Method, device, electronic device and readable storage medium for switching scenes in games

By adjusting the perspective of the virtual camera in the game, displaying the level selection scene screen and target virtual objects in real time, the problem of smoothness and immersion during game scene switching is solved, and players' understanding of scene information is improved.

CN114225399BActive Publication Date: 2025-04-25NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202111522298.9
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2021-12-13
Publication Date
2025-04-25
Estimated Expiration
2041-12-13

AI Technical Summary

Technical Problem

In the game, when switching scenes, the player's experience is affected by the need to load resources for new scenes, and the switching interface is not highly correlated with the game scene, so the scene information cannot be displayed in real time.

Method used

By adjusting the perspective of the virtual camera, the level selection scene screen is displayed in real time during the scene switching process, and the target virtual objects that exist in both the current scene and the target game scene during the level switching are displayed.

Benefits of technology

It improves the fluency of scene switching, helps players understand level scene information through multiple angles through moving the screen, and improves the accuracy of players' understanding of scene information.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The present application provides a method, device, electronic device and readable storage medium for switching scenes in a game, including: displaying a first game field of view screen captured by a virtual camera; and when it is determined that the scene switching conditions meet the preset requirements, controlling the first game field of view screen to switch to a level selection scene; and when the target virtual object in the control scene moves from the current scene identifier toward the target scene identifier, updating the level selection scene in real time; responding to a scene switching completion instruction, displaying a second game field of view screen; the target scene identifier In the present application, during the scene switching process, by adjusting the viewing angle of the virtual camera, the level selection scene screen during the scene switching process is displayed in real time, and the target virtual object in the game scene is displayed. While improving the smoothness of the scene switching, it can also help players understand the level scene information from multiple angles during the scene switching process through the moving screen, thereby improving the accuracy of the player's understanding of the scene information.
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Description

Technical Field

[0001] The present application relates to the field of game technology, and in particular to a method, device, electronic device and readable storage medium for switching scenes in a game. Background Art

[0002] In the game, the map of the open world game will gradually become larger and the explorable scenes will continue to increase according to the game settings or the changes in the needs of the players. Due to the limitations of technology and engines, each scene requires loading time. When players switch between different scenes, they need to load the resources of the new scene. Most games usually use a switching interface to block the resource loading process and show the progress of resource loading to the players. However, the correlation between the switching interface and the game scene is not high, and players cannot observe the scene information from the switching interface, which affects the smoothness and immersion of the player experience. Summary of the invention

[0003] In view of this, the purpose of the present application is to provide a method, device, electronic device and readable storage medium for switching scenes in a game. During the scene switching process, by adjusting the viewing angle of the virtual camera, the level selection scene screen during the scene switching process is displayed in real time, and during the level switching process, the target virtual objects existing in the current scene and the target game scene are displayed. While improving the smoothness of scene switching, it can also help players understand the level scene information from multiple angles during the scene switching process through the moving screen, thereby improving the accuracy of the player's understanding of the scene information.

[0004] On the one hand, an embodiment of the present application provides a method for switching scenes in a game, wherein a virtual camera is provided in the game and applied to a terminal displaying a graphical user interface, wherein the graphical user interface displays at least part of a game scene, and wherein a target virtual object corresponding to the terminal is displayed in the game scene, wherein the switching method comprises:

[0005] Displaying a first game field of view picture, wherein the first game field of view picture is a picture formed by capturing the current game scene through a virtual camera with a preset game battle perspective, and the first game field of view picture includes a target virtual object configured to respond to a control instruction;

[0006] In response to the scene switching condition meeting the preset requirement, controlling the first game field of view screen to be switched to a level selection scene screen, wherein the level selection scene screen is a screen formed by a level selection scene collected and generated by the virtual camera with the first parameter of the preset game non-combat perspective, and the level selection scene includes scene identifiers of multiple candidate scenes and the target virtual object located at the current scene identifier;

[0007] In response to the determination instruction of the target scene identifier, the target virtual object is controlled to move from the current scene identifier toward the target scene identifier, and during the movement, the virtual camera is controlled to capture the level selection scene with a second parameter of a preset game non-combat perspective to update the level selection scene screen displayed in the graphical user interface;

[0008] In response to a scene switching completion instruction, the virtual camera is controlled to switch from the second parameter of the preset game non-combat perspective to the preset game combat perspective, and the target game scene corresponding to the target scene identifier is captured through the preset game combat perspective, so as to update the level selection scene screen displayed on the graphical user interface to a second game field of view screen including the target game scene.

[0009] In a possible implementation manner, the preset requirements that the scene switching condition satisfies include at least one of the following:

[0010] Upon receiving a scene switching instruction issued by a player, the target virtual object moves to an area preset in the graphical user interface for triggering scene switching.

[0011] In a possible implementation, the step of generating the level selection scene includes:

[0012] A level selection virtual model is generated in the game space to generate a level selection scene, wherein a level selection scene is rendered with a level map texture, wherein the game space is the space for generating the current game scene.

[0013] In a possible implementation manner, the step of collecting and generating a picture formed by a level selection scene with a first parameter of a preset game non-combat perspective by the virtual camera is as follows:

[0014] The virtual camera captures a picture formed by the level selection scene generated by the level selection virtual model with a first parameter of a preset game non-combat perspective.

[0015] In a possible implementation, the step of controlling the target virtual object to move from the current scene identifier toward the target scene identifier includes:

[0016] The target virtual object is controlled to move from the current scene identifier toward the target scene identifier at a first target speed; the first target speed is determined based on the loading time of the scene model that needs to be loaded in the target game scene, or the first target speed is a preset moving speed.

[0017] In a possible implementation manner, the loading time of the scene model that needs to be loaded in the target game scene is determined by at least one of the following conditions:

[0018] The number of scene models included in the target game scene, the running speed of the terminal, and the network delay of the terminal;

[0019] The loading time is determined by the following steps:

[0020] According to the preset speed weight and delay weight, weighted calculation is performed on the running speed and the network delay to determine the unit model loading time;

[0021] The loading time is determined based on the number of models and the unit model loading time.

[0022] In a possible implementation, the step of controlling the virtual camera to collect the level selection scene according to the second parameter of the preset game non-combat perspective during the movement to update the level selection scene screen displayed in the graphical user interface includes:

[0023] During the movement, the virtual camera is controlled to capture the level selection scene at a second target speed with a second parameter of a preset game non-combat perspective to update the level selection scene screen displayed in the graphical user interface;

[0024] The second target speed of the virtual camera is determined by the following steps:

[0025] Determine an object movement distance of the target virtual object from the current scene identifier toward the target scene identifier;

[0026] Determining a lens advancement distance of the virtual camera based on the object movement distance and at least one scene model included in the level selection scene;

[0027] Based on the lens advancement distance and the loading time, a second target speed of the virtual camera is determined.

[0028] In a possible implementation, the level selection scene further includes at least one preloaded virtual object, and the preloaded virtual object is a virtual object commonly included in multiple candidate scenes.

[0029] In a possible implementation manner, the switching method further includes:

[0030] In response to the scene switching condition satisfying a preset requirement, unloading at least one scene model in the current game scene except for the at least one preloaded virtual object in the game space;

[0031] The at least one preloaded virtual object is placed in the level virtual model to generate a level selection scene.

[0032] In a possible implementation manner, the switching method further includes:

[0033] While controlling the target virtual object to move from the current scene identifier toward the target scene identifier, selecting at least one to-be-loaded scene model included in the target game scene from a plurality of scene models pre-stored in the terminal;

[0034] The at least one scene model to be loaded is loaded in the game space according to a preset order.

