Strategy game view switching method and device

By switching between two-dimensional global view, pseudo-3D core combat zone view and three-dimensional key geographic view in strategy games, the problem of insufficient utilization of map space and single situation performance is solved, and the gamers' sense of immersion and participation are improved.

CN114588626BActive Publication Date: 2025-07-29INST OF AUTOMATION CHINESE ACAD OF SCI
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Patent Information

Application Number
CN202210068409.1
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-01-20
Publication Date
2025-07-29
Estimated Expiration
2042-01-20

AI Technical Summary

Technical Problem

The map design of existing strategy games has problems such as insufficient utilization of map space and single expression of battlefield situations, which leads to insufficient immersion and participation of gamers.

Method used

By displaying the global battlefield view, core combat zone view and key land object view in the setting graphical interface, it is presented in two-dimensional, pseudo-3D and three-dimensional form respectively. The battlefield situation is generated using digital information grid processing, and the views are switched under set conditions to improve the details and dynamic performance of the battlefield situation.

Benefits of technology

It enhances the immersion and participation of gamers. Through rich terrain environment and multi-level view switching, gamers can complete the game of large strategic space with limited equipment and operations.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The present invention provides a method and device for switching views in a strategy game. The method includes: displaying a global battlefield view in a set graphical interface; when a game start command is detected, displaying a core engagement area view in the set graphical interface. The core engagement area view is displayed in a pseudo-3D form and serves as the battlefield space for multiple rounds of the game; when any one of a plurality of operation operators enters the set range of a set key feature, displaying a key feature view in the set graphical interface. The key feature view is displayed in a 3D form and serves as the first-person perspective game battlefield space of any one of a plurality of player camps. By displaying the global battlefield view in a 2D form, the core engagement area view in a pseudo-3D form, and the key feature view in a 3D form in the set graphical interface, the present invention further enhances the high immersion and sense of participation of game players in the strategy game.
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Description

Technical Field

[0001] The present invention relates to the field of software technology, and in particular, to a method and device for switching views in a strategy game. Background Art

[0002] A strategy game is a type of game themed on achieving various forms of victory. By providing a complex environment that is free and open within the limits of the game rules for game players, it allows players to freely control, manage, and use the people, equipment, or resources of their own side in the game, and achieve the goals required by the game during the confrontation with opponents in the game.

[0003] For serious strategy games such as tactical wargames, they are often designed to use limited equipment types and limited operation operators to conduct tactical confrontations according to a certain typical combat pattern in a certain typical battlefield environment. On the one hand, game developers hope to use as rich a terrain environment as possible, which requires the map to be as large as possible. On the other hand, restricted by the length of a single game, the maneuvering distance of operation operators within one game is not too large, making a too large map ineffective. Therefore, how to reasonably design the map space of such games has become a huge challenge.

[0004] Another challenge for the design of strategy game maps is the presentation form of the game battlefield situation. The game battlefield situation refers to the states and development trends of various elements on the game battlefield, usually including three main elements: the enemy situation, our situation, and the battlefield environment. The presentation forms of the game battlefield situation in the prior art are single and the details of the elements are incomplete, which cannot enable game players to have a high sense of immersion and participation. Summary of the Invention

[0005] The present invention provides a method and device for switching views in a strategy game, which are used to solve the defects of single presentation form and incomplete element details of the game battlefield situation in the prior art, and realize an improvement in the high sense of immersion and participation that game players have in strategy games.

[0006] In a first aspect, the present invention provides a method for switching views in a strategy game, including:

[0007] Display a battlefield global view in a set graphical interface, and the battlefield global view is displayed in a two-dimensional form; the battlefield global view includes multiple player camps, and a global control area corresponding to each player camp in the multiple player camps is generated in the battlefield global view according to the balance principle;

[0008] When a game start command is detected, a core engagement area view is displayed in the set graphical interface. The core engagement area view is displayed in a pseudo-three-dimensional form as the battlefield space for multiple rounds of the game. The core engagement area view includes the multiple player camps, and a core control area corresponding to each player camp in the multiple player camps is generated in the core engagement area view according to the balance principle. The core control area includes multiple operation operators, and each player camp controls the actions of the multiple operation operators.

