A method and apparatus for generating a game scene, and a computer storage medium
By displaying the polyhedral composed of multiple sub-scenes in the game operation interface and changing the target area when preset conditions are met, the problem of insufficient diversity of existing games is solved, and the diversity of game scenes is improved.
Patent Information
- Application Number
- CN202111425953.9
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2021-11-26
- Publication Date
- 2025-06-27
- Estimated Expiration
- 2041-11-26
AI Technical Summary
Existing games have the problem of poor game diversity, and players play for a long time in the same game scene leads to a single experience.
By displaying a polyhedral composed of multiple subscenes in the game operation interface, in response to preset scene exchange conditions, the target area to be exchanged from the first target subscene, and replace it with the target area in other first target subscene to generate a new first target subscene.
It realizes that the target area in the scene is constantly changed during the game process and the original scene is used to form new scenes, thus enriching the game scene and enhancing the diversity of the game.
Smart Images

Figure CN114082187B_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the field of computer technologies, and in particular, to a method and apparatus for generating a game scene, and a computer storage medium. Background Art
[0002] With the continuous development of computer technologies, various interactive application programs have been gradually developed to meet the usage needs of users. For example, in a game application program, generally, multiple virtual characters controlled by different players are placed in the same game scene map, and the players control the virtual characters to move in the game scene map to perform tasks during the game. However, current games have the problem of poor game diversity. Summary of the Invention
[0003] Embodiments of the present disclosure at least provide a method and apparatus for generating a game scene, and a computer storage medium.
[0004] In a first aspect, an embodiment of the present disclosure provides a method for generating a game scene, which is applied to a terminal device; a game operation interface is displayed on the terminal device; a game scene is displayed in the game operation interface; the game scene includes multiple sub-scenes; the multiple sub-scenes form a polyhedron, and each sub-scene is located on one face of the polyhedron; the method includes: in response to satisfying a preset scene exchange condition, for a first target sub-scene among the multiple sub-scenes, determining a target area to be subjected to area exchange from each of the first target sub-scenes; where the first target sub-scene includes at least some of the multiple sub-scenes; for each of the first target sub-scenes, replacing the target area in each of the first target sub-scenes with the target area in other first target sub-scenes to obtain a new first target sub-scene.
[0005] In an optional implementation manner, the preset scene exchange condition includes at least one of the following: the game duration reaches a preset duration threshold; the game progress of virtual characters belonging to at least one game camp in the game reaches a preset progress; a preset event for the scene exchange is triggered; the number of virtual characters included in at least some of the sub-scenes reaches a preset number threshold.
[0006] In an optional implementation manner, the determining a target area to be subjected to area exchange from each of the first target sub-scenes includes at least one of the following: determining a target area to be subjected to area exchange from each of the first target sub-scenes based on a preset area exchange strategy; determining a target area to be subjected to area exchange from each of the first target sub-scenes based on the first position information of virtual characters in the game in the first target sub-scenes; determining a target area to be subjected to area exchange from each of the first target sub-scenes based on the second position information of virtual items in the game in the first target sub-scenes.
[0007] In an alternative embodiment, after determining the target area for area exchange from each of the first target sub-scenes, the method further includes at least one of the following: highlighting the target area determined for area exchange in each of the first target sub-scenes; displaying a first value; wherein the first value is used to represent the time interval between the current moment and the target moment for area exchange; displaying the target position information of the target area determined for area exchange in each of the first target sub-scenes; the target position information is used to represent the first target sub-scene where the target area in each of the first target sub-scenes is located after area exchange.
[0008] In an alternative embodiment, the polyhedron includes a Rubik's Cube; each of the sub-scenes constitutes a face of the Rubik's Cube; each sub-scene includes a plurality of Rubik's Cube areas; the Rubik's Cube areas in the Rubik's Cube rotate according to the rotation rules of the Rubik's Cube; the method further includes: determining a first target sub-scene from the plurality of sub-scenes constituting the Rubik's Cube based on the rotation rules of the Rubik's Cube.
[0009] In an alternative embodiment, determining the target area for area exchange from each of the first target sub-scenes includes: determining the target Rubik's Cube area for area exchange from the plurality of Rubik's Cube areas included in the first target sub-scene based on the satisfied preset scene exchange condition; replacing the target area in each of the first target sub-scenes with the target area in other first target sub-scenes to obtain a new first target sub-scene includes: controlling the target Rubik's Cube area to rotate, and replacing the target Rubik's Cube area in each of the first target sub-scenes with the target Rubik's Cube area in other first target sub-scenes to obtain a new first target sub-scene.
[0010] In an alternative embodiment, the Rubik's Cube areas included in each sub-scene constituting the Rubik's Cube are arranged in an array; the target Rubik's Cube areas in each of the first target sub-scenes include: at least one row of Rubik's Cube areas in the Rubik's Cube areas arranged in an array, or at least one column of Rubik's Cube areas in the Rubik's Cube areas arranged in an array.
[0011] In an alternative implementation, the target Rubik's Cube area includes at least two rows or at least two columns of Rubik's Cube areas arranged in an array; controlling the rotation of the target Rubik's Cube area includes at least one of the following: controlling the at least two rows or at least two columns of Rubik's Cube areas to rotate in the same direction and by equal distances; controlling the at least two rows or at least two columns of Rubik's Cube areas to rotate in the same direction and by unequal distances; controlling the at least two rows or at least two columns of Rubik's Cube areas to rotate in opposite directions and by equal distances; controlling the at least two rows or at least two columns of Rubik's Cube areas to rotate in opposite directions and by unequal distances.
[0012] In an alternative implementation, the color of each Rubik's Cube area among the multiple Rubik's Cube areas included in each sub-scenario is one of multiple preset colors; the method further includes: in response to a target prop corresponding to a target color among the multiple preset colors being triggered, determining, from the multiple sub-scenarios, the Rubik's Cube areas whose colors correspond to the target prop; and performing an operation corresponding to the target prop on virtual objects located in the Rubik's Cube areas whose colors correspond to the target prop.
[0013] In an alternative implementation, the method further includes: for any first target sub-scenario, when replacing the target area in the any first target sub-scenario with the target area in a corresponding other first target sub-scenario, in response to the existence of a target virtual object in the target area in the corresponding other first target sub-scenario, moving the target virtual object to the any first target sub-scenario.
[0014] In an alternative implementation, the method further includes: placing a virtual character in the game scene; in response to the target virtual character being placed in a second target sub-scenario among the multiple sub-scenarios, displaying the polyhedron in the game operation interface with the second target sub-scenario as the main display perspective.
[0015] In an alternative implementation, the method further includes: in response to triggering the target virtual character to enter a third target sub-scenario, controlling the polyhedron to rotate to have the third target sub-scenario as the main display perspective and displaying the polyhedron in the game operation interface.
[0016] In an alternative implementation, the method further includes: in response to triggering the target virtual character to enter the third target sub-scenario, controlling the target virtual character to move to the third target sub-scenario.
[0017] Second aspect, embodiments of the present disclosure provide a game scene generation device, which is applied to a terminal device; a game operation interface is displayed on the terminal device; a game scene is shown in the game operation interface; the game scene includes a plurality of sub-scenes; the plurality of sub-scenes form a polyhedron, and each sub-scene is located on one face of the polyhedron; the device includes: a determination module, configured to, in response to meeting a preset scene exchange condition, for a first target sub-scene among the plurality of sub-scenes, determine a target area to be subjected to area exchange from each of the first target sub-scenes; wherein the first target sub-scene includes at least some of the plurality of sub-scenes; a scene replacement module, configured to, for each of the first target sub-scenes, replace the target area in each of the first target sub-scenes with the target area in other first target sub-scenes to obtain a new first target sub-scene.
[0018] In an alternative implementation, the preset scene exchange condition includes at least one of the following: the game duration reaches a preset duration threshold; the game progress of virtual characters belonging to at least one game camp in the game reaches a preset progress; a preset event for the scene exchange is triggered; the number of virtual characters included in at least some of the sub-scenes reaches a preset number threshold.