[0035] In a possible implementation manner, the condition for determining that the scene switching is completed includes at least one of the following:

[0036] All the scene models to be loaded included in the target game scene are loaded, the adjustment time of the virtual camera reaches the preset time threshold, and the target virtual object moves to the target scene mark;

[0037] The step of responding to the scene switching completion instruction, controlling the virtual camera to switch from the second parameter of the preset game non-combat perspective to the preset game combat perspective, and capturing the target game scene corresponding to the target scene identifier through the preset game combat perspective, so as to update the level selection scene screen displayed on the graphical user interface to a second game field of view screen including the target game scene, comprises:

[0038] In response to the completion of loading of all the scene models to be loaded included in the target game scene, controlling the virtual camera to switch from the second parameter of the preset game non-combat perspective to the preset game combat perspective, and capturing the target game scene corresponding to the target scene identifier through the preset game combat perspective, so as to update the level selection scene screen displayed on the graphical user interface to a second game field of view screen including the target game scene; or

[0039] In response to all the to-be-loaded scene models included in the target game scene being loaded completely and the adjustment time reaching a preset time threshold, controlling the virtual camera to switch from the second parameter of the preset game non-combat perspective to the preset game combat perspective, and capturing the target game scene corresponding to the target scene identifier through the preset game combat perspective, so as to update the level selection scene screen displayed on the graphical user interface to a second game field of view screen including the target game scene; or

[0040] In response to the target virtual object moving from the current scene identifier to the target scene identifier, the virtual camera is controlled to switch from the second parameter of the preset game non-combat perspective to the preset game combat perspective, and the target game scene corresponding to the target scene identifier is captured through the preset game combat perspective, so as to update the level selection scene screen displayed on the graphical user interface to a second game field of view screen including the target game scene.

[0041] Target scene identification Target scene identification Target scene identification Target scene identification Target scene identification In a second aspect, an embodiment of the present application further provides a switching device for scenes in a game, wherein a virtual camera is provided in the game and applied to a terminal displaying a graphical user interface, wherein at least part of the game scene is displayed on the graphical user interface, and a target virtual object corresponding to the terminal is displayed in the game scene, wherein the switching device comprises:

[0042] A first game screen display module, used to display a first game field of view screen, wherein the first game field of view screen is a screen formed by capturing the current game scene through a virtual camera with a preset game battle perspective, and the first game field of view screen includes a target virtual object configured to respond to a control instruction;

[0043] A level scene switching module, configured to control the switching of the first game field of view screen to a level selection scene screen in response to a scene switching condition satisfying a preset requirement, wherein the level selection scene screen is a screen formed by a level selection scene generated by the virtual camera using a first parameter of a preset game non-combat perspective, and the level selection scene includes scene identifiers of multiple candidate scenes and the target virtual object located at the current scene identifier;

[0044] A scene screen update module, configured to respond to a determination instruction of a target scene identifier, control the target virtual object to move from the current scene identifier toward the target scene identifier, and during the movement, control the virtual camera to capture the level selection scene with a second parameter of a preset game non-combat perspective to update the level selection scene screen displayed in the graphical user interface;

[0045] A scene switching module is used to respond to a scene switching completion instruction, control the virtual camera to switch from the second parameter of the preset game non-combat perspective to the preset game combat perspective, and capture the target game scene corresponding to the target scene identifier through the preset game combat perspective, so as to update the level selection scene screen displayed on the graphical user interface to a second game field of view screen including the target game scene.

[0046] In a third aspect, an embodiment of the present application further provides an electronic device, comprising: a processor, a memory and a bus, wherein the memory stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor and the memory communicate via the bus, and when the machine-readable instructions are executed by the processor, the steps of the method for switching scenes in the game as described above are performed.

[0047] In a fourth aspect, an embodiment of the present application further provides a computer-readable storage medium, on which a computer program is stored, and when the computer program is executed by a processor, the steps of the method for switching scenes in the game as described above are executed.

[0048] The method, device, electronic device and readable storage medium for switching scenes in a game provided by the embodiments of the present application display a first game field of view screen formed by a current game screen acquired by a virtual camera with a preset game combat perspective, and display a target virtual object that can respond to a control instruction in the current game scene; in response to a scene switching condition satisfying a preset requirement, control the first game field of view screen to be switched to a level selection scene screen acquired by the virtual camera with a first parameter of a preset game non-combat perspective; in response to a determination instruction of a target scene identifier, control the target virtual object to move from the current scene identifier toward the target scene identifier, and during the movement, control the virtual camera to acquire a level selection scene with a second parameter of the preset game non-combat perspective to update the level selection scene screen displayed in a graphical user interface, In response to the scene switching completion instruction, the virtual camera is controlled to switch from the second parameter of the preset game non-combat perspective to the preset game combat perspective, and the target game scene corresponding to the target scene identifier is captured through the preset game combat perspective, so as to update the level selection scene screen displayed on the graphical user interface to a second game field of view screen including the target game scene. In this embodiment of the application, during the scene switching process, the perspective of the virtual camera is adjusted to display the level selection scene screen during the scene switching process in real time, and during the level switching scene process, the target virtual objects existing in the current scene and the target game scene are displayed. While improving the smoothness of the scene switching, it can also help the player understand the level scene information from multiple angles during the scene switching process through the moving picture, thereby improving the accuracy of the player's understanding of the scene information.

[0049] In response to the movement control instruction, the target virtual object is controlled to move in the current game scene; when it is determined that the scene switching condition meets the preset requirements, a level selection scene containing multiple scene identifiers and the target virtual object is generated; in the level selection scene, the target virtual object is controlled to move from the current scene identifier to the target game scene identifier, and during the movement of the target virtual object, the virtual camera is controlled to advance at the target speed, and the moving picture captured during the movement is displayed. In response to the end of the virtual camera displaying the moving picture, the scene picture corresponding to the target game scene identifier is displayed, and the scene is transitioned to the next game scene. In the embodiment of the present application, during the scene switching process, the movement of the virtual camera is adjusted to display the moving picture during the scene switching process in real time. While improving the smoothness of the scene switching, it can also help players understand the level scene information from multiple angles through the moving picture during the scene switching process, thereby improving the accuracy of the player's understanding of the scene information.

[0050] In order to make the above-mentioned objects, features and advantages of the present application more obvious and easy to understand, preferred embodiments are specifically cited below and described in detail with reference to the attached drawings. BRIEF DESCRIPTION OF THE DRAWINGS

[0051] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings required for use in the embodiments will be briefly introduced below. It should be understood that the following drawings only show certain embodiments of the present application and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other related drawings can be obtained based on these drawings without paying creative work.

[0052] Figure 1 A flowchart of a method for switching scenes in a game provided in an embodiment of the present application;

[0053] Figure 2 A schematic diagram of the current scenario provided by an embodiment of the present application;

[0054] Figure 3 This is one of the schematic diagrams of the level selection scene provided in the embodiment of the present application;

[0055] Figure 4 The second schematic diagram of the level selection scene provided in the embodiment of the present application;

[0056] Figure 5 The third schematic diagram of the level selection scene provided in the embodiment of the present application;

[0057] Figure 6 A schematic diagram of a target game scene provided in an embodiment of the present application;

[0058] Figure 7One of the structural schematic diagrams of a scene switching device in a game provided in an embodiment of the present application;

[0059] Figure 8 A second structural diagram of a device for switching scenes in a game provided in an embodiment of the present application;

[0060] Fig. 9 A schematic diagram of the structure of an electronic device provided in an embodiment of the present application. DETAILED DESCRIPTION

[0061] To make the purpose, technical scheme and advantages of the embodiments of the present application clearer, the technical scheme in the embodiments of the present application will be clearly and completely described below in conjunction with the drawings in the embodiments of the present application. Obviously, the described embodiments are only a part of the embodiments of the present application, rather than all of the embodiments. The components of the embodiments of the present application usually described and shown in the drawings here can be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of the present application provided in the drawings is not intended to limit the scope of the application claimed for protection, but merely represents the selected embodiments of the present application. Based on the embodiments of the present application, each other embodiment obtained by those skilled in the art without making creative work belongs to the scope of protection of the present application.

