on any candidate location among the plurality of candidate locations, the candidate location is determined as the addition location of the first terrain block in the virtual scene; Determine the type of the first terrain patch; In response to a drag operation on the first terrain block among the plurality of candidate terrain blocks, the end position of the drag operation is determined as the addition position of the first terrain block in the virtual scene; the type of the first terrain block is determined.
4. The method according to claim 3, characterized in that, The step of highlighting multiple candidate locations in the virtual scene in response to a click operation on the first terrain block among the plurality of candidate terrain blocks includes: In response to a click operation on the first terrain block among the plurality of candidate terrain blocks, the number of virtual resources associated with the target account is determined; In response to the number of virtual resources associated with the target account being greater than or equal to the number of virtual resources associated with the first terrain tile, the plurality of candidate locations are highlighted in the virtual scene.
5. The method according to claim 3, characterized in that, The step of determining the end position of the drag operation as the addition position of the first terrain block in the virtual scene in response to a drag operation on the first terrain block among the plurality of candidate terrain blocks includes: In response to a drag operation on the first terrain block among the plurality of candidate terrain blocks, and if there is no target terrain block at the end position of the drag operation, the end position of the drag operation is determined as the addition position of the first terrain block in the virtual scene, and the target terrain block is the terrain block added by the user in the virtual scene.
6. The method according to claim 3, characterized in that, The method further includes: When dragging the first terrain block among the plurality of candidate terrain blocks, in response to the view adjustment operation of the virtual scene, the current view is adjusted to display the virtual scene from a first view, where the first view is the view corresponding to the view adjustment operation.
7. The method according to claim 2, characterized in that, The virtual scene displays a view switching control. Before determining the type of the first terrain block and its addition position in the virtual scene in response to the selection of the first terrain block from the plurality of candidate terrain blocks, the method further includes: In response to a click operation on the view switching control, the virtual scene is displayed in a second view, which is the view corresponding to the view switching control.
8. The method according to claim 7, characterized in that, The action of displaying the virtual scene in a second perspective in response to a click on the view switching control includes any of the following: In response to a click operation on the view switching control, the view currently displaying the virtual scene is horizontally rotated to the second view. In response to a click on the view switching control, the view of the currently displayed virtual scene is raised or lowered to the second view.
9. The method according to claim 1, characterized in that, The method further includes: If the type of the first terrain block and the type of the second terrain block are the same, it is determined that no transition model is displayed between the first terrain block and the second terrain block.
10. The method according to claim 1, characterized in that, The method further includes: A preview model of the transition model is displayed between the first terrain block and the second terrain block.
11. The method according to claim 1, characterized in that, The second terrain patch is multiple, and the method further includes: For three adjacent second terrain blocks among a plurality of second terrain blocks, in response to the fact that only two of the three second terrain blocks have the same type as the first terrain block, a transition model between the first terrain block and the three second terrain blocks is determined based on the relative positional relationship between the two second terrain blocks and the first terrain block.
12. The method according to any one of claims 1-11, characterized in that, Before displaying the first terrain tile in the virtual scene and displaying a transition model between the first terrain tile and the second terrain tile, the method further includes: Determine the embellishment model; The step of displaying the first terrain tile in the virtual scene and displaying a transition model between the first terrain tile and the second terrain tile includes: The virtual scene displays the first terrain block, the transition model between the first and second terrain blocks, and the decorative model.
13. The method according to claim 12, characterized in that, The defined embellishment model includes any one of the following: Display a selection list of embellishment models, which shows multiple candidate embellishment models; determine the selected candidate embellishment model from the multiple candidate embellishment models as the embellishment model; The embellishment model is randomly determined from the set of embellishment models.
14. The method according to any one of claims 1-11, characterized in that, The virtual scene displays a terrain tile deletion control. After displaying the first terrain tile in the virtual scene and displaying a transition model between the first terrain tile and the second terrain tile, the method further includes: In response to a click operation on the terrain tile deletion control, multiple target terrain tiles in the virtual scene are highlighted. These multiple target terrain tiles are terrain tiles added by the user to the virtual scene. In response to any one of the plurality of target terrain blocks being selected, the target terrain block is removed from the virtual scene.
15. A terrain block display device, characterized in that, The device includes: The terrain block type determination module is used to determine the type of the first terrain block to be added and the type of the second terrain block adjacent to the first terrain block in the virtual scene in response to the terrain block addition operation. The transition model determination module is configured to: when the types of the first terrain block and the second terrain block are the same, query a table based on the type identifier of the first terrain block to obtain the model identifier corresponding to the type identifier of the first terrain block, and determine the transition model indicated by the model identifier corresponding to the first terrain block as the transition model between the first terrain block and the second terrain block; when the types of the first terrain block and the second terrain block are different, query the table based on the type identifier of the second terrain block to obtain the model identifier corresponding to the type identifier of the second terrain block, and determine the transition model indicated by the model identifier corresponding to the second terrain block as the transition model between the first terrain block and the second terrain block; or, determine the transition model corresponding to the relative position of the second terrain block and the first terrain block as the transition model between the first terrain block and the second terrain block; or, display multiple transition models, and in response to the selection of a target transition model among the multiple transition models, determine the target transition model as the transition model between the first terrain block and the second terrain block. The display module is used to display the first terrain block in the virtual scene and to display a transition model between the first terrain block and the second terrain block; wherein, the table includes a type identifier and a corresponding model identifier, and each transition model is a pre-set model.