[0009] When any one of the multiple operation operators enters the set range of a set key feature, a key feature view is displayed in the set graphical interface. The key feature view is displayed in a three-dimensional form as the first-person perspective game battlefield space for any one of the multiple player camps.

[0010] A method for switching views of a strategy game provided by the present invention further includes:

[0011] Based on the digital information grid processing method, a global battlefield view is generated. The global battlefield view is composed of a number of grids of the same size, and each grid has a unique geographical information space coordinate.

[0012] The core engagement area view is based on the comprehensive situation information grid network in the global battlefield view to display the core control area.

[0013] A method for switching views of a strategy game provided by the present invention further includes:

[0014] When any one of the set game end conditions is met, the global battlefield view is displayed in the set graphical interface, and a battlefield situation line is generated according to the control areas of the multiple player camps. The control areas include the global control area and the core control area. The set game end conditions include one or more of the following:

[0015] Set duration for a single round;

[0016] Occupation of key features;

[0017] Set score for destroying enemies;

[0018] Set score for battle losses;

[0019] When the next round of the game starts, according to the grid ownership of the multiple player camps in the control area and the available operation operators, a core engagement area view for the next round with balanced control power of each player camp is generated.

[0020] A method for switching views of a strategy game provided by the present invention further includes:

[0021] When any one of the set win-loss conditions is met, in the battlefield global view, display the statistical data of this game, and this game ends; the set win-loss conditions include one or more of the following:

[0022] The set number of total rounds;

[0023] The total occupied number of key features set;

[0024] The set total number of enemy eliminations;

[0025] The set total score of battle losses.

[0026] According to a method for switching views of a strategy game provided by the present invention, the displaying of the core engagement area view in the set graphical interface includes:

[0027] Determine the global center point of the battlefield global view and the total number of operable operators;

[0028] Determine the core area of the core engagement area view according to the total number of operable operators;

[0029] According to the core area, with the global center point as the core center point of the core engagement area view, determine the core engagement area view.

[0030] According to a method for switching views of a strategy game provided by the present invention, it further includes:

[0031] When it is detected that the core engagement area view does not include the set key features, adjust the core area of the core engagement area view so that the core engagement area view includes the set key features.

[0032] In a second aspect, the present invention further provides a device for switching views of a strategy game, including:

[0033] A global view display unit for displaying a battlefield global view in a set graphical interface; the battlefield global view is displayed in a two-dimensional form; the battlefield global view includes multiple player camps, and a global control area corresponding to each player camp among the multiple player camps is generated in the battlefield global view according to the balance principle;

[0034] A core view display unit for, when detecting a game start command, displaying a core engagement area view in the set graphical interface, the core engagement area view is displayed in a pseudo-three-dimensional form as the battlefield space for multiple games; the core engagement area view includes the multiple player camps, and a core control area corresponding to each player camp among the multiple player camps is generated in the core engagement area view according to the balance principle; the core control area includes multiple operators, and each player camp controls the actions of the multiple operators;

[0035] A key feature display unit, which is configured to display a key feature view in the set graphical interface when it is detected that any one of the multiple operation operators enters the set range of the set key feature; the key feature view is displayed in a three-dimensional form as the first-person perspective game battlefield space of any one of the multiple player camps.

[0036] In a third aspect, the present invention further provides an electronic device, including a memory, a processor, and a computer program stored on the memory and executable on the processor. When the processor executes the program, the steps of the strategy game view switching method according to any one of the first aspects described above are implemented.

[0037] In a fourth aspect, the present invention further provides a non-transitory computer-readable storage medium, on which a computer program is stored. When the computer program is executed by a processor, the steps of the strategy game view switching method according to any one of the first aspects described above are implemented.

[0038] In a fifth aspect, the present invention further provides a computer program product, including a computer program. When the computer program is executed by a processor, the steps of the strategy game view switching method according to any one of the first aspects described above are implemented.