[0062] First, the application scenarios to which this application can be applied are introduced. This application can be applied to the field of game technology. In the game, according to the game settings or changes in the needs of the players, the map of the open world game will gradually become larger, and the explorable scenes will continue to increase. Due to technical and engine limitations, each scene requires loading time. When players switch between different scenes, because the resources of the new scene need to be loaded, most games usually use a switching interface to block the resource loading process and show the progress of resource loading to the player. However, the correlation between the switching interface and the game scene is not high, and the player cannot observe the scene information from the switching interface, which affects the smoothness and immersion of the player experience.

[0063] In order to solve the above technical problems, a solution has been introduced to display the movement of the target virtual object in the level map when performing level switching. However, this solution is generally applied in a two-dimensional scene. It only reflects the movement process of the target virtual object through the translation of the lens. It still cannot fully reflect the level switching picture, and it will still affect the smoothness and immersion of the player's experience.

[0064] Based on this, an embodiment of the present application provides a method for switching scenes in a game. While improving the smoothness of scene switching, it can also help players understand level scene information from multiple angles during the scene switching process through moving pictures, thereby improving the accuracy of players' understanding of scene information.

[0065] See also Figure 1 , Figure 1 This is a flow chart of a method for switching scenes in a game provided by an embodiment of the present application. Figure 1 As shown in , the method for switching scenes in a game provided by an embodiment of the present application includes:

[0066] S101. Display a first game field of view screen, where the first game field of view screen is a screen formed by capturing a current game scene through a virtual camera with a preset game battle perspective, and the first game field of view screen includes a target virtual object configured to respond to a control instruction.

[0067] S102, in response to a scene switching condition satisfying a preset requirement, controlling the first game field of view screen to be switched to a level selection scene screen, wherein the level selection scene screen is a screen formed by a level selection scene generated by collecting data using a first parameter of a preset game non-combat perspective through the virtual camera, and the level selection scene includes scene identifiers of a plurality of candidate scenes, and the target virtual object located at the current scene identifier.

[0068] S103, in response to the determination instruction of the target scene identifier, controlling the target virtual object to move from the current scene identifier toward the target scene identifier, and during the movement, controlling the virtual camera to capture the level selection scene with the second parameter of the preset game non-combat perspective to update the level selection scene screen displayed in the graphical user interface.

[0069] S104, in response to a scene switching completion instruction, controlling the virtual camera to switch from the second parameter of the preset game non-combat perspective to the preset game combat perspective, and capturing the target game scene corresponding to the target scene identifier through the preset game combat perspective, so as to update the level selection scene screen displayed on the graphical user interface to a second game field of view screen including the target game scene.

[0070] An embodiment of the present application provides a method for switching scenes in a game. During the scene switching process, the viewing angle of a virtual camera is adjusted to display the level selection scene screen during the scene switching process in real time. In the process of level switching scenes, the target virtual objects existing in both the current scene and the target game scene are displayed. While improving the smoothness of scene switching, it can also help players understand the level scene information from multiple angles during the scene switching process through a moving screen, thereby improving the accuracy of the player's understanding of the scene information.

[0071] The following is a description of the exemplary steps of the present application embodiment:

[0072] S101. Display a first game field of view screen, where the first game field of view screen is a screen formed by capturing a current game scene through a virtual camera with a preset game battle perspective, and the first game field of view screen includes a target virtual object configured to respond to a control instruction.

[0073] In the embodiment of the present application, the current game scene can be the game scene corresponding to the current level selected by the player, or it can be a game scene during the game setting process. Different types of game elements are displayed in the game scene, including but not limited to target virtual objects controlled by the player, virtual objects not controlled by the player, buildings and plants in the scene, etc.

[0074] It is worth noting that in the embodiment of the present application, the game scene is a three-dimensional (3D) game scene, and all game elements in the game scene are 3D models.

[0075] In a possible implementation, the preset game combat perspective may be the first game perspective of the target virtual object in executing a game task. During the process of the target virtual object executing the task, the virtual camera follows the movement of the target virtual object to capture the current game scene to form a first game field of view.

[0076] In a possible implementation, the position of the virtual camera may be set at a position directly above the target virtual object.

[0077] S102, in response to a scene switching condition satisfying a preset requirement, controlling the first game field of view screen to be switched to a level selection scene screen, wherein the level selection scene screen is a screen formed by a level selection scene generated by collecting data using a first parameter of a preset game non-combat perspective through the virtual camera, and the level selection scene includes scene identifiers of a plurality of candidate scenes, and the target virtual object located at the current scene identifier.

[0078] In the embodiment of the present application, the preset requirements satisfied by the scene switching condition include at least one of the following:

[0079] Upon receiving a scene switching instruction issued by a player, the target virtual object moves to an area preset in the graphical user interface for triggering scene switching.

[0080] In a possible implementation, scene switching can be divided into two situations: player-triggered and automatically triggered:

[0081] Specifically, the situation where the player triggers a scene switch is: in a game with level selection or map scene switching, the player can trigger the switching of the game scene by issuing a scene switching instruction. The specific implementation method may be to display a switching control on a graphical user interface. When a touch operation on the switching control is received, it is determined that the player has issued a scene switching instruction. At this time, the scene switching conditions meet the preset requirements and the scene switch needs to be executed.

[0082] Specifically, the situation of automatically triggering scene switching is that the area that triggers scene switching can be pre-set in the game scene according to the game strategy. When the target virtual object moves to the area that triggers the scene switching, it is considered that the target virtual object has triggered the scene switching mechanism. There is no need to wait for the player to explicitly issue a scene switching instruction. It can be determined that the scene switching conditions meet the preset requirements and the scene switch needs to be executed.

[0083] For example, the preset area for triggering scene switching can be a "portal" in the game. When the target virtual object moves to the area where the portal is located, the target virtual object is directly teleported to another game scene.

[0084] It is worth noting that the game can be divided into multiple scenes according to the process, including login scene, lobby scene, level selection scene, level scene, settlement scene, etc. Since the resource models required to be loaded when switching from the login scene to the lobby scene, and from the lobby scene to the level selection scene are relatively small, the time in the scene switching process is also relatively short, and the player's sense of delay and scene fragmentation experience are also within an acceptable range. Only when the switching between level scenes requires loading more resource models, the problem of low smoothness of scene switching will arise. Therefore, the embodiment of the present application mainly discusses the problem of switching between level scenes.

[0085] In an embodiment of the present application, the generated level selection scene is also a 3D scene, which includes scene identifiers of multiple candidate scenes, and these scene identifiers can be used by players to select levels; because the target virtual object controlled by the player will appear in each level scene, the target virtual object is also pre-loaded in the level selection scene, and the target virtual object is controlled to be at the current scene identifier corresponding to the current scene to display the current location of the target virtual object.

[0086] In a possible implementation, the level selection scene is also equivalent to a level map in a two-dimensional (2D) scene. The level selection scene can be constructed by using the level map in the 2D scene. Specifically, the step of “generating the level selection scene” includes:

[0087] a1: Generate a level selection virtual model in the game space to generate a level selection scene, wherein a level selection map texture space is rendered on the level selection scene.

[0088] In an embodiment of the present application, the game space is a space for generating the current game scene, and the game space may include models of game elements and models in the game scene. Specifically, the game space is a three-dimensional space.

[0089] In the embodiment of the present application, the level selection scene is generated based on the 2D map, specifically by rendering the level map into a Render Texture.

[0090] In an embodiment of the present application, the rendered map of interest is placed in a level selection scene as a model patch in a 3D scene, generating a level selection scene with scene identifiers of multiple candidate scenes in an embodiment of the present application.