[0019] In an alternative implementation, when the determination module executes the operation of determining the target area to be subjected to area exchange from each of the first target sub-scenes, it is configured to execute at least one of the following: based on a preset area exchange strategy, determine the target area to be subjected to area exchange from each of the first target sub-scenes; based on the first position information of virtual characters in the game in the first target sub-scenes, determine the target area to be subjected to area exchange from each of the first target sub-scenes; based on the second position information of virtual items in the game in the first target sub-scenes, determine the target area to be subjected to area exchange from each of the first target sub-scenes.
[0020] In an alternative implementation, after the determination module executes the operation of determining the target area to be subjected to area exchange from each of the first target sub-scenes, the device further includes: a display module, configured to execute at least one of the following: highlight the target area to be subjected to area exchange in each of the first target sub-scenes; display a first value; wherein the first value is used to represent the time interval between the current moment and the target moment for the area exchange; display the target position information of the target area to be subjected to area exchange in each of the first target sub-scenes; the target position information is used to represent the first target sub-scene where the target area in each of the first target sub-scenes is located after the area exchange.
[0021] In an alternative implementation, the polyhedron includes a Rubik's Cube; each of the sub-scenes constitutes a face of the Rubik's Cube; each sub-scene includes a plurality of Rubik's Cube regions; the Rubik's Cube regions in the Rubik's Cube rotate according to the rotation rules of the Rubik's Cube; the determining module is further configured to determine a first target sub-scene from the plurality of sub-scenes constituting the Rubik's Cube based on the rotation rules of the Rubik's Cube.
[0022] In an alternative implementation, when the determining module executes the operation of determining a target region for region exchange from each of the first target sub-scenes, it is specifically configured to: determine a target Rubik's Cube region for region exchange from the plurality of Rubik's Cube regions included in the first target sub-scene based on the satisfied preset scene exchange condition; when the scene replacement module executes the operation of replacing the target region in each of the first target sub-scenes with the target region in other first target sub-scenes to obtain new first target sub-scenes, it is specifically configured to: control the rotation of the target Rubik's Cube region, and replace the target Rubik's Cube region in each of the first target sub-scenes with the target Rubik's Cube region in other first target sub-scenes to obtain new first target sub-scenes.
[0023] In an alternative implementation, the Rubik's Cube regions included in each sub-scene constituting the Rubik's Cube are arranged in an array; the target Rubik's Cube regions in each of the first target sub-scenes include: at least one row of Rubik's Cube regions in the array of Rubik's Cube regions, or at least one column of Rubik's Cube regions in the array of Rubik's Cube regions.
[0024] In an alternative implementation, the target Rubik's Cube region includes at least two rows or at least two columns of Rubik's Cube regions arranged in an array; when the scene replacement module executes the operation of controlling the rotation of the target Rubik's Cube region, it is configured to perform at least one of the following: control the at least two rows or at least two columns of Rubik's Cube regions to rotate in the same direction and with equal rotation distances; control the at least two rows or at least two columns of Rubik's Cube regions to rotate in the same direction and with unequal rotation distances; control the at least two rows or at least two columns of Rubik's Cube regions to rotate in the opposite direction and with equal rotation distances; control the at least two rows or at least two columns of Rubik's Cube regions to rotate in the opposite direction and with unequal rotation distances.
[0025] In an alternative implementation, the color of each Rubik's Cube region in the plurality of Rubik's Cube regions included in each sub-scene is one of a plurality of preset colors; the device further includes: a processing module, configured to, in response to a target prop corresponding to a target color among the plurality of preset colors being triggered, determine Rubik's Cube regions whose colors correspond to the target prop from the plurality of sub-scenes; and perform an operation corresponding to the target prop on virtual objects located in the Rubik's Cube regions whose colors correspond to the target prop.
[0026] In an alternative implementation, the scenario replacement module is further configured to: for any first target sub-scenario, when replacing the target area in the any first target sub-scenario with the target area in the corresponding other first target sub-scenario, in response to the existence of a target virtual object in the target area in the corresponding other first target sub-scenario, move the target virtual object to the any first target sub-scenario.
[0027] In an alternative implementation, the device further includes: a placement module, configured to place a virtual character in the game scenario; the display module is further configured to, in response to the target virtual character being placed in a second target sub-scenario among the multiple sub-scenarios, use the second target sub-scenario as the main display perspective and display the polyhedron in the game operation interface.
[0028] In an alternative implementation, the display module is further configured to, in response to triggering the target virtual character to enter a third target sub-scenario, control the polyhedron to rotate to use the third target sub-scenario as the main display perspective and display the polyhedron in the game operation interface.
[0029] In an alternative implementation, the device further includes: a control module, configured to, in response to triggering the target virtual character to enter the third target sub-scenario, control the target virtual character to move to the third target sub-scenario.
[0030] In a third aspect, an alternative implementation of the present disclosure further provides a computer device, including: a processor and a memory, the memory stores machine-readable instructions executable by the processor, and the processor is configured to execute the machine-readable instructions stored in the memory. When the machine-readable instructions are executed by the processor, the steps of the method for generating a game scenario as described in the first aspect or any possible implementation manner in the first aspect are executed.
[0031] In a fourth aspect, an alternative implementation of the present disclosure further provides a computer-readable storage medium, on which a computer program is stored. When the computer program is run by a processor, the steps of the method for generating a game scenario as described in the first aspect or any possible implementation manner in the first aspect are executed.
[0032] The method for generating a game scene proposed in the embodiments of the present disclosure. The game scene displayed in the game operation interface includes multiple sub-scenes, and the multiple sub-scenes form a polyhedron. When the scene exchange condition is met, a target area to be exchanged is determined from the first target sub-scene, and the target area in each first target sub-scene is replaced with the target area in other first target sub-scenes to generate a new first target sub-scene. In this way, during the game process, the target area in the scene can be continuously replaced, and the original scene is used to form a new scene, enriching the game scene and enhancing the diversity of the game.
[0033] For the effect description of the above-mentioned game scene generation device, computer device, and computer-readable storage medium, refer to the description of the above-mentioned game scene generation method, which will not be elaborated here.
[0034] To make the above objects, features, and advantages of the present disclosure more obvious and understandable, the following specific preferred embodiments are given, and in conjunction with the accompanying drawings, the detailed description is as follows. Description of the Drawings
[0035] To more clearly illustrate the technical solutions of the embodiments of the present disclosure, the accompanying drawings required for the embodiments will be briefly introduced below. The accompanying drawings are incorporated into the specification and form a part of the specification. These drawings show embodiments that conform to the present disclosure and are used together with the specification to illustrate the technical solutions of the present disclosure. It should be understood that the following drawings only show some embodiments of the present disclosure, so they should not be regarded as limiting the scope. For those of ordinary skill in the art, other related drawings can be obtained based on these drawings without creative efforts.
[0036] Figure 1 It is a flowchart of a method for generating a game scene provided by an embodiment of the present disclosure;
[0037] Figure 2 It is a schematic diagram of a game operation interface showing multiple sub-scenes in the method for generating a game scene provided by an embodiment of the present disclosure;
[0038] Figure 3 It is a schematic diagram of a game operation interface for controlling the rotation of a target Rubik's Cube area in the method for generating a game scene provided by an embodiment of the present disclosure;
[0039] Figure 4 It is a schematic diagram of another game operation interface for controlling the rotation of a target Rubik's Cube area in the method for generating a game scene provided by an embodiment of the present disclosure;
[0040] Figure 5 It is a schematic diagram of a game scene generation device provided by an embodiment of the present disclosure;
[0041] Figure 6 Schematic diagram of a computer device provided by an embodiment of the present disclosure. Detailed implementation manners
[0042] To make the objectives, technical solutions and advantages of the embodiments of the present disclosure clearer, the technical solutions in the embodiments of the present disclosure will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present disclosure. Apparently, the described embodiments are only a part rather than all of the embodiments of the present disclosure. Components of the embodiments of the present disclosure described and illustrated herein generally may be arranged and designed in a variety of different configurations. Therefore, the following detailed description of the embodiments of the present disclosure is not intended to limit the scope of the claimed present disclosure, but merely represents selected embodiments of the present disclosure. All other embodiments obtained by those skilled in the art based on the embodiments of the present disclosure without creative efforts shall fall within the scope of protection of the present disclosure.