[0039] The strategy game view switching method and device provided by the present invention further improve the high immersion and sense of participation of game players in strategy games by displaying the battlefield global view in a two-dimensional form, the core engagement area view in a pseudo-three-dimensional form, and the key feature view in a three-dimensional form in the set graphical interface. BRIEF DESCRIPTION OF THE DRAWINGS

[0040] In order to more clearly illustrate the technical solutions in the present invention or the prior art, the following will briefly introduce the drawings required for the description of the embodiments or the prior art. Obviously, the drawings in the following description are some embodiments of the present invention. For those of ordinary skill in the art, other drawings can be obtained based on these drawings without creative efforts.

[0041] Figure 1 is a flowchart of the strategy game view switching method provided by the present invention;

[0042] Figure 2 is a schematic diagram of the battlefield global view provided by the present invention;

[0043] Figure 3 is a schematic diagram of selecting the core engagement area view from the battlefield global view provided by the present invention;

[0044] Figure 4 is a schematic diagram of the core engagement area view provided by the present invention;

[0045] Figure 5 It is a schematic diagram of the key feature view provided by the present invention;

[0046] Figure 6 It is a schematic structural diagram of the strategy game view switching device provided by the present invention;

[0047] Figure 7 It is a schematic structural diagram of the electronic device provided by the present invention. Detailed implementation manners

[0048] In the present invention, the term "and / or" describes the association relationship of associated objects, indicating that three relationships may exist. For example, A and / or B may represent: A exists alone, A and B exist simultaneously, and B exists alone. The character " / " generally represents an "or" relationship between the front and rear associated objects.

[0049] In the present invention, the term "plurality" refers to two or more, and other quantifiers are similar thereto.

[0050] To make the objectives, technical solutions and advantages of the present invention clearer, the technical solutions in the present invention will be clearly and completely described below with reference to the accompanying drawings in the present invention. Obviously, the described embodiments are some but not all of the embodiments of the present invention. All other embodiments obtained by those of ordinary skill in the art without making creative efforts based on the embodiments in the present invention belong to the scope of protection of the present invention.

[0051] The following combines Figures 1-5 to describe the strategy game view switching method of the present invention.

[0052] Figure 1 It is a schematic flow chart of the strategy game view switching method provided by the present invention. As Figure 1 shown, the strategy game view switching method provided by the present invention is used for a user equipment (UE). The UE can be a personal computer, a laptop, a smart phone or a tablet computer, etc. When performing multiple consecutive tasks based on a large map space in the context of a tactical multi-player confrontation task, it dynamically and continuously switches the battlefield view and generates the game battlefield area, enabling game players to use limited equipment types and limited operation operators to complete the game of a large strategy space in a rich terrain environment during fragmented time. The method includes:

[0053] Step 101: Display a battlefield global view in a set graphical interface. The battlefield global view is displayed in a two-dimensional form. The battlefield global view includes multiple player camps, and a global control area corresponding to each player camp among the multiple player camps is generated in the battlefield global view according to the balance principle.

[0054] Specifically, the set graphical interface can be the full screen of the terminal screen in the UE or a part of the terminal screen, and can be reasonably set and adjusted according to the size of the UE of the game player.

[0055] Figure 2 is a schematic diagram of the battlefield global view provided by the present invention, as Figure 2 shown, a battlefield global view that can display the panoramic view of the battlefield for the game player is displayed in the set graphical interface, and the battlefield global view is displayed in a two-dimensional form.

[0056] The battlefield global view can include multiple player camps. According to the number of player camps, corresponding global control areas are generated based on the balance principle, so that the global control areas of each player camp in the multiple player camps are approximately the same. For example: In this game, there are two player camps, Party A and Party B. Then, according to actual needs, Party A and Party B are displayed in the battlefield global view, and there are only two player camps, Party A and Party B. Only the battlefield global view needs to generate the global control area of Party A and the global control area of Party B based on the balance principle. When the number of player camps is other, the area of the battlefield global view can be reasonably allocated according to actual needs, so that the areas of the global control areas of each player camp are approximately the same.

[0057] Step 102: When a game start command is detected, a core engagement area view is displayed in the set graphical interface. The core engagement area view is displayed in a pseudo-three-dimensional form as the battlefield space for multiple games; the core engagement area view includes multiple player camps, and corresponding core control areas for each player camp in the multiple player camps are generated in the core engagement area view according to the balance principle; the core control area includes multiple operation operators, and each player camp controls the actions of multiple operation operators.