[0091] In a possible implementation, the target virtual object controlled by the player will appear in each level scene, so the target virtual object is also pre-loaded in the level selection scene, that is, the target virtual object also needs to be placed in the level selection scene.

[0092] In a possible implementation, after the level selection scene is generated, the virtual camera may be controlled to capture the image of the level selection scene with the first parameter of the preset game non-combat perspective. Specifically, the step of "capturing the image formed by the generated level selection scene with the first parameter of the preset game non-combat perspective by the virtual camera" includes:

[0093] b1: The virtual camera captures the image formed by the level selection scene generated by the level selection virtual model with the first parameter of the preset game non-combat perspective.

[0094] In an embodiment of the present application, the preset game non-combat perspective may be a bird's-eye view, and the first parameter includes a first moving speed of the virtual camera and a captured image perspective, etc.

[0095] Specifically, the picture formed by the level selection scene captured by the virtual camera under the first parameter of the preset game non-combat perspective is a level selection scene under a bird's-eye view, including multiple scene identifiers and target virtual characters.

[0096] It is worth noting that when switching to the level selection scene, the virtual camera is switched from the preset game combat perspective of the target virtual object to the preset non-game combat perspective (which can be a bird's-eye view). At the same time, the virtual camera is raised in the vertical direction to achieve a bird's-eye view of the level selection scene.

[0097] S103, in response to the determination instruction of the target scene identifier, controlling the target virtual object to move from the current scene identifier toward the target scene identifier, and during the movement, controlling the virtual camera to capture the level selection scene with the second parameter of the preset game non-combat perspective to update the level selection scene screen displayed in the graphical user interface.

[0098] In an embodiment of the present application, in a level selection scene, the target virtual object is controlled to move from the current scene identifier toward the target scene identifier. During the movement of the target virtual object, the virtual camera is controlled to capture the level selection scene with the second parameter of the preset game non-combat perspective to update the level selection scene screen displayed in the graphical user interface.

[0099] In one possible implementation, the instruction for determining the target scene identifier may be obtained through interaction between the player and a graphical user interface. Specifically, each scene identifier in the level selection scene may be set as an interactive control, and the target scene identifier may be determined based on the interactive control received for the scene identifier targeted by the player. The next scene after the current scene may also be determined based on the settings of the game itself (level clearance order, etc.), and the scene identifier corresponding to the next scene may be determined as the target scene identifier.

[0100] Specifically, in order to present a transition animation with a 3D effect, it is necessary to control the movement of the virtual camera set in the game, and capture the scene screen in the level selection scene in real time during the movement of the virtual camera, and update the level selection scene screen displayed in the graphical user interface in real time to achieve the effect of displaying the scene movement animation in the graphical user interface.

[0101] In one possible implementation, when controlling the target virtual character to move in the level selection scene, it is necessary to adjust the viewing angle of the virtual camera, and adjust the virtual camera from a perspective that overlooks the entire level selection scene to a perspective that follows the movement of the target virtual character. Specifically, the second parameter of the virtual camera's preset game non-combat perspective specifies the position of the virtual camera relative to the target virtual object. For example, it can be set to the right rear of the target virtual object, etc.

[0102] In one possible implementation, since the level selection scene is set to block the loading process of scene resources in the target game scene that needs to be switched to, it is necessary to control the advancement speed of the virtual camera to ensure that the advancement of the virtual camera is completed and the loading process of scene resources in the target game scene is also completed. That is, in an embodiment of the present application, the first target speed of the movement of the target virtual object and the second target speed of the movement of the virtual camera lens are determined based on the loading time of the scene model that needs to be loaded in the target game scene.

[0103] Specifically, in order to save resource loading time, scene models included in all candidate scenes will be pre-loaded. When showing the target virtual object moving in the level selection scene, the scene model unique to the target game scene is loaded. The scene models that need to be loaded in each scene can be obtained by the terminal from the server in advance and stored in a fixed location.

[0104] Specifically, in a possible implementation manner, the step of controlling the target virtual object to move from the current scene identifier toward the target scene identifier includes:

[0105] c1: Control the target virtual object to move from the current scene identifier toward the target scene identifier at a first target speed; the first target speed is determined based on the loading time of the scene model that needs to be loaded in the target game scene, or the first target speed is a moving speed based on the game strategy configuration.

[0106] In a possible implementation, the loading time of the scene model that needs to be loaded in the target game scene is determined by at least one of the following conditions:

[0107] The number of scene models included in the target game scene, the running speed of the terminal, and the network delay of the terminal.

[0108] Specifically, when calculating the loading time of the scene model that needs to be loaded in the target game scene, in addition to determining the number of models that need to be loaded, the operating speeds of different terminals and the network conditions must also be considered. These will all affect the loading time of the scene model. In order to ensure the accuracy and smoothness of scene switching, accurate calculations need to be balanced.

[0109] In a possible implementation, the operating speed of the terminal can be determined by the model of the terminal used by the player, and the model can be determined by scoring and evaluating the CPU ladder diagram in the prior art; it is worth noting that for models not in the ladder diagram, it is defaulted to the configuration of the average model.

[0110] The network delay of the terminal can be determined by the network bandwidth (it can be determined by subtracting the timestamp of initiating the request from the timestamp of request recovery of a network request).

[0111] Specifically, in a possible implementation manner, the loading time is determined by the following steps:

[0112] d1: According to the preset speed weight and delay weight, the running speed and the network delay are weighted to determine the unit model loading time.

[0113] In an embodiment of the present application, the speed weight corresponding to the running speed and the delay weight corresponding to the network delay can be determined in advance according to a specific calculation strategy and multiple historical test data. The running speed and the network delay are weightedly calculated according to the predetermined speed weight and delay weight to determine the unit model loading time.

[0114] Specifically, the unit model loading time required to load a scene model can be determined by the following formula:

[0115] t = S / (C * W1 + W2 / B);

[0116] Among them, t is the unit model loading time; S is the size of the scene model; C is the CPU ladder score (running speed) of the terminal; B is the network delay; W1 is the empirical coefficient of the CPU score weight (speed weight); W2 is the empirical coefficient of the network delay weight (delay weight).

[0117] d2: Determine the loading time based on the number of models and the unit model loading time.

[0118] In an embodiment of the present application, after determining the loading time required for a scene model, the number of scene models that need to be loaded in the target game scene can be accumulated to obtain the loading time for loading all scene models included in the target game scene.

[0119] It is worth noting that there are many factors that affect the loading time of a scene model. Therefore, in the embodiment of the present application, the prediction of the loading time may be inaccurate under certain special conditions. If the target virtual object has reached the target scene mark (or the target position at a certain distance from the target scene mark), and all the scene models included in the target scene have not been loaded, the target virtual object can be controlled to stay in place for a period of time, waiting for the scene model to be loaded; if all the scene models included in the target scene have been loaded, but the target virtual object has not reached the target scene mark (or the target position at a certain distance from the target scene mark), the moving speed of the target virtual object will be adjusted to speed up, and the progress will be caught up before the model of the target game scene is loaded.

[0120] In a possible implementation, the first target speed may be set to a constant speed according to a game configuration, where the game configuration includes but is not limited to a historical moving speed, a loading moving time of a target virtual object, and the like.

[0121] It is worth noting that when the first target speed is set to a constant speed, if the target virtual object moves to the target scene identifier at a constant speed and all scene models in the target scene have not been loaded, it is necessary to control the target virtual object to stop at the target scene identifier and wait for all scene models in the target game scene to be loaded; similarly, if all scene models included in the target scene have been loaded, but the target virtual object has not reached the target scene identifier (or is at a target position that is a certain distance away from the target game scene identifier), the moving speed of the target virtual object will be adjusted to speed it up, and then it will move at a constant speed according to the adjusted speed to catch up with the progress before the model of the target game scene is loaded.