16. The apparatus according to claim 15, characterized in that, The virtual scene displays a terrain tile addition control; the terrain tile type determination module is used for: In response to a click operation that adds a control to the terrain tile, multiple candidate terrain tiles are displayed; In response to the selection of the first terrain block among the plurality of candidate terrain blocks, the type of the first terrain block and its addition position in the virtual scene are determined; Based on the location where the first terrain block is added in the virtual scene, the type of the second terrain block adjacent to the first terrain block in the virtual scene is determined.
17. The apparatus according to claim 16, characterized in that, The terrain block type determination module is configured to perform any of the following: In response to a click operation on the first terrain block among the plurality of candidate terrain blocks, multiple candidate locations are highlighted in the virtual scene; in response to a click operation on any candidate location among the plurality of candidate locations, the candidate location is determined as the addition location of the first terrain block in the virtual scene; Determine the type of the first terrain patch; In response to a drag operation on the first terrain block among the plurality of candidate terrain blocks, the end position of the drag operation is determined as the addition position of the first terrain block in the virtual scene; the type of the first terrain block is determined.
18. The apparatus according to claim 17, characterized in that, The terrain block type determination module is used for: In response to a click operation on the first terrain block among the plurality of candidate terrain blocks, the number of virtual resources associated with the target account is determined; In response to the number of virtual resources associated with the target account being greater than or equal to the number of virtual resources associated with the first terrain tile, the plurality of candidate locations are highlighted in the virtual scene.
19. The apparatus according to claim 17, characterized in that, The terrain block type determination module is used for: In response to a drag operation on the first terrain block among the plurality of candidate terrain blocks, and if there is no target terrain block at the end position of the drag operation, the end position of the drag operation is determined as the addition position of the first terrain block in the virtual scene, and the target terrain block is the terrain block added by the user in the virtual scene.
20. The apparatus according to claim 17, characterized in that, The device further includes: The viewpoint adjustment module is used to adjust the current viewpoint to a first viewpoint to display the virtual scene in response to the viewpoint adjustment operation of the virtual scene when dragging the first terrain block among the plurality of candidate terrain blocks. The first viewpoint is the viewpoint corresponding to the viewpoint adjustment operation.
21. The apparatus according to claim 16, characterized in that, The virtual scene displays a view switching control, and the device further includes: The perspective switching module is used to respond to a click operation on the perspective switching control and display the virtual scene from a second perspective, wherein the second perspective is the perspective corresponding to the perspective switching control.
22. The apparatus according to claim 21, characterized in that, The viewpoint switching module is used to perform any of the following: In response to a click operation on the view switching control, the view currently displaying the virtual scene is horizontally rotated to the second view. In response to a click on the view switching control, the view of the currently displayed virtual scene is raised or lowered to the second view.
23. The apparatus according to claim 15, characterized in that, The transition model determination module is configured to perform any of the following: If the type of the first terrain block and the type of the second terrain block are the same, it is determined that no transition model is displayed between the first terrain block and the second terrain block.
24. The apparatus according to claim 15, characterized in that, The device further includes: A preview model display module is used to display a preview model of the transition model between the first terrain block and the second terrain block.
25. The apparatus according to claim 15, characterized in that, The second terrain patch is multiple, and the transition model determination module is used for: For three adjacent second terrain blocks among a plurality of second terrain blocks, in response to the fact that only two of the three second terrain blocks have the same type as the first terrain block, a transition model between the first terrain block and the three second terrain blocks is determined based on the relative positional relationship between the two second terrain blocks and the first terrain block.
26. The apparatus according to any one of claims 15-25, characterized in that, The device further includes: The embellishment model determination module is used to determine the embellishment model; The display module is used to display the first terrain block, the transition model between the first terrain block and the second terrain block, and the embellishment model in the virtual scene.
27. The apparatus according to claim 26, characterized in that, The embellishment model determination module is used to perform any of the following: Display a selection list of embellishment models, which shows multiple candidate embellishment models; determine the selected candidate embellishment model from the multiple candidate embellishment models as the embellishment model; The embellishment model is randomly determined from the set of embellishment models.
28. The apparatus according to any one of claims 15-25, characterized in that, The virtual scene displays a terrain tile deletion control, and the device further includes: The terrain block deletion module is used to highlight multiple target terrain blocks in the virtual scene in response to a click operation on the terrain block deletion control, wherein the multiple target terrain blocks are terrain blocks added by the user to the virtual scene; and to remove the target terrain block from the virtual scene in response to any target terrain block being selected.
29. A computer device, characterized in that, The computer device includes one or more processors and one or more memories, wherein at least one computer program is stored in the one or more memories, and the computer program is loaded and executed by the one or more processors to implement the terrain tile display method as described in any one of claims 1 to 14.
30. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores at least one computer program, which is loaded and executed by a processor to implement the terrain tile display method as described in any one of claims 1 to 14.
31. A computer program product, comprising a computer program, characterized in that, When executed by a processor, the computer program implements the terrain block display method according to any one of claims 1 to 14.
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