[0058] Specifically, a command receiver is set in the UE, and the command receiver can receive various commands from the game player.

[0059] When the command receiver receives a game start command from the player, the area of the core engagement area view can be determined according to historical game data, or the area of the core engagement area view can be determined according to the game start command of the player. The core engagement area view is displayed in a pseudo-three-dimensional form in the set graphical interface. Figure 3 is a schematic diagram of the battlefield global view selecting the core engagement area view provided by the present invention. Figure 4 is a schematic diagram of the core engagement area view provided by the present invention, as Figure 3 and Figure 4 shown.

[0060] The core engagement area view can be used as the battlefield space for multiple games. The battlefield space of each game can be based on the core engagement area view and displayed in the set graphical interface.

[0061] The core battle area view may include multiple player camps. According to the balance principle, the core control areas corresponding to each of the multiple player camps are generated in the core battle area view. Multiple operation operators may be included in the core control area, and each player camp can control the actions of multiple operation operators. The operation operators may be virtual key features, virtual characters, or virtual devices.

[0062] Game players can deploy all disposable operation operators within their own core control area and global control area. Among them, the operation operators deployed in the core control area of their own side within the core battle area view serve as the initial battle forces, and the operation operators deployed in the global control area of the other side within the battlefield global view serve as subsequent support forces.

[0063] Step 103: When it is detected that any one of the multiple operation operators enters the set range of the set key feature, a key feature view is displayed in the set graphical interface. The key feature view is displayed in three dimensions and serves as the first-person perspective game battlefield space of any one of the multiple player camps.

[0064] Specifically, multiple operation operators are included in the core battle area view, and game players can control the operation operators to act.

[0065] The set key feature may be a virtual building, virtual mountain, or virtual river in the game virtual scene. Game players of different player camps need to fight for a long time within the set key feature. A set range is set within the area range of each set key feature as the judgment condition for entering the area range of the set key feature.

[0066] Figure 5 It is a schematic diagram of the key feature view provided by the present invention. As Figure 5 shown, when it is detected that any one of the operation operators enters the set range of the set key feature, the key feature view is displayed in three dimensions in the set graphical interface.

[0067] The key feature view can be displayed in three dimensions and serves as the first-person perspective game battlefield space of any one of the multiple player camps. For example: When a player of a certain player camp is playing the game, the content of the key feature view needs to be presented according to the perspective of the player, so that the player can play the game with a high sense of immersion and participation in the key feature view.

[0068] As can be seen from the above embodiments, the strategy game view switching method provided by the present invention further improves the high sense of immersion and participation of game players in the strategy game by displaying the battlefield global view in two dimensions, the core battle area view in pseudo-three dimensions, and the key feature view in three dimensions in the set graphical interface.

[0069] Optionally, the strategy game view switching method further includes:

[0070] Generating the global battlefield view based on the digital information grid processing method; the global battlefield view is composed of a number of grids of the same size, and each grid has a unique geographical information space coordinate;

[0071] The core engagement area view displays the core control area based on the comprehensive situation information grid network in the global battlefield view.

[0072] Specifically, the global battlefield view is generated based on the digital information grid technology, divides the two-dimensional map into a number of grids of the same size, and assigns a uniformly formatted and uniquely numbered geographical information space coordinate to each grid, representing the geographical environment, transportation road facilities, building features, high ground features, etc. within the grid, and is used to generate information such as tactical plans, battlefield situation lines, the states of the operation operators of each player, and the ownership of key features during the game process.

[0073] The core engagement area view determines and displays the core control area according to the information of the comprehensive situation information grid network in the global battlefield view.

[0074] As can be seen from the above embodiments, the strategy game view switching method provided by the present invention determines the global battlefield view and the core engagement area view through the digital information grid processing method, can collect, process, store, distribute and manage the information of each player camp in a timely manner, and further improves the high immersion and sense of participation of game players in the strategy game.

[0075] Optionally, the strategy game view switching method further includes:

[0076] When any one of the set game end conditions is met, the global battlefield view is displayed in the set graphical interface, and a battlefield situation line is generated according to the control areas of the multiple player camps; the control areas include the global control area and the core control area; the set game end conditions include one or more of the following:

[0077] Single-game set duration;

[0078] Occupation of key features;

[0079] Set score for destroying enemies;

[0080] Set score for battle losses;

[0081] When the next game starts, according to the grid ownership of the multiple player camps within the control area and the available operation operators, the core engagement area view of the next game with balanced control power of each player camp is generated.