[0122] In a possible implementation, the step of “controlling the virtual camera during movement to collect the level selection scene according to the second parameter of the preset game non-combat perspective to update the level selection scene screen displayed in the graphical user interface” includes:

[0123] e1: During the movement, the virtual camera is controlled to capture the level selection scene at a second target speed with a second parameter of a preset game non-combat perspective to update the level selection scene screen displayed in the graphical user interface.

[0124] In a possible implementation manner, after the resource loading time is determined, the second target speed of the virtual camera may be determined by the following steps:

[0125] f1: Determine the object movement distance of the target virtual object from the current scene identifier toward the target scene identifier.

[0126] f2: determining a lens advancement distance of the virtual camera based on the object movement distance and at least one scene model included in the level selection scene.

[0127] f3: Determine the target speed of the virtual camera based on the lens advancement distance and the loading time.

[0128] In an embodiment of the present application, it is necessary to determine the object movement distance of the target virtual object from the current scene identifier toward the target scene identifier, and at the same time, determine at least one scene model included in the level selection scene, and determine the lens advancement distance of the virtual camera based on the movement distance of the target virtual object and the location of the at least one scene model, and determine the second target speed of the virtual camera advancement based on the lens advancement distance and the loading time.

[0129] It is worth noting that after the player selects the target game scene, he will know the number N of scene models that need to be loaded in the target game scene. Combined with the virtual camera's lens advancement distance Dc, it can be calculated that the virtual camera needs to advance at a speed of Dc / N for each scene model loaded. However, in order to ensure the smoothness of the virtual camera's movement, the virtual camera cannot be teleported Dc / N each time a scene model is loaded. Therefore, it is necessary to determine the target speed of the virtual camera's smooth movement based on the estimated loading time to ensure the smoothness and fluidity of the screen switching during the scene switching process.

[0130] Target scene identification Target scene identification It is worth noting that the first target moving speed of the target virtual object may be consistent with the second target speed of the virtual camera, or may be inconsistent. The specific relative relationship can be determined based on the correspondence between the moving distance Ds of the target virtual object from the current scene identification to the target scene identification and the lens advancement distance Dc of the virtual camera.

[0131] In a possible implementation, in order to ensure the loading speed of the scene model in the target game scene, virtual objects required for all scenes can be pre-loaded when the level selection scene is displayed, that is, the level selection scene also includes at least one pre-loaded virtual object, and the pre-loaded virtual object is a virtual object commonly included in multiple candidate scenes.

[0132] Specifically, the switching method further includes:

[0133] g1: In response to a scene switching condition satisfying a preset requirement, unloading at least one scene model in the current game scene except for the at least one preloaded virtual object.

[0134] Generally speaking, the target virtual object controlled by the player will only be in the same scene at the same time. In order to save memory, the terminal usually only loads all scene models of the current scene when presenting the game. Therefore, during the scene switching process, it is necessary to unload all scene models of the current scene from the terminal's memory and load all scene models of the target game scene.

[0135] In an embodiment of the present application, in order to further save the time required to load scene models, consideration will be given to preloading virtual objects that are common to different scenes. This can be done by leaving at least one preloaded virtual object common to all scenes when unloading the scene model of the current scene, and only unloading the scene model unique to the current scene.

[0136] g2: placing the at least one preloaded virtual object in the level virtual model to determine the level selection scene.

[0137] In an embodiment of the present application, at least one preloaded virtual object is placed in a level virtual model. When a target virtual object moves in a level selection scene, at least one preloaded virtual object may also follow the target virtual object to move in the level selection scene. The movement speed of at least one preloaded virtual object is also determined by the loading time of the scene model that needs to be loaded in the target game scene. The specific determination method is consistent with the determination method of the target speed of the virtual camera, and will not be repeated here.

[0138] In a possible implementation, during the scene switching process, in addition to unloading the scene model in the current scene, all scene models in the target game scene need to be loaded. Specifically, the switching method further includes:

[0139] h1: while controlling the target virtual object to move from the current scene identifier toward the target scene identifier, at least one scene model to be loaded included in the target game scene is screened out from a plurality of scene models pre-stored in the terminal.

[0140] In an embodiment of the present application, while controlling the target virtual object to move from the current scene identifier toward the target scene identifier, at least one scene model to be loaded included in the target game scene is filtered out from multiple scene models pre-stored in the terminal according to the scene identification information (scene name, scene ID, etc.) of the target game scene.

[0141] Specifically, scene models of multiple scenes obtained from the server can be pre-stored in the terminal, and the multiple scene models can be classified and stored according to the scenes. After the target game scene selected by the player is determined, all scene models included in the selected scene are loaded.

[0142] h2: Loading the at least one scene model in the game space in a preset order.

[0143] In an embodiment of the present application, the preset order can be the display order of scene models in the target game scene, and the scene models that are loaded first are those that are displayed earlier in the target game scene; it can also be the resource size order of the scene models, and the scene models that can be loaded first may be those with larger resources, etc.

[0144] S104, in response to a scene switching completion instruction, controlling the virtual camera to switch from the second parameter of the preset game non-combat perspective to the preset game combat perspective, and capturing the target game scene corresponding to the target scene identifier through the preset game combat perspective, so as to update the level selection scene screen displayed on the graphical user interface to a second game field of view screen including the target game scene.

[0145] In an embodiment of the present application, in response to a scene switching completion instruction, based on the scene screen corresponding to the target game scene identifier and all scene models in the next game scene loaded, the target game scene corresponding to the target scene identifier is captured through a preset game combat perspective to update the level selection scene screen displayed on the graphical user interface to a second game field of view screen including the target game scene.

[0146] In a possible implementation manner, the condition for determining that the scene switching is completed includes at least one of the following:

[0147] All scene models included in the target game scene are loaded, the adjustment time of the virtual camera reaches a preset time threshold, and the target virtual object moves to the target scene mark.

[0148] The step of responding to the scene switching completion instruction, controlling the virtual camera to switch from the second parameter of the preset game non-combat perspective to the preset game combat perspective, and capturing the target game scene corresponding to the target scene identifier through the preset game combat perspective, so as to update the level selection scene screen displayed on the graphical user interface to a second game field of view screen including the target game scene, comprises:

[0149] In response to the completion of loading of all the scene models to be loaded included in the target game scene, controlling the virtual camera to switch from the second parameter of the preset game non-combat perspective to the preset game combat perspective, and capturing the target game scene corresponding to the target scene identifier through the preset game combat perspective, so as to update the level selection scene screen displayed on the graphical user interface to a second game field of view screen including the target game scene; or

[0150] In response to all the to-be-loaded scene models included in the target game scene being loaded completely and the adjustment time reaching a preset time threshold, controlling the virtual camera to switch from the second parameter of the preset game non-combat perspective to the preset game combat perspective, and capturing the target game scene corresponding to the target scene identifier through the preset game combat perspective, so as to update the level selection scene screen displayed on the graphical user interface to a second game field of view screen including the target game scene; or

[0151] In response to the target virtual object moving from the current scene identifier to the target scene identifier, the virtual camera is controlled to switch from the second parameter of the preset game non-combat perspective to the preset game combat perspective, and the target game scene corresponding to the target scene identifier is captured through the preset game combat perspective, so as to update the level selection scene screen displayed on the graphical user interface to a second game field of view screen including the target game scene.

[0152] Specifically, when all scene models included in the target game scene are loaded, it is determined that the target game scene can be switched to. At this time, the virtual camera needs to be controlled to display the moving picture; the display time reaches a preset time threshold, which can be a threshold set according to the scene model loading situation. When this time threshold is reached, all scene models included in the target game scene are loaded and can be switched to the target scene; or it is determined that the target virtual object has moved to the target scene marker in the level selection scene, and at this time, it is also necessary to control the virtual camera to stop shooting and displaying the moving picture.