[0043] It has been found through research that during the game process, generally, multiple virtual characters controlled by different players will be placed in the same game scene map. During the game process, players move virtual characters in the game scene map and encounter virtual characters of teammates belonging to the same camp and virtual characters of opponents belonging to different camps, so as to conduct game battles. The above game process completes the game battle in one game scene, and there is a problem of poor game diversity in the current game.
[0044] Based on this, the embodiments of the present disclosure provide a method and device for generating a game scene, and a computer storage medium. The game scene displayed in the game operation interface includes multiple sub-scenes, and the multiple sub-scenes form a polyhedron. When the scene exchange condition is met, a target area to be exchanged is determined from the first target sub-scene, and the target area in each first target sub-scene is replaced with the target area in other first target sub-scenes to generate a new first target sub-scene. In this way, during the game process, the target area in the scene can be continuously replaced, and the original scene is used to form a new scene, enriching the game scene and improving the game diversity.
[0045] Regarding the defects existing in the existing solutions and the solutions proposed by the present disclosure, they are all the results obtained by the inventors after practice and careful research. Therefore, the process of discovering the above problems and the solutions proposed by the present disclosure in this text should be the contributions made by the inventors to the present disclosure during the process of the present disclosure.
[0046] It should be noted that similar reference numerals and letters denote similar items in the following drawings. Therefore, once an item is defined in one drawing, it does not need to be further defined and explained in subsequent drawings.
[0047] For ease of understanding this embodiment, first, a method for generating a game scene disclosed in this embodiment of the disclosure will be introduced in detail. The execution subject of the method for generating a game scene provided in this embodiment of the disclosure is generally a computer device with certain computing capabilities. In some possible implementation manners, the method for generating a game scene can be implemented by a processor invoking computer-readable instructions stored in a memory.
[0048] It should be noted that the method for generating a game scene provided in this embodiment of the disclosure can be applied to various types of games, such as third-person perspective shooting games, first-person perspective shooting games, role-playing games, action games, strategy games, fighting games, sports games, adventure games, etc., and no specific limitations are made here.
[0049] The game operation interface in this embodiment of the disclosure is also the page for displaying the game scene screen; the game operation interface can display the game scene; the game scene is the environment of the game world, which may include virtual buildings, virtual plants, virtual props, etc.; the game scene in this embodiment of the disclosure is composed of multiple sub-scenes. Among them, the multiple sub-scenes form a polyhedron, and each sub-scene is located on one face of the polyhedron; at least one of virtual buildings, virtual plants, virtual props, etc. can be included in each sub-scene.
[0050] The following will detail the method for generating a game scene provided in this embodiment of the disclosure:
[0051] See Figure 1 As shown, it is a flowchart of a method for generating a game scene provided in this embodiment of the disclosure. The method includes the following steps S101 to S102, where:
[0052] S101. In response to satisfying a preset scene exchange condition, for a first target sub-scene among the multiple sub-scenes, determine a target area to be subjected to area exchange from each of the first target sub-scenes; where the first target sub-scene includes at least some of the multiple sub-scenes.
[0053] Among them, the first target sub-scene indicates the sub-scene where the target area to be subjected to area exchange among the multiple sub-scenes is located; the preset scene exchange condition may include but is not limited to at least one of the following A1 to A4:
[0054] A1. The game duration reaches a preset duration threshold.
[0055] Among them, the preset duration threshold can be set according to actual needs, and no specific limitations are made here.
[0056] Exemplarily, assuming the preset duration threshold is 5 minutes, when the game duration reaches 5 minutes, the scene exchange is triggered.
[0057] A2. The game progress of a virtual character belonging to at least one game faction in the game reaches a preset progress.
[0058] The game operation interface provided by the embodiments of the present disclosure also displays at least one game faction and virtual characters belonging to each game faction; wherein, the virtual character refers to a virtual object that the client can actively control, for example, it may include but is not limited to at least one of virtual characters and virtual animals; the game faction may include but is not limited to our faction and at least one enemy faction; generally, our faction includes the target virtual character controlled by the current client and at least one teammate virtual character controlled by other clients, and the enemy faction includes at least one opponent virtual character controlled by other clients; during the game, the user controls the target virtual character and interacts with the teammate virtual characters and opponent virtual characters controlled by other users to execute the tasks set in the game.
[0059] The specific way of reflecting the game progress and the preset progress can both be set according to the actual game requirements and are not specifically limited here; for example, it may include but is not limited to at least one of a1 to a2:
[0060] a1. During the game, after executing the target task, a game score can be obtained, and the game progress is reflected by the game score.
[0061] Among them, the target task may include but is not limited to: attacking an opponent virtual character, attacking a non-player character (NPC) in the game, and the NPC may include, for example, minions and wild monsters in the game scene; in addition, the target task may also include at least one of tasks such as triggering a virtual item in the game that enhances the game score.
[0062] In this case, the preset progress may include that the game score reaches a preset score threshold, and the preset score threshold can be set according to actual needs and is not specifically limited here.
[0063] Exemplarily, the preset score threshold is 80 points. During the game, when the game score corresponding to the virtual character of a game faction reaches 80 points, it indicates that the preset scenario exchange condition is met and the scenario exchange is triggered.
[0064] a2. During the game, after executing the target task, a preset virtual item can be obtained, and the game progress is reflected by the preset virtual item.
[0065] Among them, in addition to the tasks involved in the above a1, the target tasks may also include tasks such as triggering virtual props in the game for obtaining preset virtual items; the virtual items may include, for example, gold coins, gems, ores, etc.; the preset virtual items can be set according to actual game needs and are not specifically limited here.
[0066] In this case, the preset progress may include that the number of obtained preset virtual items reaches a preset quantity threshold, and the preset quantity threshold can be set according to actual needs and is not specifically limited here.
[0067] Exemplarily, the preset virtual item includes gold coins, the preset quantity threshold includes 60. During the game process, if a virtual character in a game camp accumulatively obtains 60 gold coins, it indicates that the preset scenario exchange condition is met and the scenario exchange is triggered.
[0068] A3. The preset event for the scenario exchange is triggered.
[0069] Exemplarily, a touch control for performing scenario exchange can be displayed in the game operation interface. In response to the player triggering the scenario exchange touch control in the game operation interface, the scenario exchange is triggered.
[0070] A4. The number of virtual characters included in at least part of the sub-scenarios reaches a preset quantity threshold.
[0071] In a specific implementation, in order to ensure that there are virtual characters in each sub-scenario that constitutes a polyhedron and the number of existing virtual characters is relatively balanced, the scenario exchange can be triggered when the number of virtual characters in some sub-scenarios reaches the preset quantity threshold, so as to reduce the number of virtual characters in this sub-scenario; among them, the preset quantity threshold can be set according to actual game needs and is not specifically limited here.
[0072] In addition, in order to ensure that virtual characters belonging to different game camps are as likely as possible to be in the same sub-scenario during the game process, and virtual characters belonging to the same game camp are as likely as possible to be distributed in different sub-scenarios, so that virtual characters of different game camps can interact and perform the tasks set by the game. Therefore, when the number of virtual characters of the same game camp included in a sub-scenario reaches a first preset quantity threshold, the scenario exchange can also be triggered; among them, the first preset quantity threshold can be set according to actual game needs and is not specifically limited here. The first preset quantity threshold can be the same as or different from the above-mentioned preset quantity threshold.
[0073] In addition, when there is a target task in the game that requires multiple virtual characters belonging to the same game camp to cooperate together in the same sub-scene, when the game progresses to the situation where the target task needs to be executed, if multiple virtual characters belonging to the same game camp are not in the same sub-scene, at this time, scene switching can also be triggered, so that after the scene switching, multiple virtual characters belonging to the same game camp are located in the same sub-scene to execute the target task.
[0074] In a specific implementation, in response to meeting at least one of the above preset scene switching conditions A1 to A4, the first target sub-scene for scene switching can be determined according to the structure of the polyhedron composed of multiple sub-scenes; or, the sub-scene in which the number of virtual characters in multiple sub-scenes reaches a preset number threshold can be used as the first target sub-scene for scene switching; or, according to specific game requirements, the first target sub-scene for scene switching can be determined among multiple sub-scenes.
