A scene bit plane display method, related apparatuses, devices, and storage media
By constructing multiple independent scene planes based on the attributes of game characters, the clipping problem caused by different scene layouts seen by different players in the same game scene was solved, thus improving the game experience.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- TENCENT TECHNOLOGY (SHENZHEN) CO LTD
- Filing Date
- 2021-12-07
- Publication Date
- 2026-05-19
AI Technical Summary
In the same game scene, different players see different scene layouts, resulting in different movement ranges for game characters, which may cause clipping issues and affect the game experience.
Multiple independent scene planes are constructed based on the attributes of game characters. Players can switch between different scene planes by moving, so that they can only see the scene layout that matches their own attributes, thus avoiding clipping between game characters.
By constructing multiple independent scene planes, clipping issues between game characters are avoided, thus improving the gaming experience.
Smart Images

Figure CN114100122B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of scene management technology, and in particular to a method, related apparatus, device and storage medium for displaying scene planes. Background Technology
[0002] As game development technology continues to mature, players are demanding higher levels of realism in game environments. A lifelike game environment can significantly enhance the player's gaming experience. Taking online games as an example, a certain number of environmental objects (such as treasure chests and obstacles) are typically placed within the game scene, allowing different players' characters to share these objects within the same game environment.
[0003] Currently, in some game settings, players of different skill levels often see different scene layouts when entering the same game scene. For example, players with lower skill levels can only see some of the scene objects, while players with higher skill levels can see all the scene objects in the same game scene.
[0004] The inventors discovered that existing solutions have at least the following problems: In the same game scene, different players see different scene layouts, therefore, the movement range of different game characters may also differ. Since the game characters controlled by players are mutually visible, this can lead to players seeing game characters in other scene layouts overlapping with scene objects in their own scene layout, resulting in clipping and thus affecting the gaming experience. Summary of the Invention
[0005] This application provides a method, related apparatus, device, and storage medium for displaying scene planes. This application constructs unique scene planes based on the attributes of game characters. For the same game scene, multiple independent scene planes can be constructed. Therefore, players will not see game characters located in other scene layouts, thus avoiding clipping issues and improving the gaming experience.
[0006] In view of this, this application provides a method for displaying scene planes, including:
[0007] The first face of the first scene is displayed, where the target game character is shown on the first face of the first scene;
[0008] In response to movement commands directed at the target game character, control the target game character to move.
[0009] When the target game character moves to the first trigger position, the first face of the second scene is displayed, where the target game character is displayed on the first face of the second scene, and the first face of the second scene has a matching relationship with the first attribute of the target game character.
[0010] Another aspect of this application provides a scene plane display device, including:
[0011] The display module is used to display the first face of the first scene, where the target game character is displayed on the first face of the first scene;
[0012] The control module is used to respond to movement operations on the target game character and control the target game character to move.
[0013] The display module is also used to display the first face of the second scene when the target game character moves to the first trigger position, wherein the first face of the second scene displays the target game character, and the first face of the second scene has a matching relationship with the first attribute of the target game character.
[0014] In one possible design, in another implementation of another aspect of the embodiments of this application,
[0015] The display module is also used to display T groups of game characters on the first plane of the second scene, wherein each group of game characters includes at least one game character, and each group of game characters comes from different planes of the first scene.
[0016] In one possible design, in another implementation of another aspect of the embodiments of this application,
[0017] The display module is also used to display the second plane of the second scene when the target game character moves to the first trigger position if the first attribute of the target game character is updated to the second attribute.
[0018] The first face of the second scene is rendered based on the target layout data and the first layout data. The second face of the second scene is rendered based on the target layout data and the second layout data. The second face of the second scene displays the target game character. Furthermore, the second face of the second scene has a matching relationship with the second attribute.
[0019] In one possible design, in another implementation of another aspect of the embodiments of this application, the first attribute includes a first level range;
[0020] The display module is also used to display at least one game character on the first face of the second scene, wherein the character level of each game character and the character level of the target game character both belong to the first level range.
[0021] In one possible design, in another implementation of another aspect of the embodiments of this application, the second attribute includes a second level range;
[0022] The display module is also used to display at least one game character on the second plane of the second scene, wherein the character level of each game character and the character level of the target game character both belong to the second level range.
[0023] In one possible design, in another implementation of another aspect of the embodiments of this application, the first attribute includes first team information;
[0024] The display module is also used to display at least one game character on the first face of the second scene, wherein each game character and the target game character belong to the team indicated by the first team information.
[0025] In one possible design, in another implementation of another aspect of the embodiments of this application, the second attribute includes second team information;
[0026] The display module is also used to display at least one game character on the second plane of the second scene, wherein each game character and the target game character belong to the team indicated by the second team information.
[0027] In one possible design, in another implementation of another aspect of the embodiments of this application, the first attribute includes a first object level range of the target control object;
[0028] The display module is also used to display at least one game character on the first face of the second scene, wherein the object level of the control object corresponding to each game character and the object level of the target control object both belong to the first object level range.
[0029] In one possible design, in another implementation of another aspect of the embodiments of this application, the second attribute includes a second object level range of the target control object;
[0030] The display module is also used to display at least one game character on the second plane of the second scene, wherein the object level of the control object corresponding to each game character and the object level of the target control object both belong to the second object level range.
[0031] In one possible design, in another implementation of another aspect of the embodiments of this application, the first attribute includes a first occupational type;
[0032] The display module is also used to display at least one game character on the first face of the second scene, wherein each game character and the target game character are of the first class type.
[0033] In one possible design, in another implementation of another aspect of the embodiments of this application, the second attribute includes a second occupational type;
[0034] The display module is also used to display at least one game character on the first face of the second scene, wherein each game character and the target game character are of the second class type.
[0035] In one possible design, in another implementation of another aspect of the embodiments of this application,
[0036] The display module is also used to display the first face of the second scene when the target game character moves to the first trigger position, if the total number of game characters existing in the first face of the second scene at the current moment is less than the number threshold.
[0037] The display module is also used to display the second plane of the second scene when the target game character moves to the first trigger position, if the total number of game characters existing in the first plane of the second scene at the current moment is greater than or equal to the number threshold.
[0038] In one possible design, in another implementation of another aspect of the embodiments of this application,
[0039] The display module is also used to display the first non-player-controlled NPC character on the first face of the second scene;
[0040] The display module is also used to display the interaction between the first game character and the first NPC on the first face of the second scene when the first game character interacts with the first NPC, wherein both the first game character and the target game character are on the first face of the second scene.
[0041] In one possible design, in another implementation of another aspect of the embodiments of this application,
[0042] The display module is also used to display a second non-player-controlled NPC character on the first face of the second scene;
[0043] The display module is also used to display the second NPC on the first face of the second scene when the second game character interacts with the second NPC, wherein the second game character and the target game character are in different faces of the second scene.
[0044] In one possible design, in another implementation of another aspect of the embodiments of this application,
[0045] The control module is also used to control the movement of the target game character in response to movement operations.
[0046] The display module is also used to display the first face of the first scene when the target game character moves to the second trigger position, if the total number of game characters existing in the first face of the first scene at the current moment is less than the number threshold.
[0047] The display module is also used to display the second plane of the first scene when the target game character moves to the second trigger position, if the total number of game characters existing in the first plane of the first scene at the current moment is greater than or equal to the number threshold.
[0048] In one possible design, in another implementation of another aspect of the embodiments of this application,
[0049] The control module is also used to control the movement of the target game character in response to movement operations.
[0050] The display module is also used to display the first face of the first scene when the target game character moves to the second trigger position, wherein the first face of the first scene has a matching relationship with the first attribute of the target game character.
[0051] Another aspect of this application provides a terminal device, including: a memory, a processor, and a bus system;
[0052] The memory is used to store programs;
[0053] The processor is used to execute programs in memory, and the processor is used to execute the methods mentioned above according to the instructions in the program code;
[0054] Bus systems are used to connect memory and processor to enable communication between them.
[0055] Another aspect of this application provides a computer-readable storage medium storing instructions that, when executed on a computer, cause the computer to perform the methods described above.
[0056] Another aspect of this application provides a computer program product or computer program including computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the methods provided in the above aspects.
[0057] As can be seen from the above technical solutions, the embodiments of this application have the following advantages:
[0058] This application provides a method for displaying scene planes. First, a terminal device displays the first plane of a first scene. Then, in response to a movement operation on a target game character, the terminal device controls the target game character to move. When the target game character moves to a first trigger position, the terminal device displays the first plane of a second scene. The first plane of the second scene is matched with a first attribute of the target game character. Through this method, unique scene planes are constructed based on the attributes of the game character. For the same game scene, multiple independent scene planes can be constructed. Therefore, players will not see game characters located in other scene layouts, thus avoiding clipping issues and improving the gaming experience. Attached Figure Description
[0059] Figure 1 This is a schematic diagram of the architecture of the scene plane display system in the embodiments of this application;
[0060] Figure 2 This is a schematic diagram of the multi-plane data aggregation process in an embodiment of this application;
[0061] Figure 3 This is a flowchart illustrating a scene plane display method in an embodiment of this application;
[0062] Figure 4 This is a schematic diagram illustrating game scene switching based on game character control in an embodiment of this application;
[0063] Figure 5 This is a schematic diagram of a game character combination based on different planes in an embodiment of this application;
[0064] Figure 6 This is a schematic diagram illustrating the sharing of target layout data among multiple planes in an embodiment of this application.
[0065] Figure 7 This is a schematic diagram of a bit plane divided based on a level interval in an embodiment of this application;
[0066] Figure 8 This is a flowchart illustrating the process of allocating game character planes based on level ranges in an embodiment of this application.