[0153] In one possible implementation, when it is determined to switch to the target game scene, the target virtual object and at least one preloaded virtual object are integrated into the next scene. At the same time, the perspective of the virtual camera is switched from a bird's-eye view to a preset game combat perspective (main view, etc.) of the target virtual object, and the level selection scene screen displayed on the graphical user interface is updated to a second game field of view screen including the target game scene.

[0154] The following is an example of how to switch scenes in the game in the present application.

[0155] See also Figure 2 , Figure 2 A schematic diagram of the current scenario provided in the embodiment of the present application, such as Figure 2 As shown, in the graphical user interface 200, the target virtual object 210 controlled by the player moves in the current scene on a boat 220, and a floating object 230 is displayed in the current scene. The picture perspective is the main perspective of the target virtual object 210. At the same time, a scene switching button 240 is provided in the graphical user interface 200. The player switches to the level selection scene by clicking the scene switching button 240.

[0156] See also Figure 3 , Figure 3 This is one of the schematic diagrams of the level selection scene provided in the embodiment of the present application, such as Figure 3 As shown in the figure, in the graphical user interface 200, multiple scene identifiers in the level selection field are displayed, the target virtual object 210 and the ship 220 are placed at the current scene identifier 250, and the target game scene identifier 260 selected by the player is also displayed therein. The level selection scene also includes a departure button 270. After the player clicks the departure button 270, the target virtual object 210 and the ship 220 start to move from the front scene identifier 250 toward the target game scene identifier 260.

[0157] See also Figure 4 , Figure 4 This is a second schematic diagram of a level selection scene provided in an embodiment of the present application, such as Figure 4 As shown in the graphical user interface 200, the target virtual object 210 and the ship 220 begin to move from the front scene logo 250 toward the target game scene logo 260. At this time, what is displayed is the process of the target virtual object 210 and the ship 220 beginning to move from the front scene logo 250 toward the target game scene logo 260. The target virtual object 210 and the ship 220 are located between the front scene logo 250 and the target game scene logo 260.

[0158] See also Figure 5 , Figure 5 This is a third schematic diagram of a level selection scene provided in an embodiment of the present application, as shown in FIG. Figure 5 As shown in FIG. 2 , in the graphical user interface 200 , the target virtual object 210 and the ship 220 have moved to the target game scene identifier 260 , indicating that the scene model in the target game scene has been loaded and the target game scene can be switched to.

[0159] See also Figure 6 , Figure 6 A schematic diagram of a target game scene provided in an embodiment of the present application, such as Figure 6 As shown, in the graphical user interface 200 , the level selection scene is dissolved, showing that the target virtual object 210 controlled by the player is moving in the target game scene on a boat 220 , and trees 280 are displayed in the current scene, and the picture perspective is the main perspective of the target virtual object 210 .

[0160] The method for switching scenes in a game provided in an embodiment of the present application displays a first game field of view screen formed by a current game screen captured by a virtual camera with a preset game combat perspective, and displays a target virtual object that can respond to control instructions in the current game scene; in response to a scene switching condition satisfying a preset requirement, controls the first game field of view screen to be switched to a level selection scene screen generated by capturing a first parameter of a preset game non-combat perspective through the virtual camera; in response to a determination instruction of a target scene identifier, controls the target virtual object to move from the current scene identifier toward the target scene identifier, and during the movement, controls the virtual camera to capture a level selection scene with a second parameter of the preset game non-combat perspective to update the level selection scene screen displayed in a graphical user interface, and responds to the scene switching completion Instructions are provided to control the virtual camera to switch from the second parameter of the preset game non-combat perspective to the preset game combat perspective, and to capture the target game scene corresponding to the target scene identifier through the preset game combat perspective, so as to update the level selection scene screen displayed on the graphical user interface to the second game field of view screen including the target game scene. In an embodiment of the present application, during the scene switching process, by adjusting the perspective of the virtual camera, the level selection scene screen during the scene switching process is displayed in real time, and during the level switching scene process, the target virtual objects existing in the current scene and the target game scene are displayed. While improving the smoothness of the scene switching, it can also help the player to understand the level scene information from multiple angles during the scene switching process through the moving picture, thereby improving the accuracy of the player's understanding of the scene information.

[0161] Based on the same inventive concept, the embodiment of the present application also provides a device for switching scenes in a game corresponding to the method for switching scenes in a game. Since the principle of solving the problem by the device in the embodiment of the present application is similar to the method for switching scenes in the game in the embodiment of the present application, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be repeated.

[0162] See also Figure 7 , Figure 8 , Figure 7 This is one of the structural schematic diagrams of a scene switching device in a game provided in an embodiment of the present application. Figure 8 This is a second structural diagram of a scene switching device in a game provided by an embodiment of the present application. Figure 7 As shown in , the switching device 700 includes:

[0163] A first game screen display module 710, for displaying a first game field of view screen, wherein the first game field of view screen is a screen formed by capturing the current game scene through a virtual camera with a preset game battle perspective, and the first game field of view screen includes a target virtual object configured to respond to a control instruction;

[0164] The level scene switching module 720 is used to control the switching of the first game field of view screen to the level selection scene screen in response to the scene switching condition meeting the preset requirement, wherein the level selection scene screen is a screen formed by the level selection scene collected and generated by the virtual camera with the first parameter of the preset game non-combat perspective, and the level selection scene includes scene identifiers of multiple candidate scenes and the target virtual object located at the current scene identifier;

[0165] The scene screen update module 730 is used to respond to the determination instruction of the target scene identifier, control the target virtual object to move from the current scene identifier to the target scene identifier, and control the virtual camera to capture the level selection scene with the second parameter of the preset game non-combat perspective during the movement to update the level selection scene screen displayed in the graphical user interface;

[0166] The scene switching module 740 is used to respond to the scene switching completion instruction, control the virtual camera to switch from the second parameter of the preset game non-combat perspective to the preset game combat perspective, and capture the target game scene corresponding to the target scene identifier through the preset game combat perspective, so as to update the level selection scene screen displayed on the graphical user interface to a second game field of view screen including the target game scene.

[0167] Target scene identification In a possible implementation, the target scene identification is as follows: Figure 8 As shown, the switching device 700 further includes an object loading module 750, and the object loading module 750 is used to:

[0168] In response to the scene switching condition satisfying a preset requirement, unloading at least one scene model in the current game scene except for the at least one preloaded virtual object in the game space;

[0169] The at least one preloaded virtual object is placed in the level virtual model to generate a level selection scene.

[0170] In a possible implementation, Figure 8 As shown, the switching device 700 further includes a model loading module 760, and the model loading module 760 is used to:

[0171] While controlling the target virtual object to move from the current scene identifier toward the target scene identifier, selecting at least one to-be-loaded scene model included in the target game scene from a plurality of scene models pre-stored in the terminal;

[0172] According to a preset order, the at least one target scene identifier of the scene model to be loaded is loaded in the game space.

[0173] In a possible implementation manner, the preset requirements that the scene switching condition satisfies include at least one of the following:

[0174] Upon receiving a scene switching instruction issued by a player, the target virtual object moves to an area preset in the graphical user interface for triggering scene switching.

[0175] In a possible implementation manner, when the level scene switching module 720 is used to generate the level selection scene, the level scene switching module 720 is used to:

[0176] A level selection virtual model is generated in the game space to generate a level selection scene, wherein a level selection scene is rendered with a level map texture, wherein the game space is the space for generating the current game scene.

[0177] In a possible implementation, the level scene switching module 720 performs the following steps in collecting the screen formed by the level selection scene generated by the virtual camera with the first parameter of the preset game non-combat perspective:

[0178] The virtual camera captures a picture formed by the level selection scene generated by the level selection virtual model with a first parameter of a preset game non-combat perspective.