[0082] Specifically, set the game end condition as a pre-set game end condition. Setting the game end condition may include the set duration of a single game, the occupation of key features, the set score for destroying enemies, or the set score for battle losses, etc. Among them, the set duration of a single game can be the longest duration of a single game in a strategy game. The occupation of key features can be that a key feature of any one of different player camps is occupied. The set score for destroying enemies can be the score for the number of operator units destroyed by a certain player camp against other player camps. The set score for battle losses can be the number of operator units lost by a certain player camp in the confrontation.

[0083] When any one of the set game end conditions is met or reached, it indicates that this game ends, and the global battlefield view is automatically displayed in the set graphical interface.

[0084] When any one of the set game end conditions is met, according to the global control areas and core control areas of each player camp, determine the control areas of multiple player camps to generate a battlefield situation line.

[0085] It can be understood that when the set game end condition is met, comprehensively utilize the operator units that each player camp can still operate in the global control area and the core control area, and calculate the size of the area occupied by each player camp in the set graphical interface based on the ownership of key features. For example: Comprehensively utilize the deployment positions of the operator forces that each player camp can still operate, and calculate the control power of each player camp over each area in the global view based on the ownership of key features. Then, obtain the ownership probability of each area according to the level of control power (such as the ownership of a certain area is 46% for the red side and 54% for the blue side). Then, generate a coloring scheme for this area based on the ownership probability (if the ownership probability of the red side is greater than that of the blue side, use the scheme of R: 255×ownership probability, G: 220×ownership probability, B: 0 for coloring; if the ownership probability of the blue side is greater than that of the red side, use the scheme of R: 0, G: 220×ownership probability, B: 255×ownership probability for coloring; if the ownership probability of the red side is equal to that of the blue side, use the scheme of R: 0, G: 0, B: 0 for coloring). In this way, obtain the control areas of each player camp on the global battlefield view, where the darker the color, the more the ownership tends to a certain side, the lighter the color, the more unstable the ownership, and the color white indicates that the ownership of each player camp in this area is in a balanced state. The global battlefield view will generate a battlefield situation line that is white or close to white with obvious indicative significance, which is used to accurately divide the control areas of each player on the global view.

[0086] It can be understood that when the next game starts, according to the grid ownership and available operator units of multiple player camps in the control area, generate a view of the core engagement area with balanced control power for each player camp in the next game.

[0087] As can be seen from the above embodiments, the strategy game view switching method provided by the present invention sets the end condition of a single game by displaying the battlefield global view in the set graphical interface when any one of the set game end conditions is met, enabling game players to entertain themselves during fragmented time and further enhancing the high sense of immersion and participation of game players in the strategy game.

[0088] Optionally, the strategy game view switching method further includes:

[0089] When any one of the set win-loss conditions is met, display the statistical data of this game in the battlefield global view, and this game ends; the set win-loss conditions include one or more of the following:

[0090] The set number of total rounds;

[0091] The set total occupation number of key features;

[0092] The set total number of enemy eliminations;

[0093] The set total score of battle losses.

[0094] Specifically, multiple game win-loss conditions can be set for the victory or defeat of a game. The set win-loss conditions are pre-set game win-loss conditions, which can include the set number of total rounds, the set total occupation number of key features, the set total number of enemy eliminations, or the set total score of battle losses, etc.

[0095] In a game, it can include one or more rounds of games. To control the game time of game players in a game, the set number of total rounds required in a game can be set and determined as the set number of total rounds.

[0096] The set total occupation number of key features can be the number of key features of other player camps occupied by any one player camp among multiple player camps in a game; the set total occupation number of key features can also be the total number of key features of other player camps occupied by multiple player camps.

[0097] The set total number of enemy eliminations can be the total number of operator units of other player camps eliminated by any one player camp among multiple player camps in a game; the set total number of enemy eliminations can also be the total number of operator units of other player camps eliminated by multiple player camps.