[0067] Figure 9 This is a schematic diagram illustrating the division of corresponding planes based on different level intervals in an embodiment of this application;
[0068] Figure 10 This is a schematic diagram of dividing the planes based on team information in an embodiment of this application;
[0069] Figure 11 This is a schematic diagram of a process for allocating the game character's plane based on team information in an embodiment of this application;
[0070] Figure 12 This is a schematic diagram illustrating the division of corresponding planes based on different team information in an embodiment of this application;
[0071] Figure 13 This is a schematic diagram of object-level partitioning in an embodiment of this application;
[0072] Figure 14 This is a schematic diagram of a process for allocating the game character's plane based on the object level in an embodiment of this application;
[0073] Figure 15 This is a schematic diagram illustrating the division of corresponding bit planes based on different object levels in an embodiment of this application;
[0074] Figure 16 This is a schematic diagram of a plane division based on occupation type in an embodiment of this application;
[0075] Figure 17 This is a schematic diagram of a process for assigning game character planes based on occupation type in an embodiment of this application;
[0076] Figure 18 This is a schematic diagram illustrating the division of corresponding planes based on different occupational types in an embodiment of this application;
[0077] Figure 19 This is a schematic diagram illustrating the number of characters accommodated in different dimensions in an embodiment of this application;
[0078] Figure 20 This is a schematic diagram illustrating the interaction between a game character and an independent non-player-controlled character in an embodiment of this application;
[0079] Figure 21 This is a schematic diagram illustrating the interaction between a game character and a shared non-player controlled character in an embodiment of this application;
[0080] Figure 22 This is a schematic diagram illustrating the switching of game scenes based on the upper limit of the dimensional capacity in an embodiment of this application;
[0081] Figure 23 This is a schematic diagram illustrating the switching of game scenes based on game character attributes in an embodiment of this application;
[0082] Figure 24 This is a schematic diagram of a scene plane display device in an embodiment of this application;
[0083] Figure 25 This is a schematic diagram of the structure of a terminal device in an embodiment of this application. Detailed Implementation
[0084] This application provides a method, related apparatus, device, and storage medium for displaying scene planes. This application constructs unique scene planes based on the attributes of game characters. For the same game scene, multiple independent scene planes can be constructed. Therefore, players will not see game characters located in other scene layouts, thus avoiding clipping issues and improving the gaming experience.
[0085] The terms “first,” “second,” “third,” “fourth,” etc. (if present) in the specification, claims, and accompanying drawings of this application are used to distinguish similar objects and are not necessarily used to describe a particular order or sequence. It should be understood that such data can be interchanged where appropriate so that the embodiments of this application described herein can be implemented, for example, in orders other than those illustrated or described herein. Furthermore, the terms “comprising” and “corresponding to,” and any variations thereof, are intended to cover a non-exclusive inclusion; for example, a process, method, system, product, or apparatus that comprises a series of steps or units is not necessarily limited to those steps or units explicitly listed, but may include other steps or units not explicitly listed or inherent to such processes, methods, products, or apparatus.
[0086] With the development of computer hardware and software technology and internet technology, game products have continuously improved in terms of graphics quality, sound quality, response speed, and data exchange capabilities. Whether it's online games or cloud gaming, their interactivity and richness are more fully realized. Players can form social relationships in the online game world similar to those in the real world, making the gaming experience more vivid. Furthermore, online games allow multiple players to control game characters to complete game tasks, providing more ample conditions for diverse game design and making online games more engaging.
[0087] Based on the game's design, different scene layouts need to be presented to different players within the same game environment. Taking a restaurant management game as an example, restaurants of different levels have different interior designs, meaning their interior decorations differ. For instance, the wallpaper and floor patterns are different, as are the size of the restaurant and the placement of game objects. Players can freely enter and exit the restaurant and can also see game characters controlled by other players.
[0088] To avoid layout discrepancies that could cause continuity errors, this application proposes a method for displaying scene planes. This method is applied to... Figure 1The scene plane display system shown in the figure includes a server and terminal devices, with the client deployed on the terminal devices. The client can run on the terminal devices via a browser or as a standalone application (APP). The specific display format of the client is not limited here. The server involved in this application can be a standalone physical server, a server cluster composed of multiple physical servers, or a distributed system. It can also be a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery networks (CDNs), and big data and artificial intelligence platforms. Terminal devices can be smartphones, tablets, laptops, PDAs, personal computers, smart TVs, smartwatches, in-vehicle devices, wearable devices, etc., but are not limited to these. Terminal devices and servers can be directly or indirectly connected via wired or wireless communication, which is not limited here. The number of servers and terminal devices is also not limited. The solution provided in this application can be completed independently by the terminal device, independently by the server, or jointly by the terminal device and the server. This application does not make any specific limitations on this.
[0089] Based on this, the following will combine Figure 1 and Figure 2 This section describes the process of multi-dimensional data aggregation. It uses a game where player A controls game character A via terminal device A, and player B controls game character B via terminal device B. For example, in a restaurant management game, please refer to [link to relevant documentation]. Figure 2 , Figure 2 This is a schematic diagram illustrating the multi-dimensional data aggregation process in an embodiment of this application. As shown in the figure, the server can obtain the inherent attributes of each game player in advance. Assuming game character A has a first attribute and game character B has a second attribute, player A can see the game character data with the first attribute (i.e., the data of the first dimension) as well as the data shared across all dimensions. Simultaneously, this data is aggregated and distributed to players on the same dimension (i.e., the first dimension). Similarly, player B can see the game character data with the second attribute (i.e., the data of the second dimension) as well as the data shared across all dimensions. This data is also aggregated and distributed to players on the same dimension (i.e., the second dimension).
[0090] When a game character interacts with an NPC, all independent NPCs and shared NPCs in the current plane are aggregated. The interacting NPC is then determined based on the distance and behavior of the game character, and the interacting NPC provides the feedback. If the interacting NPC is located in a shared plane, changes in its behavior are synchronized to the player via shared plane data, ensuring shared and synchronized notification of NPC behavior changes.
[0091] Therefore, on the one hand, shared data can be synchronized with players in different dimensions, saving performance overhead. On the other hand, independent dimensions can be created for players with different attributes, thus avoiding situations where players with different attributes will be out of sync due to different collision layouts.
[0092] Given that this application involves some technical terms, explanations will be provided below for ease of understanding.
[0093] Collision: This refers to the obstruction between game objects. Game objects that collide cannot pass through or overlap each other.
[0094] Clipping: In 3D games, this refers to situations where game objects or characters clip through or overlap each other due to an error in the collision volume settings.
[0095] Dimension: In online games, if two game characters are in the same location, they can normally see each other. However, if the game rules prevent the characters from seeing each other and their actions do not interfere with each other, then the two players are considered to be in two different dimensions.
[0096] Based on the above introduction, the display method of scene planes in this application will be described below. Please refer to [link / reference]. Figure 3 One embodiment of the scene plane display method in this application includes:
[0097] 110. The terminal device displays the first face of the first scene, wherein the first face of the first scene displays the target game character;
[0098] In one or more embodiments, the terminal device displays the first face of a first scene, on which a target game character is displayed. The target game character is a game character controlled by a target control object, which is the player using the terminal device to control the target game character.
[0099] 120. The terminal device responds to a movement operation on the target game character and controls the target game character to move;
[0100] In one or more embodiments, the target control object controls the target game character to perform a movement operation, thereby the terminal device responds to the movement operation and displays a screen showing the target game character moving.
[0101] 130. When the target game character moves to the first trigger position, the terminal device displays the first face of the second scene, wherein the first face of the second scene displays the target game character, and the first face of the second scene has a matching relationship with the first attribute of the target game character.
[0102] In one or more embodiments, when the target game character moves to the first trigger position, the server determines, based on the target game character's first attribute, that the target game character is about to enter the first face of the second scene. Therefore, the terminal device displays the first face of the second scene and shows the target game character that has entered the second scene on that face.
[0103] Specifically, for ease of understanding, Figure 4 This is a schematic diagram illustrating game scene switching based on game character control in an embodiment of this application. As shown in the figure, A1 indicates the first face of the first scene, A2 indicates the target game character, A3 indicates the first trigger position, and A4 indicates the first face of the second scene. Figure 4 As shown in Figure (A), the target game character is currently on the first face of the first scene. When the target game character moves to the first trigger position indicated by A3, the following will be displayed: Figure 4 The interface shown in Figure (B) is the first face of the second scene.
[0104] It should be noted that, Figure 4 The element layout and character types shown are merely illustrative and should not be construed as limiting this application.
[0105] This application provides a method for displaying scene planes. By constructing unique scene planes based on the attributes of game characters, multiple independent scene planes can be built for the same game scene. Therefore, players will not see game characters located in other scene layouts, thus avoiding clipping issues and improving the gaming experience.
[0106] Optionally, in the above Figure 3 Based on the corresponding embodiments, another optional embodiment provided in this application may further include:
[0107] The terminal device displays T groups of game characters on the first plane of the second scene, wherein each group of game characters includes at least one game character, and each group of game characters comes from different planes of the first scene.
[0108] In one or more embodiments, a method for balancing game characters from different planes is described. As described in the foregoing embodiments, a scene can have multiple planes; therefore, the first scene and the second scene each have at least two planes. Typically, the number of game characters a player sees simultaneously is relatively stable. Based on this, game characters from different planes can be grouped. This grouping process addresses the issue of balancing the number of game characters after they enter a plane. Game characters with the same attributes are regrouped, prioritizing those already in the same group outside the plane to reduce the risk of discontinuous performance. The same group-priority strategy is applied when leaving a plane.
[0109] Specifically, for ease of understanding, please refer to Figure 5 , Figure 5 This is a schematic diagram of a game character combination based on different planes in an embodiment of this application. As shown in the figure, it is assumed that... Figure 5 Figure (A) shows the first facet of the first scene. Figure 5 Diagram (B) shows the first face of the second scene. Figure 5 The middle (C) diagram shows the second plane of the first scene. Figure 5 The diagram in Figure (D) shows the second plane of the second scene. B1 indicates game character A with the first attribute, B2 indicates game character B with the first attribute, B3 indicates game character C with the second attribute, and B4 indicates game character D with the second attribute.
[0110] like Figure 5 As shown in (A), there are two game characters B and two game characters C on the first face of the first scene. Therefore, the two game characters B can be grouped as group 1, and the two game characters C can be grouped as group 2. Figure 5 As shown in (C), there are two game characters B and two game characters C on the second plane of the first scene. Therefore, the two game characters B can be grouped into group 3, and the two game characters C into group 4. Since game characters A and B have the same attribute (i.e., the first attribute), they can be assigned to groups as follows: Figure 5 The first face of the second scene shown in (C). Since game characters C and D have the same attribute (i.e., the second attribute), game characters C and D are assigned to the following positions: Figure 5 The second plane of the second scene shown in (D).
[0111] Assuming the game character indicated by B1 is the target game character, based on this, as follows: Figure 5As shown in (C), the first face of the second scene displays two game characters B from group 1 and two game characters B from group 3. It is evident that the target control object can see 5 game characters on the first face of the first scene, while the target control object can see 4 game characters on the first face of the second scene. Therefore, after the target game character enters the second scene, there are approximately the same number of people around it as in the first scene.