[0075] After determining the first target sub-scene for scene switching among multiple sub-scenes, at least one of the following B1 to B3 can be used, but is not limited to, to determine the target area for area switching from each first target sub-scene:
[0076] B1. Based on a preset area switching strategy, determine the target area for area switching from each first target sub-scene.
[0077] Among them, the preset area switching strategy can be set according to the actual game requirements, and no specific limitation is made here. For example, it can include but is not limited to: specifying the area for area switching during each scene switching in the first target sub-scene, or determining the target area for area switching in each first target sub-scene during each scene switching based on a specific image or specific combination method formed by the new first target sub-scene after a preset number of scene switchings, etc.
[0078] B2. Based on the first position information of the virtual characters in the game in the first target sub-scene, determine the target area for area switching from each first target sub-scene.
[0079] Exemplarily, based on the first position information of the virtual characters in the game in the first target sub-scene, the first area where the virtual characters are located can be determined, and the first area where the virtual characters are located or the second area within the range of the first preset distance from the first area where the virtual characters are located can be used as the target area for area switching; among them, the first preset distance can be set according to the actual game requirements, and no specific limitation is made here.
[0080] In addition, the area in the first target sub-scene except for the first area where the virtual character is located and the second area within the range of the first preset distance from the first area where the virtual character is located can be used as the target area for area exchange.
[0081] B3. Based on the second position information of the virtual item in the game in the first target sub-scene, determine the target area for area exchange from each first target sub-scene.
[0082] Exemplarily, based on the second position information of the virtual item in the game in the first target sub-scene, the first area where the virtual item is located can be determined, and the first area where the virtual item is located or the second area within the range of the second preset distance from the first area where the virtual item is located can be used as the target area for area exchange; among them, the second preset distance can be set according to the actual needs of the game, and the second preset distance can be the same as or different from the first preset distance, and no specific limitation is made here.
[0083] In addition, the area in the first target sub-scene except for the first area where the virtual item is located and the second area within the range of the second preset distance from the first area where the virtual item is located can be used as the target area for area exchange.
[0084] In the specific implementation manner, after determining the target area for area exchange from each first target sub-scene, the target area for area exchange can be highlighted or relevant prompt information for prompting the user can be displayed through at least one of C1 to C3:
[0085] C1. Highlight the target area for area exchange determined in each first target sub-scene.
[0086] During implementation, the target area for area exchange determined in the first target sub-scene can be highlighted through at least one of methods such as highlighting and marking colors.
[0087] C2. Display the first numerical value.
[0088] Among them, the first numerical value is used to represent the time interval between the current moment and the target moment for area exchange, that is, the countdown duration for area exchange, and is used to prompt the player that area exchange is about to occur.
[0089] C3. Display the target position information of the target area for area exchange determined in each first target sub-scene.
[0090] Among them, the target position information is used to represent the first target sub-scene where the target area is located after the area exchange in each first target sub-scene; that is, to display the target area to be exchanged in each first target sub-scene, and after the area exchange, the first target sub-scene where it is located, so as to prompt the player of the position where the target area in each first target sub-scene is located after the area exchange.
[0091] Continuing with the above S101, the method for generating a game scene provided by the embodiments of the present disclosure further includes:
[0092] S102. For each of the first target sub-scenes, replace the target area in each of the first target sub-scenes with the target area in other first target sub-scenes to obtain a new first target sub-scene.
[0093] In a specific implementation, according to the above S101, after determining the target area to be exchanged in each first target sub-scene, the scene exchange can be realized by replacing the target area in each first target sub-scene with the target area in other first target sub-scenes, so as to generate a new first target sub-scene.
[0094] Among them, the way of replacing the target area in each first target sub-scene with the target area in other first target sub-scenes can be set according to the actual game requirements, and no specific limitation is made here.
[0095] In a specific implementation, when the virtual character is located in the target area to be replaced in the first target sub-scene, when replacing the target area in each first target sub-scene with the target area in other first target sub-scenes to obtain a new first target sub-scene, the virtual character located in the target area will be synchronized to follow the area replacement, so that the virtual character moves to the new first target sub-scene. Specifically: for any target sub-scene, when replacing the target area in any first target sub-scene with the corresponding target area in other first target sub-scenes, in response to the existence of a target virtual object in the corresponding target area in other first target sub-scenes, move the target virtual object to any first target sub-scene.
[0096] Exemplarily, if the target area a in the first target sub-scene a is replaced after the area replacement to the position where the target area b in the first target sub-scene b is located before the area replacement, and a new first target sub-scene b is generated. When the area exchange is performed, if there is a virtual character a on the target area a in the first target sub-scene a, then after the area exchange, the virtual character a follows the replacement process of the target area a and moves to the position where the target area b in the first target sub-scene b is located before the area replacement, and moves in the newly generated first target sub-scene b.
[0097] In a specific implementation, a virtual character is placed in a game scene; in response to the target virtual character being placed in a second target sub-scene among multiple sub-scenes, a polyhedron is displayed in the game operation interface with the second target sub-scene as the main display perspective.
[0098] Among them, the target virtual character includes the virtual character controlled by the current client.
[0099] Specifically, after multiple virtual characters participating in the game are placed in the game scene, generally, the perspective of the target virtual character controlled by the player is used as the main perspective to display the corresponding game scene. When the target virtual character is placed in the second target sub-scene among multiple sub-scenes, the polyhedron including the second target sub-scene is displayed with the second target sub-scene as the main display perspective.
[0100] After the polyhedron is displayed with the second target sub-scene as the main display perspective, if the player controls the target virtual character to move to a third target sub-scene, or after the target virtual character moves to the third target sub-scene following an area exchange, then in response to triggering the target virtual character to enter the third target sub-scene, the polyhedron is controlled to rotate to use the third target sub-scene as the main display perspective, and the polyhedron is displayed in the game operation interface.
[0101] Here, the player can control the target virtual character to move from the second target sub-scene where it is currently located to the third target sub-scene, that is, in response to triggering the target virtual character to enter the third target sub-scene, the target virtual character is controlled to move to the third target sub-scene.
[0102] Among them, the third target sub-scene may include, but is not limited to, a sub-scene located in the polyhedron and having an adjacency relationship with the second target sub-scene.
[0103] Exemplarily, in the game, there is a virtual item for enabling a virtual character to move from the sub-scene where it is currently located to other sub-scenes, such as a shoe item; after the player controls the target virtual character to pick up the shoe item during the game process, the target virtual character can be controlled to move in the current second target sub-scene, and the target virtual character can be controlled to move from the second target sub-scene to the third target sub-scene.
[0104] In the embodiments of the present disclosure, when the virtual character is placed in multiple sub-scenes constituting the polyhedron, it can be randomly placed or placed according to a preset placement rule. The specific preset placement rule can be set according to actual game requirements and is not specifically limited here; the preset placement rule may include, but is not limited to, at least one of ensuring that each sub-scene in the polyhedron includes at least one virtual character, ensuring that each sub-scene in the polyhedron includes at least two virtual characters belonging to different camps, etc.
[0105] In addition, in the embodiments of the present disclosure, after the health value of the virtual character is zero, the virtual character can be revived. Specifically, the resurrection position of each virtual character can be set according to actual game requirements, and no specific limitation is made here. For example, it can include but is not limited to: the position where the player independently selects to resurrect, or the position where the virtual character is resurrected can be determined according to the current game progress, etc. In addition, in the games involved in the embodiments of the present disclosure, virtual items will be refreshed irregularly in each sub-scene during the game process. The refreshed virtual items can include, for example: map obstacle items, buff items, and attack items. Among them, some items can be time-limited, that is, if they are not picked up by the virtual character within the preset time period, they will automatically disappear. The preset time period can be set according to actual game requirements, and no specific limitation is made here. The buff items include at least one of gold items, gem items, ore items, etc. that are used to increase the game score / skills / health value / energy value, etc. of the virtual character respectively. The attack items include items that are used to reduce the health value / energy value of the virtual character, such as missile items. During the game process, the virtual character can be controlled by the player to move around the position with map obstacle items in the sub-scene. In addition, after the virtual character is killed by an opponent virtual character, the killed virtual character will drop the virtual items picked up during the game process, or the killed virtual character will drop the virtual items that have not been converted and increased to itself among the virtual items picked up during the game process, so that other virtual characters still in the battle can pick them up.