[0098] The set total score of battle losses can be the total number of operator units lost by any one player camp among multiple player camps in the confrontation in a game; the set total score of battle losses can also be the total number of operator units lost by multiple player camps in the confrontation in a game.

[0099] When any one of the set win / loss conditions is met, in the battlefield global view, display the statistical data of this game, and this game ends.

[0100] As can be seen from the above embodiments, the strategy game view switching method provided by the present invention, when any one of the set win / loss conditions is met, in the battlefield global view, displays the statistical data of this game, and this game ends. It can enable game players to clearly understand the win / loss conditions of the game, and further engage in thinking about how to win or lose the game, further enhancing the high immersion and sense of participation of game players in the strategy game.

[0101] Optionally, the displaying the core engagement area view in the set graphical interface includes:

[0102] Determine the global center point of the battlefield global view and the total number of operable operators;

[0103] Determine the core area of the core engagement area view according to the total number of operable operators;

[0104] According to the core area, with the global center point as the core center point of the core engagement area view, determine the core engagement area view.

[0105] Specifically, according to the width and height dimensions of the battlefield global view, determine the geographical center point of the battlefield global view, and the geographical center point can be used as the global center point of the battlefield global view.

[0106] Count the total number of operable operators of each player camp.

[0107] Determine the core area of the core engagement area view according to the total number of operable operators. For example: the total number of operable operators is 42, and with a set multiple P (P can take an integer within the range of 2 - 10) of the total number of operable operators, here P is taken as 3, then 42 * 3 is used as the core area of the core engagement area view.

[0108] With the global center point as the core center point of the core engagement area view, display the core engagement area view within the set graphical interface, and the core center point of the core engagement area view can be the center of gravity point of the core engagement area view.

[0109] As can be seen from the above embodiments, the strategy game view switching method provided by the present invention, by determining the global center point of the battlefield global view and the total number of operable operators, determining the core area and core center point of the core engagement area view, further optimizes the display area size of the core engagement area view, and further enhances the high immersion and sense of participation of game players in the strategy game.

[0110] Optionally, the strategy game view switching method further includes:

[0111] When it is detected that the core engagement area view does not include the set key feature, the core area of the core engagement area view is adjusted so that the core engagement area view includes the set key feature.

[0112] Specifically, when a game player is playing a game, we need to make the core engagement area view contain the set key feature. When it is detected that the core engagement area view does not include the set key feature, it indicates that the core area of the core engagement area view we determined is relatively small at this time. We can adjust the core area of the core engagement area view to make the core area of the core engagement area view larger, so that the core engagement area view includes the set key feature. Adjusting the core area of the core engagement area view can be achieved by adjusting the set multiple P of the total number of operable operators, or by adjusting the set graphical interface size to further adjust the display area included in the core area of the core engagement area.

[0113] As can be seen from the above embodiments, the strategy game view switching method provided by the present invention adjusts the core area of the core engagement area view to make the core engagement area view include the set key feature, enabling the game player to experience the key feature view displayed in three-dimensional form, and further improving the high immersion and sense of participation of the game player in the strategy game.

[0114] The following uses a specific example to illustrate how to generate the core engagement area view of the next game when the next game starts:

[0115] The first step: Take the average value (rounded down) of the grid horizontal and vertical coordinates through which the current battlefield situation line passes in the core engagement area view of the previous game as the center point, and position it as the geographical center point of the core engagement area view of the next game.

[0116] The second step: Use P times (P is an integer in the range of 2-10) of the total number of operable operators of each camp player as the square area to estimate the core area of the core engagement area view of the next game, and expand from the geographical center point determined in the first step to the surrounding grids to form the core engagement area view of the next game. For example, if the total number of operable operators on both sides is 21 and P is taken as 5, then take 21*5 = 105 as the square area, and estimate that the side length of the grid of the core engagement area view of the next game is 10 to 11 grids.

[0117] The third step: Detect whether the grids included in the core engagement area view of the next game include one or more grids of the key feature view. If so, go to the fifth step; if not, go to the fourth step.

[0118] Fourth step: Float the side length of the grid up and down by Q times (Q is a decimal between 0.7 and 1.5, so that the number of grids is rounded), and re-expand to the surrounding grids with the geographical center point determined in the first step as the center of the rectangle to form the core engagement area view of the next game, and return to the third step.