[0112] Assuming the game character indicated by B4 is the target game character, based on this, as follows: Figure 5 As shown in (D), two game characters C from group 2 and two game characters C from group 4 are displayed on the second plane of the second scene. It can be seen that the target control object can see 5 game characters on the first plane of the first scene, while the target control object can see 4 game characters on the second plane of the second scene. Therefore, after the target game character enters the second scene, there are about the same number of people around it as in the first scene.
[0113] It should be noted that, Figure 5 The element layout and character types shown are merely illustrative and should not be construed as limiting this application.
[0114] Secondly, this application provides a method for balancing game characters from different planes. In this way, when there are multiple planes in a scene, game characters with the same attributes in these planes can be assigned to the same plane in another scene. This ensures that game characters in the same group outside the plane remain in the same group after entering another plane, reducing the feeling of sudden changes in the density of game characters after scene switching and reducing the risk of discontinuous performance.
[0115] Optionally, in the above Figure 3 Based on the corresponding embodiments, another optional embodiment provided in this application may further include:
[0116] If the target game character's first attribute is updated to the second attribute, then when the target game character moves to the first trigger position, the terminal device displays the second plane of the second scene;
[0117] The first face of the second scene is rendered based on the target layout data and the first layout data. The second face of the second scene is rendered based on the target layout data and the second layout data. The second face of the second scene displays the target game character. Furthermore, the second face of the second scene has a matching relationship with the second attribute.
[0118] In one or more embodiments, a method for displaying different planes within the same scene based on different attributes is described. As can be seen from the foregoing embodiments, different planes within the same scene can share some data, namely, they share target layout data. Furthermore, different planes also have their own specific layout data.
[0119] Specifically, for ease of understanding, please refer to Figure 6 , Figure 6 This is a schematic diagram illustrating the sharing of target layout data among multiple planes in an embodiment of this application. As shown in the figure, C1 indicates a shared plane, C11 indicates a non-player character (NPC), and C12 indicates a game object "sofa." The shared plane contains target layout data, which includes, but is not limited to, the positions of some game objects, wallpaper and floor tile styles, and the appearance and position of NPCs. Figure 6 For example, a shared plane displays an NPC standing on a sofa. Both the "sofa" and the "NPC" are shared data, and the NPC standing on the sofa represents shared time. The target layout data of the shared plane is synchronized to all planes to realize the concept of plane sharing.
[0120] C2 is used to indicate the first face of the second scene. Based on this, an NPC standing on a sofa will also be displayed on the first face of the second scene. At the same time, based on the first layout data, a small table indicated by C21 is displayed, as well as various game objects with the first attribute. It can be seen that the layout is currently presented according to the first attribute.
[0121] C3 is used to indicate the second plane of the second scene. Based on this, an NPC standing on a sofa will also be displayed on the second plane of the second scene. At the same time, based on the second layout data, the large table indicated by C31 is displayed, as well as various game objects with the second attribute. It can be seen that the layout is currently presented as set by the second attribute.
[0122] It should be noted that, Figure 6 The element layout and character types shown are merely illustrative and should not be construed as limiting this application.
[0123] Secondly, this application provides a method for displaying different planes within the same scene based on different attributes. Using this method, the server can allocate or create corresponding planes for a game character in real time according to changes in the character's attributes. This ensures that only players with the same attributes can see each other, while players with different attributes cannot see each other, presenting layouts with different attributes. Players will not experience collisions or glitches due to inconsistencies in their layouts. Simultaneously, considering that each plane contains NPCs, creating NPCs consumes memory, and NPCs have their own behavior trees to perform various behaviors, executing these behavior trees also incurs overhead. Therefore, each additional NPC increases the overhead. Thus, shared NPCs can save the overhead of using NPCs independently at each layer by using a single data layer, and can also achieve synchronization of multiple NPCs.
[0124] Optionally, in the above Figure 3 Based on the corresponding embodiments, in another optional embodiment provided by this application, the first attribute includes a first level range;
[0125] It may also include:
[0126] The terminal device displays at least one game character on the first surface of the second scene, wherein the character level of each game character and the character level of the target game character both belong to the first level range.
[0127] In one or more embodiments, a method for displaying corresponding planes based on character levels is described. As can be seen from the foregoing embodiments, multiple planes can be created for the same scene, and the basis for creating planes can be the level range of game characters. Each game character has a corresponding level; for example, the level range of a game character is from level 1 to level 50. Therefore, several level ranges can be divided according to the level range.
[0128] Specifically, for ease of understanding, please refer to Table 1, which is a schematic diagram of the grade intervals.
[0129] Table 1
[0130] Level range Level range Level range 1 Level 1 to 10 Level range 2 Levels 11 to 20 Level range 3 Levels 21 to 30 Level range 4 Levels 31 to 40 Level range 5 Levels 41 to 50
[0131] Taking Table 1 as an example, assuming the target game character's level is "level 8", the target game character belongs to "level range 1", and "level range 1" can be used as the first level range.
[0132] Therefore, for ease of understanding, please refer to Figure 7 , Figure 7This is a schematic diagram illustrating a plane divided based on level intervals in an embodiment of this application. As shown in the figure, D1 indicates the first plane of the second scene, D2 indicates the character level list, and D3 indicates the target game character (i.e., "game character A"). Four other game characters are also displayed on the first plane of the second scene: game character B has a level of "7", game character C has a level of "3", game character D has a level of "10", and game character E has a level of "1". Referring to Table 1, it can be seen that the character levels of these game characters all belong to "level interval 1", that is, the first level interval. Therefore, game characters A, B, C, D, and E all appear on the same plane (e.g., the first plane of the second scene).
[0133] It should be noted that, Figure 7 The element layout and character types shown are merely illustrative and should not be construed as limiting this application.
[0134] Secondly, this application provides a method for displaying corresponding planes based on character level. Through this method, the same scene plane can be constructed for game characters within the same level range. As a result, players with similar game character levels can see each other's game characters, thereby achieving a more reasonable plane division method and a better game experience.
[0135] Optionally, in the above Figure 3 Based on the corresponding embodiments, in another optional embodiment provided by this application, the second attribute includes a second level range;
[0136] It may also include:
[0137] The terminal device displays at least one game character on the second plane of the second scene, wherein the character level of each game character and the character level of the target game character both belong to the second level range.
[0138] In one or more embodiments, a method for displaying different planes based on different character levels is described. As can be seen from the foregoing embodiments, multiple planes can be created for the same scene, and the creation of planes can be based on the level range of game characters. For game characters, their character levels will also change accordingly; therefore, it is also necessary to dynamically allocate or create corresponding planes based on character levels.
[0139] Therefore, for ease of explanation, please refer to Figure 8 , Figure 8 This is a flowchart illustrating a process for allocating game character planes based on level ranges in an embodiment of this application. Specifically:
[0140] In step E1, the target control object controls the target game character to enter the second scene.
[0141] In step E2, the server obtains the target game character's level and determines the level range based on that level. For example, the character's level belongs to the second level range.
[0142] In step E3, the server determines whether there is a plane corresponding to the second level interval. If it exists, step E5 is executed. If it does not exist, it means that the target game character is the first game character to enter the plane, so step E4 is executed.
[0143] In step E4, the server allocates the required memory and layout data for the bit plane, and then creates the bit plane corresponding to the second level interval. For example, the server creates the second bit plane of the second scene.
[0144] In step E5, the server assigns the target game character to a plane within the corresponding level range, for example, to the second plane of the second scene. Optionally, NPCs can also be assigned to corresponding planes.
[0145] In step E6, after the required plane is prepared, the target game character and NPC are moved to the designated plane, for example, to the second plane of the second scene. This concludes the process.
[0146] In step E7, the NPC enters the second scene.
[0147] In step E8, the server then determines whether the NPC belongs to the shared NPC. If it does, step E9 is executed; otherwise, step E5 is executed.
[0148] In step E9, the shared NPC is assigned to the shared plane.
[0149] The following explanation will use the level ranges provided in Table 1 as an example. Taking Table 1 as an example, assuming the target game character's level is "10", the target game character belongs to "Level Range 1", and "Level Range 1" can be taken as the first level range.
[0150] Therefore, for ease of understanding, please refer to Figure 9 , Figure 9 This is a schematic diagram illustrating the division of corresponding planes based on different level intervals in an embodiment of this application, as shown below. Figure 9As shown in Figure (A), five game characters are displayed on the first plane of the second scene, with game character A being the target game character. Game character A has a level of "10", game character B has a level of "7", game character C has a level of "3", game character D has a level of "10", and game character E has a level of "1". Referring to Table 1, it can be seen that the levels of these game characters all belong to "Level Range 1", that is, the first level range. Therefore, game characters A, B, C, D, and E all appear on the same plane (e.g., the first plane of the second scene).
[0151] After the target game character levels up, its corresponding character level is "Level 11". Taking Table 1 as an example, the target game character belongs to "Level Range 2", which can be considered the second level range. Based on this, if... Figure 9 As shown in Figure (B), five game characters are displayed on the second plane of the second scene. Game character A is level 11, game character G is level 18, game character H is level 13, game character K is level 20, and game character T is level 11. Referring to Table 1, all these game characters belong to "Level Range 2," that is, the second level range. Therefore, game characters A, G, H, K, and T all appear on the same plane (e.g., the second plane of the second scene).
[0152] It should be noted that, Figure 9 The element layout and character types shown are merely illustrative and should not be construed as limiting this application.
[0153] Furthermore, this application provides a method for displaying different planes based on different character levels. Through this method, different scene planes can be constructed for game characters within different level ranges. As a result, players with similar game character levels can see each other's controlled game characters, while players with significantly different game character levels can have different scene layouts, thereby achieving a more reasonable plane division method and achieving the effect of differentiated layout.
[0154] Optionally, in the above Figure 3 Based on the corresponding embodiments, in another optional embodiment provided by this application, the first attribute includes first team information;
[0155] It may also include:
[0156] The terminal device displays at least one game character on the first face of the second scene, wherein each game character and the target game character belong to the team indicated by the first team information.
[0157] In one or more embodiments, a method for displaying the corresponding dimension based on the team a character belongs to is described. As can be seen from the foregoing embodiments, multiple dimensions can be created for the same scene, and the creation of dimensions can be based on the team information of the game characters. Each game character belongs to a specific team.
[0158] Specifically, for ease of understanding, please refer to Table 2, which is a schematic diagram of team information.