[0179] In a possible implementation manner, when the scene picture updating module 730 is used to control the target virtual object to move from the current scene identifier toward the target scene identifier, the scene picture updating module 730 is used to:

[0180] The target virtual object is controlled to move from the current scene identifier toward the target scene identifier at a first target speed; the first target speed is determined based on the loading time of the scene model that needs to be loaded in the target game scene, or the first target speed is a preset moving speed.

[0181] In a possible implementation manner, the loading time of the scene model that needs to be loaded in the target game scene is determined by at least one of the following conditions:

[0182] The number of scene models included in the target game scene, the running speed of the terminal, and the network delay of the terminal;

[0183] The scene picture updating module 730 is used to determine the loading time through the following steps:

[0184] According to the preset speed weight and delay weight, weighted calculation is performed on the running speed and the network delay to determine the unit model loading time;

[0185] The loading time is determined based on the number of models and the unit model loading time.

[0186] When the scene screen update module 730 is used to control the virtual camera to collect the level selection scene according to the second parameter of the preset game non-combat perspective during the movement to update the level selection scene screen displayed in the graphical user interface, the scene screen update module 730 is used to:

[0187] During the movement, the virtual camera is controlled to capture the level selection scene at a second target speed with a second parameter of a preset game non-combat perspective to update the level selection scene screen displayed in the graphical user interface.

[0188] In a possible implementation manner, the scene image updating module 730 is used to determine the second target speed of the virtual camera through the following steps:

[0189] Determine an object movement distance of the target virtual object from the current scene identifier toward the target scene identifier;

[0190] Determining a lens advancement distance of the virtual camera based on the object movement distance and at least one scene model included in the level selection scene;

[0191] Based on the lens advancement distance and the loading time, a second target speed target scene identifier of the virtual camera is determined.

[0192] Target Scene Identification Target Scene Identification In a possible implementation manner, the level selection scene further includes at least one preloaded virtual object, and the preloaded virtual object is a virtual object commonly included in multiple candidate scenes.

[0193] In a possible implementation manner, the condition for determining that the scene switching is completed includes at least one of the following:

[0194] All the scene models to be loaded included in the target game scene are loaded, the adjustment time of the virtual camera reaches the preset time threshold, and the target virtual object moves to the target scene mark;

[0195] When the scene switching module 740 is used to respond to the scene switching completion instruction, control the virtual camera to switch from the second parameter of the preset game non-combat perspective to the preset game combat perspective, and capture the target game scene corresponding to the target scene identifier through the preset game combat perspective, so as to update the level selection scene screen displayed on the graphical user interface to the second game field of view screen including the target game scene, the scene switching module 740 is used to:

[0196] In response to the completion of loading of all the scene models to be loaded included in the target game scene, controlling the virtual camera to switch from the second parameter of the preset game non-combat perspective to the preset game combat perspective, and capturing the target game scene corresponding to the target scene identifier through the preset game combat perspective, so as to update the level selection scene screen displayed on the graphical user interface to a second game field of view screen including the target game scene; or

[0197] In response to all the to-be-loaded scene models included in the target game scene being loaded completely and the adjustment time reaching a preset time threshold, controlling the virtual camera to switch from the second parameter of the preset game non-combat perspective to the preset game combat perspective, and capturing the target game scene corresponding to the target scene identifier through the preset game combat perspective, so as to update the level selection scene screen displayed on the graphical user interface to a second game field of view screen including the target game scene; or

[0198] In response to the target virtual object moving from the current scene identifier to the target scene identifier, the virtual camera is controlled to switch from the second parameter of the preset game non-combat perspective to the preset game combat perspective, and the target game scene corresponding to the target scene identifier is captured through the preset game combat perspective, so as to update the level selection scene screen displayed on the graphical user interface to a second game field of view screen including the target game scene.

[0199] The device for switching scenes in a game provided in an embodiment of the present application displays a first game field of view screen formed by a current game screen captured by a virtual camera with a preset game combat perspective, and displays a target virtual object that can respond to control instructions in the current game scene; in response to a scene switching condition satisfying a preset requirement, controls the first game field of view screen to be switched to a level selection scene screen generated by capturing a first parameter of a preset game non-combat perspective through the virtual camera; in response to a determination instruction of a target scene identifier, controls the target virtual object to move from the current scene identifier toward the target scene identifier, and during the movement, controls the virtual camera to capture a level selection scene with a second parameter of the preset game non-combat perspective to update the level selection scene screen displayed in the graphical user interface, and responds to the scene switching completion Instructions are provided to control the virtual camera to switch from the second parameter of the preset game non-combat perspective to the preset game combat perspective, and to capture the target game scene corresponding to the target scene identifier through the preset game combat perspective, so as to update the level selection scene screen displayed on the graphical user interface to the second game field of view screen including the target game scene. In an embodiment of the present application, during the scene switching process, by adjusting the perspective of the virtual camera, the level selection scene screen during the scene switching process is displayed in real time, and during the level switching scene process, the target virtual objects existing in the current scene and the target game scene are displayed. While improving the smoothness of the scene switching, it can also help the player to understand the level scene information from multiple angles during the scene switching process through the moving picture, thereby improving the accuracy of the player's understanding of the scene information.

[0200] See also Fig. 9 , Fig. 9 This is a schematic diagram of the structure of an electronic device provided in an embodiment of the present application. Fig. 9 As shown in , the electronic device 900 includes a processor 910 , a memory 920 and a bus 930 .

[0201] The memory 920 stores machine-readable instructions executable by the processor 910. When the electronic device 900 is running, the processor 910 communicates with the memory 920 via the bus 930. When the machine-readable instructions are executed by the processor 910, the above-mentioned Figure 1 The steps of the method for switching scenes in the game in the method embodiment shown, the specific implementation method can be found in the method embodiment, and will not be repeated here.

[0202] The present application also provides a computer-readable storage medium on which a computer program is stored. When the computer program is executed by a processor, the computer program can execute the above-mentioned Figure 1 The steps of the method for switching scenes in the game in the method embodiment shown, the specific implementation method can be found in the method embodiment, and will not be repeated here.

[0203] Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working processes of the systems, devices and units described above can refer to the corresponding processes in the aforementioned method embodiments and will not be repeated here.

[0204] In the several embodiments provided in the present application, it should be understood that the disclosed systems, devices and methods can be implemented in other ways. The device embodiments described above are merely schematic. For example, the division of the units is only a logical function division. There may be other division methods in actual implementation. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some communication interfaces, and the indirect coupling or communication connection of devices or units can be electrical, mechanical or other forms.

[0205] The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.

[0206] In addition, each functional unit in each embodiment of the present application may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.

[0207] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a non-volatile computer-readable storage medium that is executable by a processor. Based on this understanding, the technical solution of the present application can essentially be embodied in the form of a software product, or in other words, the part that contributes to the prior art or the part of the technical solution. The computer software product is stored in a storage medium, including several instructions for a computer device (which can be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the method described in each embodiment of the present application. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.

[0208] Finally, it should be noted that the above-described embodiments are only specific implementation methods of the present application, which are used to illustrate the technical solutions of the present application, rather than to limit them. The protection scope of the present application is not limited thereto. Although the present application is described in detail with reference to the above-mentioned embodiments, ordinary technicians in the field should understand that any technician familiar with the technical field can still modify the technical solutions recorded in the above-mentioned embodiments within the technical scope disclosed in the present application, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present application, and should be included in the protection scope of the present application. Therefore, the protection scope of the present application shall be based on the protection scope of the claims.