[0119] Fifth step: With the grid of a key feature view, or the connection line of the grids of multiple key feature views as the center, divide the core engagement area view of the next game determined in the fourth step into the core control areas of each player camp in the next game that are spatially continuous and have basically equal areas.

[0120] The strategy game view switching device provided by the present invention will be described below. The strategy game view switching device described below can be mutually referred to with the strategy game view switching method described above.

[0121] Figure 6 is a schematic structural diagram of the strategy game view switching device provided by the present invention. As Figure 6 shown, the strategy game view switching device of the present invention includes:

[0122] A global view display unit 601 for displaying a battlefield global view in a set graphical interface; the battlefield global view is displayed in a two-dimensional form; the battlefield global view includes multiple player camps, and a global control area corresponding to each player camp in the multiple player camps is generated in the battlefield global view based on the balance principle;

[0123] A core view display unit 602 for displaying a core engagement area view in the set graphical interface when a game start command is detected. The core engagement area view is displayed in a pseudo-three-dimensional form as the battlefield space of multiple games; the core engagement area view includes the multiple player camps, and a core control area corresponding to each player camp in the multiple player camps is generated in the core engagement area view based on the balance principle; the core control area includes multiple operation operators, and each player camp controls the multiple operation operators to act;

[0124] A key feature display unit 603 for displaying a key feature view in the set graphical interface when any one of the multiple operation operators enters the set range of a set key feature; the key feature view is displayed in a three-dimensional form as the first-person perspective game battlefield space of any one of the multiple player camps.

[0125] Figure 7 is a schematic structural diagram of the electronic device provided by the present invention. As Figure 7As shown, the electronic device may include: a processor 710, a communications interface 720, a memory 730, and a communication bus 740. Among them, the processor 710, the communications interface 720, and the memory 730 communicate with each other through the communication bus 740. The processor 710 may call logical instructions in the memory 730 to execute a method for switching the view of a strategy game. The method includes:

[0126] Display a global battlefield view in a set graphical interface. The global battlefield view is displayed in a two-dimensional form. The global battlefield view includes multiple player camps. In the global battlefield view, a corresponding global control area for each player camp among the multiple player camps is generated according to the balance principle.

[0127] When a game start command is detected, display a core engagement area view in the set graphical interface. The core engagement area view is displayed in a pseudo-three-dimensional form and serves as the battlefield space for multiple rounds of the game. The core engagement area view includes the multiple player camps. In the core engagement area view, a corresponding core control area for each player camp among the multiple player camps is generated according to the balance principle. The core control area includes multiple operation operators, and each player camp controls the actions of the multiple operation operators.

[0128] When any one of the multiple operation operators is detected to enter the set range of a set key feature, display a key feature view in the set graphical interface. The key feature view is displayed in a three-dimensional form and serves as the first-person perspective game battlefield space for any one of the multiple player camps.

[0129] In addition, when the logical instructions in the above-mentioned memory 730 are implemented in the form of software functional units and sold or used as an independent product, they may be stored in a computer-readable storage medium. Based on such an understanding, the technical solution of the present invention, in essence, or the part that contributes to the prior art, or a part of this technical solution, may be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions for causing a computer device (which may be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the methods described in various embodiments of the present invention. The aforementioned storage medium includes: various media such as USB flash drives, mobile hard disks, read-only memories (ROM, Read-Only Memory), random access memories (RAM, Random Access Memory), magnetic disks, or optical discs that can store program codes.

[0130] On the other hand, the present invention also provides a computer program product, which includes a computer program that can be stored on a non-transitory computer-readable storage medium. When the computer program is executed by a processor, the computer can execute the strategy game view switching method provided by the above-mentioned various methods. The method includes:

[0131] Display a battlefield global view in a set graphical interface. The battlefield global view is displayed in a two-dimensional form. The battlefield global view includes multiple player camps, and a global control area corresponding to each player camp in the multiple player camps is generated in the battlefield global view according to the balance principle.