[0159] Table 2
[0160] Team Information Team Name Including members Team Information 1 Invincible Team Character A, Character B, Character C, Character D, and Character E Team Information 2 Super Sentai Characters G, H, K, T, and V Team Information 3 Sky Team Character X, Character Y, Character Z, Character U, and Character W
[0161] Taking Table 2 as an example, assuming the target game character is "Game Character A", the target game character belongs to "Team Information 1", and "Team Information 1" can be used as the first team information.
[0162] Therefore, for ease of understanding, please refer to Figure 10 , Figure 10 This is a schematic diagram illustrating the division of planes based on team information in an embodiment of this application. As shown in the figure, F1 indicates the first plane of the second scene, F2 indicates the team member list, and F3 indicates the target game character (i.e., "Game Character A"). Game Character B is the captain of the "Invincible Team," and Game Characters A, C, D, and E are all members of the "Invincible Team." Referring to Table 2, these game characters all belong to the team corresponding to "Team Information 1," meaning they all possess the first team information. Therefore, Game Characters A, B, C, D, and E all appear on the same plane (e.g., the first plane of the second scene).
[0163] It should be noted that, Figure 10 The element layout and character types shown are merely illustrative and should not be construed as limiting this application.
[0164] Secondly, this application provides a method for displaying the corresponding plane based on the team to which the character belongs. In this way, the same scene plane can be constructed for game characters in the same team. Thus, players in the same team can see the game characters controlled by each other, thereby achieving a more reasonable plane division method and achieving a better game experience.
[0165] Optionally, in the above Figure 3Based on the corresponding embodiments, in another optional embodiment provided by this application, the second attribute includes second team information;
[0166] It may also include:
[0167] The terminal device displays at least one game character on the second plane of the second scene, wherein each game character and the target game character belong to the team indicated by the second team information.
[0168] In one or more embodiments, a method for displaying different planes based on a character's party is described. As can be seen from the foregoing embodiments, multiple planes can be created for the same scene, and the basis for creating planes can be the game character's party information. For a game character, their party will also change accordingly; therefore, it is also necessary to dynamically allocate or create corresponding planes based on the game character's party information.
[0169] Therefore, for ease of explanation, please refer to Figure 11 , Figure 11 This is a flowchart illustrating a process for allocating game character planes based on team information in an embodiment of this application. Specifically:
[0170] In step G1, the target control object controls the target game character to enter the second scene.
[0171] In step G2, the server obtains the team information of the target game character, for example, the team information is the second team information.
[0172] In step G3, the server determines whether there is a dimension corresponding to the second team information. If it exists, step G5 is executed. If it does not exist, it means that the target game character is the first game character to enter the dimension, so step G4 is executed.
[0173] In step G4, the server allocates the required memory and layout data for the plane, and then creates the plane corresponding to the second team information. For example, the server creates the second plane of the second scene.
[0174] In step G5, the server assigns the target game character to the corresponding plane of team information, for example, to the second plane of the second scene. Optionally, NPCs can also be assigned to the corresponding plane.
[0175] In step G6, after the required plane is prepared, the target game character and NPC are moved to the designated plane, for example, to the second plane of the second scene. This concludes the process.
[0176] In step G7, the NPC enters the second scene.
[0177] In step G8, the server determines whether the NPC belongs to the shared NPC. If it does, step G9 is executed; otherwise, step G5 is executed.
[0178] In step G9, the shared NPC is assigned to the shared plane.
[0179] The following explanation will use the level ranges provided in Table 2 as an example. Taking Table 2 as an example, assuming the target game character has "Team Information 1", "Team Information 1" can be used as the first team information.
[0180] Therefore, for ease of understanding, please refer to Figure 12 , Figure 12 This is a schematic diagram illustrating the division of corresponding planes based on different team information in an embodiment of this application, such as... Figure 12 As shown in Figure (A), five game characters are displayed on the first plane of the second scene, among which game character A is the target game character. Game characters A, B, C, D, and E all belong to the "Invincible Team". Referring to Table 2, these game characters correspond to "Team Information 1", that is, they belong to the first team information. Therefore, game characters A, B, C, D, and E all appear on the same plane (e.g., the first plane of the second scene).
[0181] The target game character leaves the original "Invincible Team" and joins the new team "Super Team". Taking Table 2 as an example, the target game character corresponds to "Team Information 2", which can be used as the second team information. Based on this, if... Figure 12 As shown in Figure (B), five game characters are displayed on the second plane of the second scene. Among them, game characters A, G, H, K, and T all belong to the "Super Team". Referring to Table 2, these game characters all correspond to "Team Information 2", that is, they belong to the second team information. Therefore, game characters A, G, H, K, and T all appear on the same plane (e.g., the second plane of the second scene).
[0182] It should be noted that, Figure 12 The element layout and character types shown are merely illustrative and should not be construed as limiting this application.
[0183] Furthermore, in this application embodiment, a method for displaying different planes based on the team to which a character belongs is provided. Through the above method, different scene planes can be constructed for game characters of different teams. Thus, players of the same team can see the game characters controlled by each other, while players of different teams can see different scene layouts, thereby achieving a more reasonable plane division method and achieving the effect of differentiated layout.
[0184] Optionally, in the above Figure 3 Based on the corresponding embodiments, in another optional embodiment provided by this application, the first attribute includes a first object level range of the target control object;
[0185] It may also include:
[0186] The terminal device displays at least one game character on the first face of the second scene, wherein the object level of the control object corresponding to each game character and the object level of the target control object both belong to the first object level range.
[0187] In one or more embodiments, a method for displaying corresponding planes based on object levels is described. As can be seen from the foregoing embodiments, multiple planes can be created within the same scene, and the creation of planes can be based on object level ranges. The control object that controls the game character (i.e., the player) also has a corresponding level. For example, the object level of the control object can be from level 0 to level 9; therefore, several object level ranges can be defined based on the object level.
[0188] Specifically, for ease of understanding, please refer to Table 3, which is a schematic diagram of the object level range.
[0189] Table 3
[0190] object level range Level range Object level range 1 Level 0 Object level range 2 Level 1 to Level 9
[0191] Taking Table 3 as an example, assuming the target game character corresponds to an object level of "Level 0" for the target controlled object, the target controlled object belongs to "Object Level Interval 1", and "Object Level Interval 1" can be used as the first object level interval. It can be understood that an object level of "Level 0" represents a non-VIP player, while levels greater than "Level 1" represent VIP players.
[0192] Therefore, for ease of understanding, please refer to Figure 13 , Figure 13This is a schematic diagram illustrating the object-level-based partitioning in this embodiment of the application. As shown in the figure, H1 indicates the first plane of the second scene, H2 indicates the object level list, and H3 indicates the target game character (i.e., "Game Character A"). Four other game characters are also displayed on the first plane of the second scene. Among them, the object levels of the controlled objects corresponding to game characters B, C, D, and E are all "level 0". Referring to Table 3, it can be seen that the object levels of these controlled objects all belong to "object level interval 1", that is, to the first object level interval. Therefore, game characters A, B, C, D, and E all appear on the same plane (e.g., the first plane of the second scene).
[0193] It should be noted that, Figure 13 The element layout and character types shown are merely illustrative and should not be construed as limiting this application.
[0194] Secondly, this application provides a method for displaying corresponding planes based on object level. Through this method, the same scene plane can be constructed for VIP players, thereby allowing VIP players to see the game characters controlled by each other, thus achieving a more reasonable plane division method and a better game experience.
[0195] Optionally, in the above Figure 3 Based on the corresponding embodiments, in another optional embodiment provided by the present application, the second attribute includes a second object level range of the target control object;
[0196] It may also include:
[0197] The terminal device displays at least one game character on the second plane of the second scene, wherein the object level of the control object corresponding to each game character and the object level of the target control object both belong to the second object level range.
[0198] In one or more embodiments, a method for displaying different bit planes based on the object level of a control object is described. As can be seen from the foregoing embodiments, multiple bit planes can be created for the same scene, and the basis for creating bit planes can be an object level range. For control objects, their object level will also change accordingly; therefore, it is also necessary to dynamically allocate or create corresponding bit planes based on the object level.
[0199] Therefore, for ease of explanation, please refer to Figure 14 , Figure 14 This is a flowchart illustrating a process for allocating the game character's plane based on the object level in an embodiment of this application. Specifically:
[0200] In step I1, the target control object controls the target game character to enter the second scene.
[0201] In step I2, the server obtains the object level of the target controlled object and determines the object level range it belongs to based on the object level. For example, the role level belongs to the second object level range.
[0202] In step I3, the server then determines whether there is a plane corresponding to the second object level interval. If it exists, step I5 is executed. If it does not exist, it means that the target game character is the first game character to enter the plane, so step I4 is executed.
[0203] In step I4, the server allocates the required memory and layout data for the bit plane, and then creates the bit plane corresponding to the second object level interval. For example, the server creates the second bit plane of the second scene.
[0204] In step I5, the server assigns the target game character to a plane within the object-level range corresponding to the target controlled object, for example, to the second plane of the second scene. Optionally, NPCs can also be assigned to corresponding planes.
[0205] In step I6, after the required plane is prepared, the target game character and NPC are moved to the designated plane, for example, to the second plane of the second scene. This concludes the process.
[0206] In step I7, the NPC enters the second scene.
[0207] In step I8, the server then determines whether the NPC belongs to the shared NPC. If it does, step I9 is executed; otherwise, step I5 is executed.
[0208] In step I9, the shared NPC is assigned to the shared plane.
[0209] The following will use the object level ranges provided in Table 3 as an example. Taking Table 3 as an example, assuming that the object level of the target control object corresponding to the target game character is "level 0", the target game character belongs to "object level range 1", and "object level range 1" can be used as the first object level range.
[0210] Therefore, for ease of understanding, please refer to Figure 15 , Figure 15 This is a schematic diagram illustrating the division of corresponding bit planes based on different object levels in an embodiment of this application, such as... Figure 15As shown in Figure (A), five game characters are displayed on the first plane of the second scene, with game character A being the target game character. The object level of the controlled objects corresponding to game characters A, B, C, D, and E is all "level 0". Referring to Table 3, these game characters all belong to "object level interval 1", that is, the first object level interval. Therefore, game characters A, B, C, D, and E all appear on the same plane (e.g., the first plane of the second scene).