Claims

1. A method for switching scenes in a game, characterized in that: The game is provided with a virtual camera, which is applied to a terminal displaying a graphical user interface, wherein at least part of a game scene is displayed on the graphical user interface, and a target virtual object corresponding to the terminal is displayed in the game scene, and the switching method includes: Displaying a first game field of view picture, wherein the first game field of view picture is a picture formed by capturing the current game scene through a virtual camera with a preset game battle perspective, and the first game field of view picture includes a target virtual object configured to respond to a control instruction; In response to the scene switching condition meeting the preset requirement, controlling the first game field of view screen to be switched to a level selection scene screen, wherein the level selection scene screen is a screen formed by a level selection scene collected and generated by the virtual camera with the first parameter of the preset game non-combat perspective, and the level selection scene includes scene identifiers of multiple candidate scenes and the target virtual object located at the current scene identifier; In response to the target scene identifier determination instruction, the target virtual object is controlled to move from the current scene identifier toward the target scene identifier at a first target speed, and during the movement, the virtual camera is controlled to capture the level selection scene with a second parameter of a preset game non-combat perspective to update the level selection scene screen displayed in the graphical user interface; the first target speed is determined based on the loading time of the scene model that needs to be loaded in the target game scene, or the first target speed is a preset moving speed; In response to a scene switching completion instruction, the virtual camera is controlled to switch from the second parameter of the preset game non-combat perspective to the preset game combat perspective, and the target game scene corresponding to the target scene identifier is captured through the preset game combat perspective, so as to update the level selection scene screen displayed on the graphical user interface to a second game field of view screen including the target game scene.

2. The switching method according to claim 1, characterized in that: The preset requirements that the scene switching condition meets include at least one of the following: Upon receiving a scene switching instruction issued by a player, the target virtual object moves to an area preset in the graphical user interface for triggering scene switching.

3. The switching method according to claim 1, characterized in that: The step of generating the level selection scene includes: A level selection virtual model is generated in the game space to generate a level selection scene, wherein a level selection scene is rendered with a level map texture, wherein the game space is the space for generating the current game scene.

4. The switching method according to claim 3, characterized in that: The step of collecting and generating a picture formed by the level selection scene by the virtual camera with the first parameter of the preset game non-combat perspective is: The virtual camera captures a picture formed by the level selection scene generated by the level selection virtual model with a first parameter of a preset game non-combat perspective.

5. The switching method according to claim 1, characterized in that: The loading time of the scene model to be loaded in the target game scene is determined by at least one of the following conditions: The number of scene models included in the target game scene, the running speed of the terminal, and the network delay of the terminal; The loading time is determined by the following steps: According to the preset speed weight and delay weight, weighted calculation is performed on the running speed and the network delay to determine the unit model loading time; The loading time is determined based on the number of models and the unit model loading time.

6. The switching method according to claim 5, characterized in that: The step of controlling the virtual camera to collect the level selection scene according to the second parameter of the preset game non-combat perspective during the movement to update the level selection scene screen displayed in the graphical user interface includes: During the movement, the virtual camera is controlled to capture the level selection scene at a second target speed with a second parameter of a preset game non-combat perspective to update the level selection scene screen displayed in the graphical user interface; The second target speed of the virtual camera is determined by the following steps: Determine an object movement distance of the target virtual object from the current scene identifier toward the target scene identifier; Determining a lens advancement distance of the virtual camera based on the object movement distance and at least one scene model included in the level selection scene; Based on the lens advancement distance and the loading time, a second target speed of the virtual camera is determined.

7. The switching method according to claim 1, characterized in that: The level selection scene also includes at least one preloaded virtual object, and the preloaded virtual object is a virtual object commonly included in multiple candidate scenes.

8. The switching method according to claim 7, characterized in that: The switching method further includes: In response to the scene switching condition satisfying a preset requirement, unloading at least one scene model in the current game scene except for the at least one preloaded virtual object in the game space; The at least one preloaded virtual object is placed in the level virtual model to generate a level selection scene.

9. The switching method according to claim 1, characterized in that: The switching method further includes: While controlling the target virtual object to move from the current scene identifier toward the target scene identifier, selecting at least one to-be-loaded scene model included in the target game scene from a plurality of scene models pre-stored in the terminal; The at least one scene model to be loaded is loaded in the game space according to a preset order.

10. The switching method according to claim 1, characterized in that: The conditions for determining that the scene switching is completed include at least one of the following: All the scene models to be loaded included in the target game scene are loaded, the adjustment time of the virtual camera reaches the preset time threshold, and the target virtual object moves to the target scene mark; The step of responding to the scene switching completion instruction, controlling the virtual camera to switch from the second parameter of the preset game non-combat perspective to the preset game combat perspective, and capturing the target game scene corresponding to the target scene identifier through the preset game combat perspective, so as to update the level selection scene screen displayed on the graphical user interface to a second game field of view screen including the target game scene, comprises: In response to the completion of loading of all the scene models to be loaded included in the target game scene, controlling the virtual camera to switch from the second parameter of the preset game non-combat perspective to the preset game combat perspective, and capturing the target game scene corresponding to the target scene identifier through the preset game combat perspective, so as to update the level selection scene screen displayed on the graphical user interface to a second game field of view screen including the target game scene; or In response to all the to-be-loaded scene models included in the target game scene being loaded completely and the adjustment time reaching a preset time threshold, controlling the virtual camera to switch from the second parameter of the preset game non-combat perspective to the preset game combat perspective, and capturing the target game scene corresponding to the target scene identifier through the preset game combat perspective, so as to update the level selection scene screen displayed on the graphical user interface to a second game field of view screen including the target game scene; or In response to the target virtual object moving from the current scene identifier to the target scene identifier, the virtual camera is controlled to switch from the second parameter of the preset game non-combat perspective to the preset game combat perspective, and the target game scene corresponding to the target scene identifier is captured through the preset game combat perspective, so as to update the level selection scene screen displayed on the graphical user interface to a second game field of view screen including the target game scene.

11. A device for switching scenes in a game, characterized in that: The game is provided with a virtual camera, which is applied to a terminal displaying a graphical user interface, wherein at least part of a game scene is displayed on the graphical user interface, and a target virtual object corresponding to the terminal is displayed in the game scene, and the switching device includes: A first game screen display module, used to display a first game field of view screen, wherein the first game field of view screen is a screen formed by capturing the current game scene through a virtual camera with a preset game battle perspective, and the first game field of view screen includes a target virtual object configured to respond to a control instruction; A level scene switching module, configured to control the switching of the first game field of view screen to a level selection scene screen in response to a scene switching condition satisfying a preset requirement, wherein the level selection scene screen is a screen formed by a level selection scene generated by the virtual camera using a first parameter of a preset game non-combat perspective, and the level selection scene includes scene identifiers of multiple candidate scenes and the target virtual object located at the current scene identifier; a scene screen update module, for responding to a determination instruction of a target scene identifier, controlling the target virtual object to move from the current scene identifier toward the target scene identifier at a first target speed, and during the movement, controlling the virtual camera to capture the level selection scene with a second parameter of a preset game non-combat perspective to update the level selection scene screen displayed in the graphical user interface; the first target speed is determined based on a loading time of a scene model that needs to be loaded in the target game scene, or the first target speed is a preset moving speed; A target scene identification scene switching module is used to respond to a scene switching completion instruction, control the virtual camera to switch from the second parameter of the preset game non-combat perspective to the preset game combat perspective, and capture the target game scene corresponding to the target scene identification through the preset game combat perspective, so as to update the level selection scene screen displayed on the graphical user interface to a second game field of view screen including the target game scene.

12. An electronic device, characterized in that: include: A processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor. When the electronic device is running, the processor and the storage medium communicate via the bus, and the processor executes the machine-readable instructions to perform the steps of the method for switching scenes in a game as described in any one of claims 1 to 10.

13. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a computer program, and when the computer program is executed by a processor, the steps of the method for switching scenes in a game as described in any one of claims 1 to 10 are executed.

Citation Information

Patent Citations

  • Virtual object control method and device, equipment and computer readable storage medium

    CN113101667A