[0106] In a possible implementation manner, taking the polyhedron composed of multiple sub-scenes in the game scene generation method provided by the embodiments of the present disclosure as a Rubik's Cube as an example for detailed description. In the case where the polyhedron composed of multiple sub-scenes includes a Rubik's Cube, each sub-scene constitutes a face of the Rubik's Cube, and each sub-scene includes multiple Rubik's Cube areas. The Rubik's Cube areas in the Rubik's Cube rotate according to the rotation rules of the Rubik's Cube.
[0107] Among them, the Rubik's Cube can include, for example, but is not limited to at least one of regular-order Rubik's Cubes, special-shaped Rubik's Cubes, etc. The regular-order Rubik's Cube can include, for example, but is not limited to at least one of a second-order Rubik's Cube, a third-order Rubik's Cube, a fourth-order Rubik's Cube, a fifth-order Rubik's Cube, a seventh-to-seventeenth-order Rubik's Cube, a higher-order Rubik's Cube, etc. The special-shaped Rubik's Cube can include, for example, but is not limited to at least one of a mirror Rubik's Cube, a pyramid Rubik's Cube, a magic watch, a magic board, a hollow Rubik's Cube, etc. The rotation rules of different Rubik's Cubes are different. The rotation rules can include, for example, but are not limited to: multiple Rubik's Cube areas with the same color are set on one face of the Rubik's Cube, and the colors of different faces are different. The Rubik's Cube is rotated with the aim of rotating the Rubik's Cube areas with the same color to one face. In the embodiments of the present disclosure, since each face of the Rubik's Cube corresponds to a sub-scene in the game scene, the rotation rules of the Rubik's Cube here can be set according to actual game requirements, and no specific limitation is made here.
[0108] In the case where the polyhedron composed of multiple sub-scenes includes a Rubik's Cube, the first target sub-scene can be determined from the multiple sub-scenes that make up the Rubik's Cube based on the rotation rules of the Rubik's Cube.
[0109] Among them, the Rubik's Cube regions included in each sub-scene that makes up the Rubik's Cube are arranged in an array.
[0110] Exemplarily, taking a three-order Rubik's Cube as an example, a three-order Rubik's Cube includes six faces, each face is composed of nine Rubik's Cube regions, and each face includes three rows or three columns; each row or each column is composed of three Rubik's Cube regions; if the target virtual character is placed in the second target sub-scene among multiple sub-scenes, then with the second target sub-scene as the main display perspective, a three-order Rubik's Cube composed of six sub-scenes is displayed in the game operation interface; specifically, the game operation interface with multiple sub-scenes can be as Figure 2 shown, Figure 2 shown the second target sub-scene where the target virtual character is placed, and two sub-scenes adjacent to the second target sub-scene, and the target virtual character located in the second target sub-scene, and the opponent virtual characters and teammate virtual characters located in the two sub-scenes adjacent to the second target sub-scene, and the virtual props located in each sub-scene.
[0111] Since the rotation rules of a three-order Rubik's Cube include that only N rows or M columns located in four adjacent faces can be rotated at a time; where 1 ≤ N ≤ 3, N belongs to positive integers, 1 ≤ M ≤ 3, M belongs to positive integers; therefore, based on the above rotation rules of the three-order Rubik's Cube, four adjacent faces can be determined from the six sub-scenes that make up the three-order Rubik's Cube as the first target sub-scenes for which scene swapping is to be performed.
[0112] In addition, the following method can be used to determine the target area for which area swapping is to be performed from each first target sub-scene: Based on the preset scene swapping conditions that are satisfied, the target Rubik's Cube area for which area swapping is to be performed is determined from the multiple Rubik's Cube areas included in the first target sub-scene.
[0113] Among them, the target Rubik's Cube areas in each first target sub-scene include: at least one row of Rubik's Cube areas in the Rubik's Cube areas arranged in an array, or at least one column of Rubik's Cube areas in the Rubik's Cube areas arranged in an array.
[0114] Exemplarily, when the preset scenario exchange condition is satisfied, including that the game progress of the virtual character in the first target sub-scenario reaches the preset progress, determine the Rubik's Cube area where the virtual character is located, and determine at least one row or at least one column of Rubik's Cube areas including this Rubik's Cube area as the target Rubik's Cube area to be exchanged; or, determine the Rubik's Cube area where the virtual character (i.e., the opponent virtual character) belonging to a different game camp from this virtual character is located, and determine at least one row or at least one column of Rubik's Cube areas including the Rubik's Cube area where the opponent virtual character is located as the target Rubik's Cube area to be exchanged; or, determine the Rubik's Cube area where the opponent virtual character with the fastest game progress among the opponent virtual characters of the virtual character is located, and determine at least one row or at least one column of Rubik's Cube areas including the Rubik's Cube area where the opponent virtual character with the fastest game progress among the opponent virtual characters is located as the target Rubik's Cube area to be exchanged.
[0115] Exemplarily, it is also possible to, based on the player's selection operation, in the first target sub-scenario, determine at least one row or at least one column of Rubik's Cube areas including the Rubik's Cube area selected by the player as the target Rubik's Cube area to be exchanged; or, determine at least one row or at least one column of Rubik's Cube areas including the Rubik's Cube area where the virtual character in the first target sub-scenario is located as the target Rubik's Cube area to be exchanged; or, determine at least one row or at least one column of Rubik's Cube areas including the Rubik's Cube area where the virtual item in the first target sub-scenario is located as the target Rubik's Cube area to be exchanged.
[0116] After determining the target Rubik's Cube area to be exchanged from the multiple Rubik's Cube areas included in the first target sub-scenario, it is possible to control the target Rubik's Cube area to rotate, replace the target Rubik's Cube area in each first target sub-scenario with the target Rubik's Cube area in other first target sub-scenarios, and obtain a new first target sub-scenario.
[0117] In a specific implementation, when the target Rubik's Cube area includes any row of Rubik's Cube areas or any Rubik's Cube area arranged in an array, it is possible to control the target Rubik's Cube area to rotate according to the preset rotation direction and rotation distance, replace the target Rubik's Cube area in each first target sub-scenario with the target Rubik's Cube area in other first target sub-scenarios, and obtain a new first target sub-scenario; where the preset rotation direction and rotation distance can be set according to actual game requirements and are not specifically limited here.
[0118] Exemplarily, if the target Rubik's Cube area is Figure 2 the third column of Rubik's Cube areas in the three-order Rubik's Cube shown, the game operation interface for controlling the target Rubik's Cube area to rotate can be as Figure 3 shown. At this time, if Figure 2When the target virtual character in the second target sub-scene moves to the target Rubik's Cube area, the target virtual character is controlled to rotate following the virtual rotation of the target Rubik's Cube. After the area is changed, a new first target sub-scene is obtained, and the target virtual character also moves to the new first target sub-scene following the target Rubik's Cube area.
[0119] In a specific implementation, when the target Rubik's Cube region includes at least two rows of Rubik's Cube regions or at least two columns of Rubik's Cube regions arranged in an array, when controlling the target Rubik's Cube region to rotate, at least one of the following D1 to D4 may be included:
[0120] D1. Control at least two rows or columns of the Rubik's Cube to rotate in the same direction and the rotation distances are equal.
[0121] Among them, the adjacency relationship between at least two rows of Rubik's Cube areas can be adjacent or non-adjacent; similarly, the adjacency relationship between at least two columns of Rubik's Cube areas can be adjacent or non-adjacent, which will not be repeated below.
[0122] For example, if the target cube area is Figure 2 The adjacent second column and third column Rubik's Cube areas in the three-order Rubik's Cube shown are controlled to rotate in the same direction. According to the rotation distance, the second column and third column of the Rubik's Cube areas in the four adjacent faces are controlled to replace the areas to obtain a new first target sub-scene.
[0123] D2. Control at least two rows or columns of the Rubik's Cube to rotate in the same direction, and the rotation distances are different.