[0211] After the target controlled object makes in-game purchases, its corresponding object level becomes "Level 2". Taking Table 3 as an example, the target game character corresponds to an object controlled within "Object Level Interval 2", which can be used as the second object level interval. Based on this, if... Figure 15 As shown in Figure (B), five game characters are displayed on the second plane of the second scene. Game character A corresponds to an object level of "Level 2", game character G to an object level of "Level 9", game character H to an object level of "Level 7", game character K to an object level of "Level 1", and game character T to an object level of "Level 5". Referring to Table 3, it can be seen that the object levels of these game characters all belong to "Object Level Interval 2", that is, the second object level interval. Therefore, game characters A, G, H, K, and T all appear on the same plane (e.g., the second plane of the second scene).
[0212] It should be noted that, Figure 15 The element layout and character types shown are merely illustrative and should not be construed as limiting this application.
[0213] Furthermore, this application provides a method for displaying different planes based on the object level of the controlled object. This method allows for the construction of different scene planes for different players, enabling VIP players to see each other's controlled game characters, and allowing non-VIP players to see each other's controlled game characters. Players at different object levels can see different scene layouts, thus achieving a more reasonable plane division method and a differentiated layout effect.
[0214] Optionally, in the above Figure 3 Based on the corresponding embodiments, in another optional embodiment provided by this application, the first attribute includes a first occupation type;
[0215] It may also include:
[0216] The terminal device displays at least one game character on the first surface of the second scene, wherein each game character and the target game character are of the first class type.
[0217] In one or more embodiments, a method for displaying corresponding time planes based on the job type of a game character is described. As can be seen from the foregoing embodiments, multiple time planes can be created for the same scene, and the basis for creating time planes can be the job type of the game character. Each game character has its corresponding job, and a job type includes one or more jobs.
[0218] Specifically, for ease of understanding, please refer to Table 4, which is an illustration of occupational types.
[0219] Table 4
[0220] Occupational type Profession Occupation Type 1 waiter Occupation Type 2 Store manager, general manager and head chef Occupation Type 3 General Manager and Director
[0221] Taking Table 4 as an example, assuming that the target game character's profession is "waiter", the target game character belongs to "profession type 1" and can be regarded as the first profession type.
[0222] Therefore, for ease of understanding, please refer to Figure 16 , Figure 16 This is a schematic diagram illustrating the division of planes based on occupation type in an embodiment of this application. As shown in the figure, J1 indicates the first plane of the second scene, J2 indicates the list of character occupations, and J3 indicates the target game character (i.e., "game character A"). The occupations of game characters A, B, C, D, and E are all "waiter". Referring to Table 4, these game characters all belong to "occupation type 1", that is, the first occupation type. Therefore, game characters A, B, C, D, and E all appear on the same plane (e.g., the first plane of the second scene).
[0223] It should be noted that, Figure 16 The element layout and character types shown are merely illustrative and should not be construed as limiting this application.
[0224] Secondly, this application provides a method for displaying corresponding planes based on the job type of a game character. Through this method, the same scene plane can be constructed for game characters of the same job type. As a result, players with similar job types can see the game characters they control, thereby achieving a more reasonable plane division method and a better game experience.
[0225] Optionally, in the above Figure 3Based on the corresponding embodiments, in another optional embodiment provided by this application, the second attribute includes a second occupation type;
[0226] It may also include:
[0227] The terminal device displays at least one game character on the first surface of the second scene, wherein each game character and the target game character are of the second class type.
[0228] In one or more embodiments, a method for displaying different planes based on different job types is described. As can be seen from the foregoing embodiments, multiple planes can be created for the same scene, and the creation of planes can be based on the job type of the game character. For game characters, their job types will also change accordingly; therefore, it is also necessary to dynamically allocate or create corresponding planes based on job types.
[0229] Therefore, for ease of explanation, please refer to Figure 17 , Figure 17 This is a flowchart illustrating a process for assigning game character planes based on job type in an embodiment of this application, as shown in the figure. Specifically:
[0230] In step K1, the target control object controls the target game character to enter the second scene.
[0231] In step K2, the server obtains the job type of the target game character, for example, the job type belongs to the second job type.
[0232] In step K3, the server determines whether there is a plane corresponding to the second job type. If it exists, step K5 is executed. If it does not exist, it means that the target game character is the first game character to enter the plane, so step K4 is executed.
[0233] In step K4, the server allocates the required memory and layout data for the plane, and then creates the plane corresponding to the second job type. For example, the server creates the second plane of the second scene.
[0234] In step K5, the server assigns the target game character to a dimension corresponding to its class type, for example, to the second dimension of the second scene. Optionally, NPCs can also be assigned to corresponding dimensions.
[0235] In step K6, after the required plane is prepared, the target game character and NPC are moved to the designated plane, for example, to the second plane of the second scene. This concludes the process.
[0236] In step K7, the NPC enters the second scene.
[0237] In step K8, the server then determines whether the NPC belongs to the shared NPC. If it does, step K9 is executed; otherwise, step K5 is executed.
[0238] In step K9, the shared NPC is assigned to the shared plane.
[0239] The following section will use the occupation types provided in Table 4 as an example. Taking Table 4 as an example, assuming that the target game character's occupation is "waiter", the target game character belongs to "occupation type 1" and can be regarded as the first occupation type.
[0240] Therefore, for ease of understanding, please refer to Figure 18 , Figure 18 This is a schematic diagram illustrating the division of corresponding planes based on different occupational types in an embodiment of this application, such as... Figure 18 As shown in Figure (A), five game characters are displayed on the first plane of the second scene, with game character A being the target game character. Game characters A, B, C, D, and E all have the profession of "waiter." According to Table 4, these game characters' professions all belong to "Profession Type 1," that is, the first profession type. Therefore, game characters A, B, C, D, and E all appear on the same plane (e.g., the first plane of the second scene).
[0241] When the target game character reaches a certain amount of game experience, they will be upgraded to "Shopkeeper". Taking Table 4 as an example, if the target game character's profession is "Shopkeeper", then "Profession Type 2" can be used as the second profession type. Based on this, if... Figure 18 As shown in Figure (B), five game characters are displayed on the second plane of the second scene. Game character A's profession is "Shop Manager," game character G's profession is "Manager," game character H's profession is "Manager," game character K's profession is "Head Chef," and game character T's profession is "Manager." Referring to Table 4, it can be seen that these game characters' professions all belong to "Profession Type 2," that is, the second profession type. Therefore, game characters A, G, H, K, and T all appear on the same plane (e.g., the second plane of the second scene).
[0242] It should be noted that, Figure 18 The element layout and character types shown are merely illustrative and should not be construed as limiting this application.
[0243] Furthermore, this application provides a method for displaying different planes based on different job types. Through this method, different scene planes can be constructed for game characters of different job types. As a result, players with similar job types can see the game characters they control, thereby achieving a more reasonable plane division method and achieving the effect of differentiated layout.
[0244] Optionally, in the above Figure 3 Based on the corresponding embodiments, another optional embodiment provided in this application may further include:
[0245] When the target game character moves to the first trigger position, if the total number of game characters existing in the first face of the second scene at the current moment is less than the number threshold, the terminal device displays the first face of the second scene.
[0246] When the target game character moves to the first trigger position, if the total number of game characters existing in the first face of the second scene at the current moment is greater than or equal to the number threshold, the terminal device displays the second face of the second scene.
[0247] In one or more embodiments, a method for creating scene planes according to the capacity limit is described. As can be seen from the foregoing embodiments, when a target game character moves to the first trigger position, the server can assign the target game character the plane to enter based on the situation of each plane corresponding to the second scene.
[0248] Specifically, an upper limit can be set in advance for the number of game characters that can be accommodated in each dimension, i.e., a quantity threshold can be set.
[0249] For example, for ease of explanation, please refer to Figure 19 , Figure 19 This is a schematic diagram illustrating the number of characters accommodated in different dimensions in an embodiment of this application, such as... Figure 19 As shown in Figure (A), the total number of game characters existing on the first face of the second scene at the current moment is 6. Assuming the quantity threshold is 10, this means the total number of game characters existing on the first face of the second scene at the current moment is less than the quantity threshold. Therefore, the result is as follows: Figure 19 The first face of the second scene shown in Figure (B) is L1, which is used to indicate the target game character.
[0250] For example, for ease of explanation, such as Figure 19 As shown in Figure (C), the total number of game characters existing on the first face of the second scene at the current moment is 10. Assuming the quantity threshold is 10, this means the total number of game characters existing on the first face of the second scene at the current moment equals the quantity threshold. Therefore, it is displayed as follows... Figure 19 The second plane of the second scene shown in Figure (D) is used to indicate the target game character.
[0251] It should be noted that, Figure 19 The element layout and character types shown are merely illustrative and should not be construed as limiting this application.
[0252] Secondly, this application provides a method for creating scene planes according to the capacity limit. By setting an upper limit on the number of game characters that each plane can accommodate, the number of players displayed in the same plane is reduced, which helps to improve the game loading speed.
[0253] Optionally, in the above Figure 3 Based on the corresponding embodiments, another optional embodiment provided in this application may further include:
[0254] The terminal device displays the first non-player-controlled NPC character on the first surface of the second scene;
[0255] When the first game character interacts with the first NPC, the terminal device displays the interaction between the first game character and the first NPC on the first face of the second scene, where both the first game character and the target game character are on the first face of the second scene.
[0256] In one or more embodiments, a method for game characters to interact with independent NPCs is described. As can be seen from the foregoing embodiments, independent NPCs can be deployed in different planes within the same scene, and the behavior, position, and style of an independent NPC are only synchronously displayed on its own plane.
[0257] Specifically, for ease of understanding, please refer to Figure 20 , Figure 20 This is a schematic diagram illustrating the interaction between a game character and an independent non-player-controlled character in an embodiment of this application. As shown in the figure, M1 indicates the first face of the second scene, M2 indicates the second face of the second scene, M11 indicates the first NPC, M12 indicates the first game character, and M13 indicates the target game character. When the first game character interacts with the first NPC, the interaction screen is displayed only on the first face of the second scene. Therefore, the player controlling the target game character (i.e., the target controlled object) can see the interaction screen between the first game character and the first NPC.
[0258] It should be noted that, Figure 20 The element layout and character types shown are merely illustrative and should not be construed as limiting this application.
[0259] Secondly, this application provides a method for game characters to interact with independent NPCs. Through this method, game characters can interact with independent NPCs on their own plane. The interaction is only visible to players on that plane and not to players on other planes, thus avoiding clipping issues in the player's view and improving the player experience.