[0124] For example, if the target cube area is Figure 2 The second and third columns of the Rubik's Cube area in the three-order Rubik's Cube shown are adjacent to each other, and the second and third columns of the Rubik's Cube area are controlled to rotate in the same direction. According to the rotation distances corresponding to the second and third columns of the Rubik's Cube area, the second and third columns of the Rubik's Cube area in the four adjacent faces are controlled to rotate respectively. Figure 2 The second column of Rubik's Cube areas and the third column of Rubik's Cube areas on the same face are rotated to different faces respectively to achieve area replacement and obtain a new first target sub-scene.
[0125] D3. Control at least two rows or at least two columns of the Rubik's Cube to rotate in opposite directions, and the rotation distances are equal.
[0126] For example, if the Rubik's Cube is a 4th order Rubik's Cube, and the target Rubik's Cube area is Figure 4In the shown fourth-order Rubik's Cube, for the adjacent second-row Rubik's Cube area and third-row Rubik's Cube area, control the second-row Rubik's Cube area and the third-row Rubik's Cube area to rotate in opposite directions. Specifically, the game operation interface for rotating the target Rubik's Cube area can be as Figure 4 shown. According to the rotation distances corresponding to the second-column Rubik's Cube area and the third-column Rubik's Cube area, control the second-column Rubik's Cube area and the third-column Rubik's Cube area in the adjacent four faces to rotate, and Figure 4 rotate the second-column Rubik's Cube area and the third-column Rubik's Cube area on the same face in
[0127] Figure 4 to the same face, so as to achieve area replacement and obtain a new first target sub-scene. Figure 4 also shows the target virtual character and the opponent virtual character in the second target sub-scene, as well as the teammate virtual character in the sub-scene adjacent to the second target sub-scene, and the virtual props in each sub-scene; if when the Rubik's Cube in
[0128] rotates, the teammate virtual character is on the target Rubik's Cube area, then control the teammate virtual character to rotate following the rotation of the target Rubik's Cube virtual. After area replacement, a new first target sub-scene is obtained, and the teammate virtual character also moves to the new first target sub-scene following the target Rubik's Cube area.
[0129] Exemplarily, if the Rubik's Cube is a fourth-order Rubik's Cube and the target Rubik's Cube area is the adjacent second-row Rubik's Cube area and third-row Rubik's Cube area in the fourth-order Rubik's Cube, control the second-row Rubik's Cube area and the third-row Rubik's Cube area to rotate in opposite directions. Specifically, the game operation interface for rotating the target Rubik's Cube area can be as Figure 4 shown. According to the rotation distances corresponding to the second-row Rubik's Cube area and the third-row Rubik's Cube area respectively, control the second-row Rubik's Cube area and the third-row Rubik's Cube area in the adjacent four faces to rotate respectively, and Figure 4 rotate the second-row Rubik's Cube area and the third-row Rubik's Cube area on the same face in
[0130] to different faces respectively, so as to achieve area replacement and obtain a new first target sub-scene.
[0131] When there are multiple preset colors corresponding to the Rubik's Cube areas included in the sub-scene on one face of the Rubik's Cube, in response to the triggering of the target prop corresponding to the target color among the multiple preset colors, determine, from multiple sub-scenes, the Rubik's Cube area whose color corresponds to the target prop; perform an operation corresponding to the target prop on the virtual object located in the Rubik's Cube area whose color corresponds to the target prop.
[0132] Among them, the target prop may include virtual props with special functions in virtual props, for example, it may include but is not limited to: a missile prop with an attack function, a buff prop with the function of increasing blood volume, etc.; the target prop can have multiple colors, and the color of the target prop can be the same as or different from the multiple preset colors corresponding to the Rubik's Cube area; the target prop can be triggered automatically or actively by the player, and specifically can be set according to the actual game requirements, and no specific restrictions are made here.
[0133] In a specific implementation, when the game progresses to a certain stage, the target prop will be triggered automatically. After the target prop is triggered automatically, it is possible to determine, from multiple sub-scenes, the Rubik's Cube area whose color corresponds to the target prop; perform an operation corresponding to the target prop on all virtual objects located in the Rubik's Cube area whose color corresponds to the target prop; or, it is possible to determine, from the sub-scene where the target prop is located, the Rubik's Cube area whose color corresponds to the target prop, and perform an operation corresponding to the target prop on all virtual objects located in the Rubik's Cube area whose color corresponds to the target prop in the sub-scene where the target prop is located.
[0134] Exemplarily, if each face of the Rubik's Cube includes a red Rubik's Cube area, a yellow Rubik's Cube area, and a green Rubik's Cube area; the target props include a red missile prop, a yellow missile prop, and a green missile prop; when the yellow missile prop is triggered automatically, it is possible to determine, from multiple sub-scenes, the yellow Rubik's Cube area in each sub-scene, and attack the virtual character located in the yellow Rubik's Cube area; in a possible implementation manner, when the yellow missile prop is triggered automatically, determine the yellow Rubik's Cube area in this sub-scene from the sub-scene where this missile prop is located, and attack the virtual character located in the yellow Rubik's Cube area in this sub-scene.
[0135] In a possible implementation, when a player independently triggers a target item, that is, after the target item is actively triggered, a Rubik's Cube area corresponding to the target item in terms of color can be determined from multiple sub-scenes, and an operation corresponding to the target item can be performed on an opponent virtual character that is in the Rubik's Cube area corresponding to the target item in terms of color and belongs to a different game camp from the target virtual character controlled by the player; alternatively, a Rubik's Cube area corresponding to the target item in terms of color can be determined from the sub-scene where the target item is located, and an operation corresponding to the target item can be performed on an opponent virtual character that is in the sub-scene where the target item is located, in the Rubik's Cube area corresponding to the target item in terms of color, and belongs to a different game camp from the target virtual character controlled by the player.
[0136] Exemplarily, when a yellow missile item is triggered by a player, a yellow Rubik's Cube area in each sub-scene can be determined from multiple sub-scenes, and an attack can be performed on an opponent virtual character that is in the yellow Rubik's Cube area and belongs to a different game camp from the target virtual character controlled by the player; in a possible implementation, when a yellow missile item is automatically triggered, a yellow Rubik's Cube area in the sub-scene where the missile item is located is determined, and an attack is performed on an opponent virtual character that is in the sub-scene, in the yellow Rubik's Cube area, and belongs to a different game camp from the target virtual character controlled by the player.
[0137] In the embodiments of the present disclosure, the game scene displayed in the game operation interface includes multiple sub-scenes, and the multiple sub-scenes form a polyhedron. When the scene exchange condition is met, a target area to be exchanged is determined from the first target sub-scene, and the target area in each first target sub-scene is replaced with the target area in other first target sub-scenes to generate a new first target sub-scene. In this way, during the game process, the target area in the scene can be continuously replaced, and new scenes can be generated using the original scenes, enriching the game scene and enhancing the diversity of the game.
[0138] Those skilled in the art can understand that in the above method of the specific implementation manner, the writing order of each step does not mean a strict execution order that constitutes any limitation to the implementation process, and the specific execution order of each step should be determined according to its function and possible internal logic.
[0139] Based on the same inventive concept, in the embodiments of the present disclosure, a game scene generation device corresponding to the game scene generation method is also provided. Since the principle of solving problems by the device in the embodiments of the present disclosure is similar to the above game scene generation method in the embodiments of the present disclosure, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be described again.
[0140] Such as Figure 5As shown in the figure, it is a schematic diagram of a game scene generation device provided by an embodiment of the present disclosure, which is applied to a terminal device; a game operation interface is displayed on the terminal device; a game scene is shown in the game operation interface; the game scene includes multiple sub-scenes; the multiple sub-scenes form a polyhedron, and each sub-scene is located on one face of the polyhedron; the device includes:
[0141] A determination module 501, configured to, in response to meeting a preset scene exchange condition, determine a target area for area exchange from each of the first target sub-scenes among the multiple sub-scenes; wherein, the first target sub-scenes include at least some of the multiple sub-scenes; a scene replacement module 502, configured to, for each of the first target sub-scenes, replace the target area in each of the first target sub-scenes with the target area in other first target sub-scenes, to obtain a new first target sub-scene.