[0260] Optionally, in the above Figure 3 Based on the corresponding embodiments, another optional embodiment provided in this application may further include:
[0261] The terminal device displays a second non-player-controlled NPC character on the first surface of the second scene;
[0262] When the second game character interacts with the second NPC, the terminal device displays the second NPC on the first plane of the second scene, where the second game character and the target game character are in different planes of the second scene.
[0263] In one or more embodiments, a method for game characters to interact with shared NPCs is described. As can be seen from the foregoing embodiments, shared NPCs can be deployed on different planes within the same scene, and the shared NPCs can synchronously display their behaviors, positions, and styles on various planes within the same scene.
[0264] Specifically, for ease of understanding, please refer to Figure 21 , Figure 21 This is a schematic diagram illustrating the interaction between a game character and a shared non-player controlled character in an embodiment of this application. As shown in the figure, N1 indicates the second plane of the second scene, N2 indicates the first plane of the second scene, N11 indicates the second NPC, N12 indicates the second game character, and N21 indicates the target game character. When the second game character interacts with the second NPC, the interaction screen is simultaneously displayed on both the first and second planes of the second scene. Therefore, the player controlling the target game character (i.e., the target controlled object) can also see the interaction screen between the second game character and the second NPC.
[0265] It should be noted that, Figure 21 The element layout and character types shown are merely illustrative and should not be construed as limiting this application.
[0266] Secondly, this application provides a method for game characters to interact with shared NPCs. Through this method, game characters can interact with shared NPCs on their own plane, and the interaction is visible to players on other planes. This achieves shared events and NPC-related parameters, simplifies configuration and synchronization processes, and effectively reduces the overhead of the synchronization process.
[0267] Optionally, in the above Figure 3 Based on the corresponding embodiments, another optional embodiment provided in this application may further include:
[0268] The terminal device responds to a movement operation on the target game character and controls the target game character to move.
[0269] When the target game character moves to the second trigger position, if the total number of game characters existing in the first face of the first scene at the current moment is less than the number threshold, the terminal device displays the first face of the first scene.
[0270] When the target game character moves to the second trigger position, if the total number of game characters existing in the first face of the first scene at the current moment is greater than or equal to the number threshold, the terminal device displays the second face of the first scene.
[0271] In one or more embodiments, a method for constructing multiple planes based on the same scene is described. As can be seen from the foregoing embodiments, when a target game character moves to the second trigger position, the server can assign the target game character the plane to enter based on the situation of each plane corresponding to the first scene.
[0272] Specifically, an upper limit can be set in advance for the number of game characters that can be accommodated in each dimension, i.e., a quantity threshold can be set.
[0273] For example, for ease of explanation, please refer to Figure 22 , Figure 22 This is a schematic diagram of switching game scenes based on the upper limit of the dimensional capacity in an embodiment of this application. As shown in the figure, P1 is used to indicate the second trigger position, and P2 is used to indicate the target game character. Figure 22 As shown in Figure (A), the target game character is currently on the first face of the second scene. When the target game character moves to the second trigger position indicated by P1, it is necessary to determine whether the total number of game characters existing on the first face of the first scene at the current moment is less than the quantity threshold. If so, the following is displayed: Figure 22 The first face of the first scene shown in Figure (B).
[0274] Conversely, if the total number of game characters existing on the first plane of the first scene at the current moment is greater than or equal to the quantity threshold, then the target game character is determined to appear on the second plane of the first scene.
[0275] It should be noted that, Figure 22 The element layout and character types shown are merely illustrative and should not be construed as limiting this application.
[0276] Secondly, this application provides a method for constructing multiple planes based on the same scene. By using the above method, an upper limit is set for the number of game characters that can be accommodated in each plane, thereby reducing the number of players displayed in the same plane and improving the game loading speed.
[0277] Optionally, in the above Figure 3 Based on the corresponding embodiments, another optional embodiment provided in this application may further include:
[0278] The terminal device responds to a movement operation on the target game character and controls the target game character to move.
[0279] When the target game character moves to the second trigger position, the terminal device displays the first face of the first scene, wherein the first face of the first scene is matched with the first attribute of the target game character.
[0280] In one or more embodiments, a method for constructing planes based on attributes is introduced. As can be seen from the foregoing embodiments, when a target game character moves to the second trigger position, the server can assign the target game character the plane to enter based on the situation of each plane corresponding to the first scene.
[0281] Specifically, the attributes corresponding to each plane can be determined in advance.
[0282] For example, for ease of explanation, please refer to Figure 23 , Figure 23 This is a schematic diagram illustrating the switching of game scenes based on game character attributes in an embodiment of this application. As shown in the figure, Q1 indicates the second trigger position, and Q2 indicates the target game character. Figure 23 As shown in Figure (A), the target game character is currently on the first face of the second scene. When the target game character moves to the second trigger position indicated by Q1, its corresponding face is determined based on the target game character's first attribute. For example, the face matching the first attribute is the first face of the first scene. Based on this, it can be displayed as follows: Figure 23 The first face of the first scene shown in Figure (B).
[0283] It should be noted that, Figure 23 The element layout and character types shown are merely illustrative and should not be construed as limiting this application.
[0284] Secondly, this application provides a method for constructing planes based on attributes. By combining the attributes of game characters or the attributes of players corresponding to game characters, different planes are constructed, providing planes with commonalities for players with the same attributes, thereby increasing the diversity of players.
[0285] The scene plane display device in this application is described in detail below. Please refer to [link / reference]. Figure 24 , Figure 24 This is a schematic diagram of one embodiment of the scene plane display device in this application. The scene plane display device 20 includes:
[0286] Display module 210 is used to display the first face of the first scene, wherein the first face of the first scene displays the target game character;
[0287] The control module 220 is used to control the target game character to move in response to a movement operation on the target game character;
[0288] The display module 210 is also used to display the first face of the second scene when the target game character moves to the first trigger position, wherein the first face of the second scene displays the target game character, and the first face of the second scene has a matching relationship with the first attribute of the target game character.
[0289] This application provides a scene plane display device. Using this device, unique scene planes are constructed based on the attributes of game characters. For the same game scene, multiple independent scene planes can be constructed. Therefore, players will not see game characters located in other scene layouts, thus avoiding clipping issues and improving the gaming experience.
[0290] Optionally, in the above Figure 24 Based on the corresponding embodiments, in another embodiment of the scene plane display device 20 provided in this application,
[0291] The display module 210 is also used to display T groups of game characters on the first plane of the second scene, wherein each group of game characters includes at least one game character, and each group of game characters comes from different planes of the first scene.
[0292] In this application embodiment, a scene plane display device is provided. Using the above device, when a scene has multiple planes, game characters with the same attributes in these planes can be assigned to the same plane in another scene. This prioritizes ensuring that game characters in the same group outside a plane remain in the same group after entering another plane, reducing the visual impact of sudden changes in the density of game characters after scene switching and reducing the risk of discontinuous performance.
[0293] Optionally, in the above Figure 24 Based on the corresponding embodiments, in another embodiment of the scene plane display device 20 provided in this application,
[0294] The display module 210 is also used to display the second plane of the second scene when the target game character moves to the first trigger position if the first attribute of the target game character is updated to the second attribute;
[0295] The first face of the second scene is rendered based on the target layout data and the first layout data. The second face of the second scene is rendered based on the target layout data and the second layout data. The second face of the second scene displays the target game character. Furthermore, the second face of the second scene has a matching relationship with the second attribute.
[0296] This application provides a scene plane display device. Using this device, the server can allocate or create a corresponding plane for a game character in real time based on changes in the character's attributes. This ensures that only players with the same attributes can see each other, while players with different attributes cannot see each other, presenting layouts with different attributes. Players will not experience collisions or glitches due to inconsistencies in their layouts. Simultaneously, considering that each plane contains NPCs, creating NPCs consumes memory, and NPCs have their own behavior trees to perform various behaviors, executing these behavior trees also incurs overhead. Therefore, each additional NPC increases the overhead. Shared NPCs can save the overhead of using NPCs independently at each layer by using a single data layer, and can also achieve synchronization of multiple NPCs.
[0297] Optionally, in the above Figure 24 Based on the corresponding embodiments, in another embodiment of the scene plane display device 20 provided in this application, the first attribute includes a first level range;
[0298] The display module 210 is also used to display at least one game character on the first face of the second scene, wherein the character level of each game character and the character level of the target game character both belong to the first level range.
[0299] This application provides a scene plane display device. Using this device, game characters within the same level range can be constructed in the same scene plane. This allows players with similar character levels to see each other's controlled game characters, resulting in a more reasonable plane division method and a better gaming experience.
[0300] Optionally, in the above Figure 24 Based on the corresponding embodiments, in another embodiment of the scene plane display device 20 provided in this application, the second attribute includes a second level range;
[0301] The display module 210 is also used to display at least one game character on the second plane of the second scene, wherein the character level of each game character and the character level of the target game character both belong to the second level range.
[0302] This application provides a scene plane display device. Using this device, different scene planes can be constructed for game characters within different level ranges. This allows players with similar game character levels to see each other's controlled game characters, while players with significantly different game character levels can use different scene layouts, thus achieving a more reasonable plane division method and a differentiated layout effect.
[0303] Optionally, in the above Figure 24 Based on the corresponding embodiments, in another embodiment of the scene plane display device 20 provided in this application, the first attribute includes first team information;
[0304] The display module 210 is also used to display at least one game character on the first face of the second scene, wherein each game character and the target game character belong to the team indicated by the first team information.
[0305] This application provides a scene plane display device. Using this device, the same scene plane can be constructed for game characters within the same team. This allows players in the same team to see each other's controlled game characters, resulting in a more reasonable plane division method and a better gaming experience.
[0306] Optionally, in the above Figure 24 Based on the corresponding embodiments, in another embodiment of the scene plane display device 20 provided in this application, the second attribute includes second team information;
[0307] The display module 210 is also used to display at least one game character on a second plane of the second scene, wherein each game character and the target game character belong to the team indicated by the second team information.
[0308] This application provides a scene plane display device. Using this device, different scene planes can be constructed for game characters from different teams. This allows players on the same team to see each other's controlled game characters, while players on different teams can see different scene layouts, thus achieving a more reasonable plane division method and a differentiated layout effect.
[0309] Optionally, in the above Figure 24Based on the corresponding embodiments, in another embodiment of the scene plane display device 20 provided in this application, the first attribute includes a first object level range of the target control object;
[0310] The display module 210 is also used to display at least one game character on the first face of the second scene, wherein the object level of the control object corresponding to each game character and the object level of the target control object both belong to the first object level range.
[0311] This application provides a scene plane display device. Using this device, a shared scene plane can be constructed for VIP players, allowing them to see each other's controlled game characters, thus achieving a more reasonable plane division method and a better gaming experience.
[0312] Optionally, in the above Figure 24 Based on the corresponding embodiments, in another embodiment of the scene plane display device 20 provided in this application, the second attribute includes the second object level range of the target control object;
[0313] The display module 210 is also used to display at least one game character on the second plane of the second scene, wherein the object level of the control object corresponding to each game character and the object level of the target control object both belong to the second object level range.
[0314] This application provides a scene plane display device. Using this device, different scene planes can be constructed for different players, allowing VIP players to see each other's game characters, and non-VIP players to see each other's game characters. Players of different skill levels can see different scene layouts, thus achieving a more reasonable plane division method and a differentiated layout effect.
[0315] Optionally, in the above Figure 24 Based on the corresponding embodiments, in another embodiment of the scene plane display device 20 provided in this application, the first attribute includes a first occupation type;
[0316] The display module 210 is also used to display at least one game character on the first face of the second scene, wherein each game character and the target game character are of the first class type.
[0317] This application provides a scene plane display device. Using this device, the same scene plane can be constructed for game characters of the same class type. This allows players with similar character class types to see each other's controlled game characters, thus achieving a more reasonable plane division method and a better gaming experience.
[0318] Optionally, in the above Figure 24 Based on the corresponding embodiments, in another embodiment of the scene plane display device 20 provided in this application, the second attribute includes a second occupation type;
[0319] The display module 210 is also used to display at least one game character on the first face of the second scene, wherein each game character and the target game character are of the second class type.
[0320] This application provides a scene plane display device. Using this device, different scene planes can be constructed for game characters of different professions. This allows players with similar character professions to see each other's controlled game characters, thus achieving a more reasonable plane division method and a differentiated layout effect.
[0321] Optionally, in the above Figure 24 Based on the corresponding embodiments, in another embodiment of the scene plane display device 20 provided in this application,
[0322] The display module 210 is also used to display the first face of the second scene when the target game character moves to the first trigger position, if the total number of game characters existing in the first face of the second scene at the current moment is less than the number threshold.
[0323] The display module 210 is also used to display the second plane of the second scene when the target game character moves to the first trigger position, if the total number of game characters existing in the first plane of the second scene at the current moment is greater than or equal to the number threshold.
[0324] This application provides a scene plane display device. By using this device, an upper limit is set for the number of game characters that can be accommodated in each plane, thereby reducing the number of players displayed in the same plane and improving game loading speed.
[0325] Optionally, in the above Figure 24 Based on the corresponding embodiments, in another embodiment of the scene plane display device 20 provided in this application,
[0326] Display module 210 is also used to display the first non-player controlled character NPC on the first face of the second scene;
[0327] The display module 210 is also used to display the interaction between the first game character and the first NPC on the first face of the second scene when the first game character interacts with the first NPC, wherein both the first game character and the target game character are on the first face of the second scene.
[0328] This application provides a scene plane display device. Using this device, game characters can interact with independent NPCs on their respective planes. The interaction is only visible to players on that plane and not to players on other planes, thus avoiding clipping issues and improving the player experience.
[0329] Optionally, in the above Figure 24 Based on the corresponding embodiments, in another embodiment of the scene plane display device 20 provided in this application,
[0330] Display module 210 is also used to display a second non-player controlled NPC character on the first face of the second scene;
[0331] The display module 210 is also used to display the second NPC on the first face of the second scene when the second game character interacts with the second NPC, wherein the second game character and the target game character are both in different faces of the second scene.
[0332] This application provides a scene plane display device. Using this device, game characters can interact with shared NPCs on their respective planes, and the interaction is visible to players on other planes. This enables shared events and NPC-related parameters, simplifying configuration and synchronization processes, thereby effectively reducing synchronization overhead.
[0333] Optionally, in the above Figure 24 Based on the corresponding embodiments, in another embodiment of the scene plane display device 20 provided in this application,
[0334] The control module 220 is also used to control the target game character to move in response to a movement operation on the target game character;
[0335] The display module 210 is also used to display the first face of the first scene when the target game character moves to the second trigger position, if the total number of game characters existing in the first face of the first scene at the current moment is less than the number threshold.
[0336] The display module 210 is also used to display the second plane of the first scene when the target game character moves to the second trigger position, if the total number of game characters existing in the first plane of the first scene at the current moment is greater than or equal to the number threshold.
[0337] This application provides a scene plane display device. By using this device, an upper limit is set for the number of game characters that can be accommodated in each plane, thereby reducing the number of players displayed in the same plane and improving game loading speed.
[0338] Optionally, in the above Figure 24Based on the corresponding embodiments, in another embodiment of the scene plane display device 20 provided in this application,
[0339] The control module 220 is also used to control the target game character to move in response to a movement operation on the target game character;
[0340] The display module 210 is also used to display the first face of the first scene when the target game character moves to the second trigger position, wherein the first face of the first scene has a matching relationship with the first attribute of the target game character.
[0341] This application provides a scene plane display device. Using this device, different planes are constructed by combining the attributes of game characters or the attributes of the player corresponding to the game character, providing common planes for players with the same attributes, thereby increasing player diversity.
[0342] This application also provides another scene plane display device, such as... Figure 25 As shown, for ease of explanation, only the parts related to the embodiments of this application are shown. For specific technical details not disclosed, please refer to the method section of the embodiments of this application. The terminal device can be any terminal device including mobile phones, tablets, personal digital assistants (PDAs), point-of-sales (POS) terminals, in-vehicle computers, etc. Taking a mobile phone as an example:
[0343] Figure 25 This diagram illustrates a partial structural representation of a mobile phone related to the terminal device provided in this embodiment. (Reference) Figure 25 The mobile phone includes components such as a radio frequency (RF) circuit 310, a memory 320, an input unit 330, a display unit 340, a sensor 350, an audio circuit 360, a wireless fidelity (WiFi) module 370, a processor 380, and a power supply 390. Those skilled in the art will understand that... Figure 25 The mobile phone structure shown does not constitute a limitation on the mobile phone and may include more or fewer components than shown, or combine certain components, or have different component arrangements. The following section will discuss this further. Figure 25 A detailed introduction to each component of a mobile phone:
[0344] RF circuit 310 can be used for receiving and transmitting signals during information transmission or calls. Specifically, it receives downlink information from the base station and processes it with processor 380; additionally, it transmits uplink data to the base station. Typically, RF circuit 310 includes, but is not limited to, an antenna, at least one amplifier, a transceiver, a coupler, a low-noise amplifier (LNA), a duplexer, etc. Furthermore, RF circuit 310 can also communicate wirelessly with networks and other devices. The aforementioned wireless communication can use any communication standard or protocol, including but not limited to Global System for Mobile Communications (GSM), General Packet Radio Service (GPRS), Code Division Multiple Access (CDMA), Wideband Code Division Multiple Access (WCDMA), Long Term Evolution (LTE), email, Short Messaging Service (SMS), etc.
[0345] The memory 320 can be used to store software programs and modules. The processor 380 executes various functions and data processing of the mobile phone by running the software programs and modules stored in the memory 320. The memory 320 may mainly include a program storage area and a data storage area. The program storage area may store the operating system, applications required for at least one function (such as sound playback function, image playback function, etc.), etc.; the data storage area may store data created according to the use of the mobile phone (such as audio data, phonebook, etc.). In addition, the memory 320 may include high-speed random access memory, and may also include non-volatile memory, such as at least one disk storage device, flash memory device, or other volatile solid-state storage device.
[0346] The input unit 330 can be used to receive input numerical or character information, and to generate key signal inputs related to user settings and function control of the mobile phone. Specifically, the input unit 330 may include a touch panel 331 and other input devices 332. The touch panel 331, also known as a touch screen, can collect touch operations performed by the user on or near it (such as operations performed by the user using a finger, stylus, or any suitable object or accessory on or near the touch panel 331), and drive the corresponding connection devices according to a pre-set program. Optionally, the touch panel 331 may include two parts: a touch detection device and a touch controller. The touch detection device detects the user's touch position and the signal generated by the touch operation, and transmits the signal to the touch controller; the touch controller receives touch information from the touch detection device, converts it into touch point coordinates, sends it to the processor 380, and can receive and execute commands sent by the processor 380. In addition, the touch panel 331 can be implemented using various types such as resistive, capacitive, infrared, and surface acoustic wave. In addition to the touch panel 331, the input unit 330 may also include other input devices 332. Specifically, other input devices 332 may include, but are not limited to, one or more of the following: physical keyboard, function keys (such as volume control buttons, power buttons, etc.), trackball, mouse, joystick, etc.
[0347] The display unit 340 can be used to display information input by the user or information provided to the user, as well as various menus of the mobile phone. The display unit 340 may include a display panel 341, which may optionally be configured as a liquid crystal display (LCD), organic light-emitting diode (OLED), or similar display. Furthermore, a touch panel 331 may cover the display panel 341. When the touch panel 331 detects a touch operation on or near it, it transmits the information to the processor 380 to determine the type of touch event. Subsequently, the processor 380 provides corresponding visual output on the display panel 341 based on the type of touch event. Although in Figure 25 In this embodiment, the touch panel 331 and the display panel 341 are two separate components to realize the input and output functions of the mobile phone. However, in some embodiments, the touch panel 331 and the display panel 341 can be integrated to realize the input and output functions of the mobile phone.
[0348] The mobile phone may also include at least one sensor 350, such as a light sensor, a motion sensor, and other sensors. Specifically, the light sensor may include an ambient light sensor and a proximity sensor. The ambient light sensor can adjust the brightness of the display panel 341 according to the ambient light level, and the proximity sensor can turn off the display panel 341 and / or the backlight when the phone is moved to the ear. As a type of motion sensor, an accelerometer sensor can detect the magnitude of acceleration in various directions (generally three axes). When stationary, it can detect the magnitude and direction of gravity and can be used for applications that recognize the phone's posture (such as landscape / portrait switching, related games, magnetometer posture calibration), vibration recognition-related functions (such as pedometer, taps), etc. Other sensors that may be configured in the mobile phone, such as gyroscopes, barometers, hygrometers, thermometers, and infrared sensors, will not be described in detail here.