[0142] In an optional implementation manner, the preset scene exchange condition includes at least one of the following: the game duration reaches a preset duration threshold; the game progress of virtual characters belonging to at least one game camp in the game reaches a preset progress; a preset event for the scene exchange is triggered; the number of virtual characters included in at least some of the sub-scenes reaches a preset number threshold.
[0143] In an optional implementation manner, when the determination module 501 executes the operation of determining the target area for area exchange from each of the first target sub-scenes, it is configured to execute at least one of the following: determine the target area for area exchange from each of the first target sub-scenes based on a preset area exchange strategy; determine the target area for area exchange from each of the first target sub-scenes based on the first position information of virtual characters in the game in the first target sub-scenes; determine the target area for area exchange from each of the first target sub-scenes based on the second position information of virtual items in the game in the first target sub-scenes.
[0144] In an optional implementation manner, after the determination module 501 executes the operation of determining the target area for area exchange from each of the first target sub-scenes, the device further includes: a display module, configured to execute at least one of the following: highlight the target area determined to be for area exchange in each of the first target sub-scenes; display a first numerical value; wherein the first numerical value is used to represent the time interval between the current moment and the target moment for area exchange; display the target position information of the target area determined to be for area exchange in each of the first target sub-scenes; the target position information is used to represent the first target sub-scene where the target area in each of the first target sub-scenes is located after area exchange.
[0145] In an alternative embodiment, the polyhedron includes a Rubik's Cube; each of the sub-scenes constitutes one face of the Rubik's Cube; each sub-scene includes a plurality of Rubik's Cube regions; the Rubik's Cube regions in the Rubik's Cube rotate according to the rotation rules of the Rubik's Cube; the determination module 501 is further configured to determine a first target sub-scene from the multiple sub-scenes constituting the Rubik's Cube based on the rotation rules of the Rubik's Cube.
[0146] In an alternative embodiment, when the determination module 501 executes the determination of the target area for area exchange from each of the first target sub-scenes, it is specifically configured to: determine the target Rubik's Cube area for area exchange from the multiple Rubik's Cube regions included in the first target sub-scene based on the satisfied preset scene exchange condition; when the scene replacement module 502 executes the replacement of the target area in each of the first target sub-scenes with the target area in other first target sub-scenes to obtain a new first target sub-scene, it is specifically configured to: control the rotation of the target Rubik's Cube area, and replace the target Rubik's Cube area in each of the first target sub-scenes with the target Rubik's Cube area in other first target sub-scenes to obtain a new first target sub-scene.
[0147] In an alternative embodiment, the Rubik's Cube regions included in each sub-scene constituting the Rubik's Cube are arranged in an array; the target Rubik's Cube regions in each of the first target sub-scenes include: at least one row of Rubik's Cube regions in the Rubik's Cube regions arranged in an array, or at least one column of Rubik's Cube regions in the Rubik's Cube regions arranged in an array.
[0148] In an alternative embodiment, the target Rubik's Cube area includes at least two rows of Rubik's Cube regions or at least two columns of Rubik's Cube regions arranged in an array; when the scene replacement module 502 executes the control of the rotation of the target Rubik's Cube area, it is used to perform at least one of the following: control the at least two rows of Rubik's Cube regions or at least two columns of Rubik's Cube regions to rotate in the same direction and the rotation distances are equal; control the at least two rows of Rubik's Cube regions or at least two columns of Rubik's Cube regions to rotate in the same direction and the rotation distances are not equal; control the at least two rows of Rubik's Cube regions or at least two columns of Rubik's Cube regions to rotate in the opposite direction and the rotation distances are equal; control the at least two rows of Rubik's Cube regions or at least two columns of Rubik's Cube regions to rotate in the opposite direction and the rotation distances are not equal.
[0149] In an alternative embodiment, the color of each Rubik's Cube region in the multiple Rubik's Cube regions included in each sub-scene is one of multiple preset colors; the device further includes: a processing module, configured to, in response to the triggering of a target prop corresponding to a target color among the multiple preset colors, determine the Rubik's Cube regions whose colors correspond to the target prop from the multiple sub-scenes; and perform an operation corresponding to the target prop on the virtual objects located in the Rubik's Cube regions whose colors correspond to the target prop.
[0150] In an alternative embodiment, the scene replacement module 502 is further configured to: for any first target sub-scene, when replacing the target area in the any first target sub-scene with the target area in the corresponding other first target sub-scene, in response to the existence of a target virtual object in the target area in the corresponding other first target sub-scene, move the target virtual object to the any first target sub-scene.
[0151] In an alternative embodiment, the apparatus further includes: a placement module, configured to place a virtual character in the game scene; and a display module, further configured to, in response to the target virtual character being placed in a second target sub-scene among the plurality of sub-scenes, display the polyhedron in the game operation interface with the second target sub-scene as the main display perspective.
[0152] In an alternative embodiment, the display module is further configured to, in response to triggering the target virtual character to enter a third target sub-scene, control the polyhedron to rotate to use the third target sub-scene as the main display perspective, and display the polyhedron in the game operation interface.
[0153] In an alternative embodiment, the apparatus further includes: a control module, configured to, in response to triggering the target virtual character to enter the third target sub-scene, control the target virtual character to move to the third target sub-scene.
[0154] Descriptions of the processing procedures of the various modules in the apparatus and the interaction procedures between the modules may refer to the relevant descriptions in the above method embodiments and will not be elaborated here.
[0155] Based on the same inventive concept, an embodiment of the present application further provides a computer device. Referring to Figure 6 As shown, it is a schematic structural diagram of a computer device 600 provided by an embodiment of the present application, including a processor 601, a memory 602, and a bus 603. Among them, the memory 602 is used to store execution instructions, including an internal memory 6021 and an external memory 6022; the internal memory 6021 here is also called the main memory, and is used to temporarily store the operation data in the processor 601 and the data exchanged with the external memory 6022 such as a hard disk. The processor 601 exchanges data with the external memory 6022 through the internal memory 6021. When the computer device 600 runs, the processor 601 communicates with the memory 602 through the bus 603, so that the processor 601 executes the following instructions:
[0156] In response to meeting a preset scenario exchange condition, for a first target sub-scenario among a plurality of the sub-scenarios, determine a target area to be subjected to area exchange from each of the first target sub-scenarios; wherein, the first target sub-scenario includes at least some of the plurality of sub-scenarios; for each of the first target sub-scenarios, replace the target area in each of the first target sub-scenarios with the target area in other first target sub-scenarios to obtain a new first target sub-scenario.
[0157] Among them, the specific processing flow of the processor 601 can refer to the description in the above method embodiment and will not be elaborated here.
[0158] The embodiments of the present disclosure further provide a computer-readable storage medium, on which a computer program is stored, and when the computer program is run by a processor, it executes the steps of the method for generating a game scenario described in the above method embodiment. Among them, the storage medium can be a volatile or non-volatile computer-readable storage medium.
[0159] The embodiments of the present disclosure further provide a computer program product, which carries program codes, and the instructions included in the program codes can be used to execute the steps of the method for generating a game scenario described in the above method embodiment. For details, reference can be made to the above method embodiment and will not be elaborated here.
[0160] Among them, the above computer program product can be specifically implemented in a manner of hardware, software or a combination thereof. In an optional embodiment, the computer program product is specifically embodied as a computer storage medium. In another optional embodiment, the computer program product is specifically embodied as a software product, such as a Software Development Kit (SDK), etc.
[0161] Those skilled in the art can clearly understand that for the convenience and conciseness of description, the specific working processes of the above-described system and device can refer to the corresponding processes in the foregoing method embodiments and will not be elaborated here. In several embodiments provided by the present disclosure, it should be understood that the disclosed system, device and method can be implemented in other ways. The device embodiments described above are only illustrative. For example, the division of the units is only a logical function division, and there may be other division methods in actual implementation. For another example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point, the displayed or discussed mutual coupling or direct coupling or communication connection can be through some communication interfaces, and the indirect coupling or communication connection of the device or unit can be in an electrical, mechanical or other form.
[0162] The unit described as a separation component may or may not be physically separated. The component displayed as a unit may or may not be a physical unit, that is, it may be located in one place or distributed to multiple network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of this embodiment.