[0349] Audio circuit 360, speaker 361, and microphone 362 provide an audio interface between the user and the mobile phone. Audio circuit 360 converts received audio data into electrical signals and transmits them to speaker 361, where speaker 361 converts them into sound signals for output. On the other hand, microphone 362 converts collected sound signals into electrical signals, which are received by audio circuit 360, converted into audio data, and then output to processor 380 for processing. The audio data is then transmitted via RF circuit 310 to, for example, another mobile phone, or output to memory 320 for further processing.
[0350] WiFi is a short-range wireless transmission technology. Through a WiFi module 370, mobile phones can help users send and receive emails, browse web pages, and access streaming media, providing users with wireless broadband internet access. Although Figure 25 WiFi module 370 is shown, but it is understood that it is not an essential component of a mobile phone and can be omitted as needed without changing the essence of the invention.
[0351] The processor 380 is the control center of the mobile phone, connecting various parts of the phone through various interfaces and lines. It performs various functions and processes data by running or executing software programs and / or modules stored in the memory 320, and by calling data stored in the memory 320. Optionally, the processor 380 may include one or more processing units; optionally, the processor 380 may integrate an application processor and a modem processor, wherein the application processor mainly handles the operating system, user interface, and applications, and the modem processor mainly handles wireless communication. It is understood that the aforementioned modem processor may also not be integrated into the processor 380.
[0352] The mobile phone also includes a power supply 390 (such as a battery) that supplies power to various components. Optionally, the power supply can be logically connected to the processor 380 through a power management system, thereby enabling functions such as charging, discharging, and power consumption management through the power management system.
[0353] Although not shown, mobile phones may also include a camera, Bluetooth module, etc., which will not be described in detail here.
[0354] The steps performed by the terminal device in the above embodiments can be based on this Figure 25 The terminal device structure is shown.
[0355] This application also provides a computer-readable storage medium storing a computer program that, when run on a computer, causes the computer to perform the methods described in the foregoing embodiments.
[0356] This application also provides a computer program product including a program, which, when run on a computer, causes the computer to perform the methods described in the foregoing embodiments.
[0357] It is understood that in the specific embodiments of this application, data such as user information and control information are involved. When the above embodiments of this application are applied to specific products or technologies, user permission or consent is required, and the collection, use and processing of related data must comply with the relevant laws, regulations and standards of the relevant countries and regions.
[0358] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working processes of the systems, devices, and units described above can be referred to the corresponding processes in the foregoing method embodiments, and will not be repeated here.
[0359] In the several embodiments provided in this application, it should be understood that the disclosed systems, apparatuses, and methods can be implemented in other ways. For example, the apparatus embodiments described above are merely illustrative; for instance, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. For example, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Furthermore, the coupling or direct coupling or communication connection shown or discussed may be an indirect coupling or communication connection between apparatuses or units through some interfaces, and may be electrical, mechanical, or other forms.
[0360] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.
[0361] Furthermore, the functional units in the various embodiments of this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit. The integrated unit can be implemented in hardware or as a software functional unit.
[0362] If the integrated unit is implemented as a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or all or part of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this application. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.
[0363] The above-described embodiments are only used to illustrate the technical solutions of this application, and are not intended to limit them. Although this application has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that modifications can still be made to the technical solutions described in the foregoing embodiments, or equivalent substitutions can be made to some of the technical features. Such modifications or substitutions 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 this application.
Claims
1. A method for displaying a scene plane, characterized in that, Applications include displaying multiple different planes within the same scene based on different attributes, including: The first face of the first scene is displayed, wherein the first face of the first scene displays the target game character; In response to a movement operation on the target game character, control the target game character to move; When the target game character moves to the first trigger position, the first face of the second scene is displayed. The first face of the second scene displays the target game character, and the first face of the second scene is matched with the first attribute of the target game character. The target game character sees the data of the first face with the first attribute and the target layout data shared by all faces. When the attribute of the target game character changes, faces are dynamically allocated based on the changed attribute. When the first attribute of the target game character changes to the second attribute, the second face of the second scene is displayed. The second face of the second scene displays the target game character, and the second face of the second scene is matched with the second attribute of the target game character. The target game character sees the data of the second face with the second attribute and the target layout data shared by all faces. The attribute is any one of the following: job type, level, team information, object level, and level range.
2. The display method according to claim 1, characterized in that, The method further includes: T groups of game characters are displayed on the first plane of the second scene, wherein each group of game characters includes at least one game character, and each group of game characters originates from a different plane of the first scene.
3. The display method according to claim 1, characterized in that, The method further includes: If the first attribute of the target game character is updated to the second attribute, then when the target game character moves to the first trigger position, the second plane of the second scene is displayed; The first face of the second scene is rendered based on the target layout data and the first layout data, the second face of the second scene is rendered based on the target layout data and the second layout data, the second face of the second scene displays the target game character, and the second face of the second scene has a matching relationship with the second attribute.
4. The display method according to claim 1, characterized in that, The first attribute includes the first level range; The method further includes: At least one game character is displayed on the first face of the second scene, wherein the character level of each game character and the character level of the target game character both belong to the first level range.
5. The display method according to claim 3, characterized in that, The second attribute includes the second level range; The method further includes: At least one game character is displayed on the second plane of the second scene, wherein the character level of each game character and the character level of the target game character both belong to the second level range.
6. The display method according to claim 1, characterized in that, The first attribute includes information about the first team; The method further includes: At least one game character is displayed on the first face of the second scene, wherein each game character and the target game character belong to the team indicated by the first team information.
7. The display method according to claim 3, characterized in that, The second attribute includes information about the second team; The method further includes: At least one game character is displayed on the second plane of the second scene, wherein each game character and the target game character belong to the team indicated by the second team information.
8. The display method according to claim 1, characterized in that, The first attribute includes the first object-level range of the target control object; The method further includes: At least one game character is displayed on the first face of the second scene, wherein the object level of the control object corresponding to each game character and the object level of the target control object both belong to the first object level range.
9. The display method according to claim 3, characterized in that, The second attribute includes the second object-level range of the target control object; The method further includes: At least one game character is displayed on the second plane of the second scene, wherein the object level of the control object corresponding to each game character and the object level of the target control object both belong to the second object level range.
10. The display method according to claim 1, characterized in that, The first attribute includes the first occupation type; The method further includes: At least one game character is displayed on the first face of the second scene, wherein each game character and the target game character are of the first class type.
11. The display method according to claim 3, characterized in that, The second attribute includes the second job type; The method further includes: At least one game character is displayed on the first face of the second scene, wherein each game character and the target game character are of the second class type.
12. The display method according to claim 1, characterized in that, The method further includes: The first non-player controlled NPC character is displayed on the first face of the second scene; When the first game character interacts with the first non-player-controlled NPC, the interaction between the first game character and the first non-player-controlled NPC is displayed on the first face of the second scene, wherein both the first game character and the target game character are on the first face of the second scene.
13. The display method according to claim 1, characterized in that, The method further includes: The second non-player controlled NPC character is displayed on the first face of the second scene; When the second game character interacts with the second non-player controlled NPC, the second non-player controlled NPC is displayed on the first plane of the second scene, wherein the second game character and the target game character are in different planes of the second scene.
14. The display method according to any one of claims 1 to 13, characterized in that, The method further includes: In response to a movement operation on the target game character, control the target game character to move; When the target game character moves to the second trigger position, the first face of the first scene is displayed, wherein the first face of the first scene has a matching relationship with the first attribute of the target game character.
15. A scene plane display device, characterized in that, Applications include displaying multiple different planes within the same scene based on different attributes, including: The display module is used to display the first face of the first scene, wherein the first face of the first scene displays the target game character; A control module is used to control the target game character to move in response to a movement operation on the target game character; The display module is further configured to display the first face of the second scene when the target game character moves to the first trigger position. The first face of the second scene displays the target game character, and the first face of the second scene is matched with the first attribute of the target game character. The target game character sees the data of the first face with the first attribute and the target layout data shared by each face. When the attribute of the target game character changes, a face is dynamically allocated based on the changed attribute. When the first attribute of the target game character changes to the second attribute, the second face of the second scene is displayed. The second face of the second scene displays the target game character, and the second face of the second scene is matched with the second attribute of the target game character. The target game character sees the data of the second face with the second attribute and the target layout data shared by each face. The attribute is any one of the following: job type, level, team information, object level, and level range.
16. The apparatus according to claim 15, characterized in that, The display module is also used to display T groups of game characters on the first plane of the second scene, wherein each group of game characters includes at least one game character, and each group of game characters originates from a different plane of the first scene.
17. The apparatus according to claim 15, characterized in that, The display module is further configured to display the second plane of the second scene when the target game character moves to the first trigger position if the first attribute of the target game character is updated to the second attribute; The first face of the second scene is rendered based on the target layout data and the first layout data, the second face of the second scene is rendered based on the target layout data and the second layout data, the second face of the second scene displays the target game character, and the second face of the second scene has a matching relationship with the second attribute.
18. The apparatus according to claim 15, characterized in that, The first attribute includes the first level range; The display module is further configured to display at least one game character on the first face of the second scene, wherein the character level corresponding to each game character and the character level of the target game character both belong to the first level range.
19. The apparatus according to claim 17, characterized in that, The second attribute includes the second level range; The display module is further configured to display at least one game character on the second plane of the second scene, wherein the character level corresponding to each game character and the character level of the target game character both belong to the second level range.
20. The apparatus according to claim 15, characterized in that, The first attribute includes information about the first team; The display module is further configured to display at least one game character on the first face of the second scene, wherein each game character and the target game character belong to the team indicated by the first team information.
21. The apparatus according to claim 17, characterized in that, The second attribute includes information about the second team; The display module is further configured to display at least one game character on the second plane of the second scene, wherein each game character and the target game character belong to the team indicated by the second team information.
22. The apparatus according to claim 15, characterized in that, The first attribute includes the first object-level range of the target control object; The display module is further configured to display at least one game character on the first face of the second scene, wherein the object level of the control object corresponding to each game character and the object level of the target control object both belong to the first object level range.
23. A terminal device, characterized in that, include: Memory, processor, and bus system; The memory is used to store programs; The processor is configured to execute a program in the memory, and the processor is configured to execute the display method according to any one of claims 1 to 14 according to the instructions in the program code; The bus system is used to connect the memory and the processor to enable communication between the memory and the processor.
24. A computer-readable storage medium comprising instructions, when executed on a computer, causing the computer to perform the display method as described in any one of claims 1 to 14.
25. A computer program product, comprising a computer program and instructions, characterized in that, When the computer program / instruction is executed by the processor, it implements the display method as described in any one of claims 1 to 14.