[0163] In addition, in each embodiment of the present disclosure, each functional unit may be integrated in a processing unit, may exist physically alone for each unit, or two or more units may be integrated in one unit.
[0164] If the function is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a non-volatile computer-readable storage medium executable by a processor. Based on such an understanding, the technical solution of the present disclosure, in essence, or the part that contributes to the prior art or part of the technical solution can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions for causing a computer device (which may be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the methods described in each embodiment of the present disclosure. The aforementioned storage medium includes: various media such as USB flash drives, mobile hard disks, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical discs that can store program codes.
[0165] Finally, it should be noted that the above-described embodiments are only specific implementation manners of the present disclosure, used to illustrate the technical solutions of the present disclosure, and are not intended to limit them. The protection scope of the present disclosure is not limited thereto. Although the present disclosure has been described in detail with reference to the foregoing embodiments, those of ordinary skill in the art should understand that: any person skilled in the art within the technical scope disclosed by the present disclosure can still modify the technical solutions recorded in the foregoing embodiments, or can easily think of changes, or perform equivalent replacements for some of the technical features; and these modifications, changes, or replacements do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should all be covered by the protection scope of the present disclosure. Therefore, the protection scope of the present disclosure should be subject to the protection scope of the claims.
Claims
1. A method for generating a game scene, characterized in that, Applied to a terminal device; a game operation interface is displayed in the terminal device; a game scene is shown in the game operation interface; The game scene includes multiple sub-scenes; the multiple sub-scenes form a polyhedron, and each sub-scene is located on one face of the polyhedron; the method includes: In response to meeting a preset scene exchange condition, for a first target sub-scene among the multiple sub-scenes, determine a target area for area exchange from each of the first target sub-scenes; wherein, the first target sub-scene includes at least some of the multiple sub-scenes; For each of the first target sub-scenes, replace the target area in each of the first target sub-scenes with the target area in other first target sub-scenes to obtain a new first target sub-scene.
2. The method according to claim 1, characterized in that, The preset scene exchange condition includes at least one of the following: The game duration reaches a preset duration threshold; The game progress of virtual characters belonging to at least one game camp in the game reaches a preset progress; A preset event for the scene exchange is triggered; The number of virtual characters included in at least some of the sub-scenes reaches a preset number threshold.
3. The method according to claim 1 or 2, characterized in that, The determining of the target area for area exchange from each of the first target sub-scenes includes at least one of the following: Based on a preset area exchange strategy, determine the target area for area exchange from each of the first target sub-scenes; Based on the first position information of virtual characters in the game in the first target sub-scene, determine the target area for area exchange from each of the first target sub-scenes; Based on the second position information of virtual items in the game in the first target sub-scene, determine the target area for area exchange from each of the first target sub-scenes.
4. The method according to any one of claims 1, characterized in that, After determining the target area for area exchange from each of the first target sub-scenes, the method further includes at least one of the following: Highlight the target area for area exchange determined in each of the first target sub-scenes; Display a first value; wherein, the first value is used to represent the time interval between the current moment and the target moment for area exchange; Display the target position information of the target area for area exchange determined in each of the first target sub-scenes; the target position information is used to represent the first target sub-scene where the target area in each of the first target sub-scenes is located after area exchange.
5. The method according to any one of claims 1, characterized in that, The polyhedron includes a Rubik's Cube; each sub-scene forms one face of the Rubik's Cube; each sub-scene includes multiple Rubik's Cube areas; the Rubik's Cube areas in the Rubik's Cube rotate according to the rotation rules of the Rubik's Cube; The method further includes: based on the rotation rules of the Rubik's Cube, determine a first target sub-scene from the multiple sub-scenes that form the Rubik's Cube.
6. The method according to claim 5, characterized in that, The determining of the target area for area exchange from each of the first target sub-scenes includes: Based on the met preset scene exchange condition, determine the target Rubik's Cube area for area exchange from the multiple Rubik's Cube areas included in the first target sub-scene; Replacing the target area in each of the first target sub-scenes with the target area in other first target sub-scenes to obtain new first target sub-scenes includes: Controlling the rotation of the target Rubik's Cube area to replace the target Rubik's Cube area in each of the first target sub-scenes with the target Rubik's Cube area in other first target sub-scenes, thereby obtaining new first target sub-scenes.
7. The method according to claim 6, wherein The Rubik's Cube areas included in each sub-scene that makes up the Rubik's Cube are arranged in an array; The target Rubik's Cube area in each of the first target sub-scenes includes at least one row of Rubik's Cube areas or at least one column of Rubik's Cube areas in the Rubik's Cube areas arranged in an array.
8. The method according to claim 7, wherein The target Rubik's Cube area includes at least two rows of Rubik's Cube areas or at least two columns of Rubik's Cube areas in the Rubik's Cube areas arranged in an array; the controlling the rotation of the target Rubik's Cube area includes at least one of the following: Controlling the at least two rows of Rubik's Cube areas or at least two columns of Rubik's Cube areas to rotate in the same direction and with equal rotation distances; Controlling the at least two rows of Rubik's Cube areas or at least two columns of Rubik's Cube areas to rotate in the same direction and with unequal rotation distances; Controlling the at least two rows of Rubik's Cube areas or at least two columns of Rubik's Cube areas to rotate in opposite directions and with equal rotation distances; Controlling the at least two rows of Rubik's Cube areas or at least two columns of Rubik's Cube areas to rotate in opposite directions and with unequal rotation distances.
9. The method according to claim 5, wherein The color of each Rubik's Cube area among the multiple Rubik's Cube areas included in each sub-scene is one of multiple preset colors; The method further includes: in response to a target prop corresponding to a target color among the multiple preset colors being triggered, determining, from the multiple sub-scenes, the Rubik's Cube areas corresponding to the target prop; Performing an operation corresponding to the target prop on the virtual object located in the Rubik's Cube areas corresponding to the target prop.
10. The method according to any one of claims 1, characterized in that, The method further includes: For any one of the first target sub-scenes, when replacing the target area in the any one of the first target sub-scenes with the target area in the corresponding other first target sub-scene, in response to the existence of a target virtual object in the target area in the corresponding other first target sub-scene, moving the target virtual object to the any one of the first target sub-scenes.
11. The method according to any one of claims 1, characterized in that, The method further includes: Deploying a virtual character in the game scene; In response to the target virtual character being deployed to a second target sub-scene among the multiple sub-scenes, displaying the polyhedron in the game operation interface with the second target sub-scene as the main display perspective.
12. The method according to claim 11, wherein The method further includes: In response to triggering the target virtual character to enter a third target sub-scene, controlling the rotation of the polyhedron to use the third target sub-scene as the main display perspective and displaying the polyhedron in the game operation interface.
13. The method according to claim 12, wherein, The method further includes: In response to triggering the target virtual character to enter the third target sub-scene, controlling the target virtual character to move to the third target sub-scene.
14. A generation device for a game scene, characterized in that, Applied to a terminal device; a game operation interface is displayed in the terminal device; a game scene is displayed in the game operation interface; the game scene includes multiple sub-scenes; the multiple sub-scenes form a polyhedron, and each sub-scene is located on one face of the polyhedron; the device includes: A determination module, configured to, in response to meeting a preset scenario exchange condition, determine a target area for area exchange in each of a plurality of first target sub-scenarios among the plurality of sub-scenarios; wherein, the first target sub-scenarios include at least some of the plurality of sub-scenarios. A scenario replacement module, configured to, for each of the first target sub-scenarios, replace the target area in each of the first target sub-scenarios with the target area in other first target sub-scenarios, to obtain new first target sub-scenarios.
15. A computer device, characterized in that, Comprising: A processor and a memory, the memory stores machine-readable instructions executable by the processor, the processor is configured to execute the machine-readable instructions stored in the memory, and when the machine-readable instructions are executed by the processor, the processor executes the steps of the game scenario generation method according to any one of claims 1 to 13.
16. A computer-readable storage medium, characterized in that, A computer program is stored on the computer-readable storage medium, and when the computer program is run by a computer device, the computer device executes the steps of the game scenario generation method according to any one of claims 1 to 13.
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