[0132] When a game start command is detected, display a core engagement area view in the set graphical interface. The core engagement area view is displayed in a pseudo-three-dimensional form as the battlefield space for multiple rounds of the game. The core engagement area view includes the multiple player camps, and a core control area corresponding to each player camp in the multiple player camps is generated in the core engagement area view according to the balance principle. The core control area includes multiple operation operators, and each player camp controls the actions of the multiple operation operators.

[0133] When any one of the multiple operation operators is detected to enter the set range of a set key feature, display a key feature view in the set graphical interface. The key feature view is displayed in a three-dimensional form as the first-person perspective game battlefield space for any one of the multiple player camps.

[0134] In another aspect, the present invention also provides a non-transitory computer-readable storage medium, on which a computer program is stored. When the computer program is executed by a processor, it realizes the execution of the strategy game view switching method provided by the above-mentioned various methods. The method includes:

[0135] Display a battlefield global view in a set graphical interface. The battlefield global view is displayed in a two-dimensional form. The battlefield global view includes multiple player camps, and a global control area corresponding to each player camp in the multiple player camps is generated in the battlefield global view according to the balance principle.

[0136] When a game start command is detected, display a core engagement area view in the set graphical interface. The core engagement area view is displayed in a pseudo-three-dimensional form as the battlefield space for multiple rounds of the game. The core engagement area view includes the multiple player camps, and a core control area corresponding to each player camp in the multiple player camps is generated in the core engagement area view according to the balance principle. The core control area includes multiple operation operators, and each player camp controls the actions of the multiple operation operators.

[0137] When it is detected that any one of the multiple operation operators enters the set range of the set key feature, a key feature view is displayed in the set graphical interface. The key feature view is displayed in a three-dimensional form as the first-person perspective game battlefield space of any one of the multiple player camps.

[0138] The device embodiments described above are merely illustrative. The units described as separate components may or may not be physically separated, and the components displayed as units may or may not be physical units, that is, they may be located in one place or distributed to multiple network units. Some or all of the modules can be selected according to actual needs to achieve the purpose of the solution of this embodiment. A person of ordinary skill in the art can understand and implement it without creative labor.

[0139] Through the description of the above embodiments, those skilled in the art can clearly understand that each embodiment can be implemented by means of software plus a necessary general hardware platform, and of course, it can also be implemented by hardware. Based on this understanding, the above technical solution, in essence, or the part that contributes to the prior art, can be embodied in the form of a software product. The computer software product can be stored in a computer-readable storage medium, such as ROM / RAM, magnetic disk, optical disk, etc., and includes several instructions to enable a computer device (which can be a personal computer, a server, or a network device, etc.) to execute the methods described in each embodiment or some parts of the embodiments.

[0140] Finally, it should be noted that the above embodiments are only used to illustrate the technical solutions of the present invention, rather than to limit them; although the present invention has been described in detail with reference to the foregoing embodiments, those of ordinary skill in the art should understand that they can still modify the technical solutions described in the foregoing embodiments, or perform equivalent replacements for some of the technical features; and these modifications 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 invention.

Claims

1. A method for switching views in a strategy game, characterized in that, Including: Displaying a global battlefield view in a set graphical interface, where the global battlefield view is displayed in a two-dimensional form; The global battlefield view includes multiple player camps, and a global control area corresponding to each player camp in the multiple player camps is generated in the global battlefield view based on the balance principle; When a game start command is detected, a core engagement area view is displayed in the set graphical interface. The core engagement area view is displayed in a pseudo-three-dimensional form as the battlefield space for multiple rounds of the game. The core engagement area view includes the multiple player camps, and a core control area corresponding to each player camp in the multiple player camps is generated in the core engagement area view based on the balance principle. The core control area includes multiple operation operators, and each player camp controls the actions of the multiple operation operators; When any one of the multiple operation operators is detected to enter the set range of a set key feature, a key feature view is displayed in the set graphical interface. The key feature view is displayed in a three-dimensional form as the first-person perspective game battlefield space for any one of the multiple player camps; The method further includes: Taking the average of the grid horizontal and vertical coordinates through which the current battlefield situation line passes in the core engagement area view of the previous round as the center point, and positioning it as the geographical center point of the core engagement area view of the next round of the game; Taking P times the total number of currently operable operators of each camp player as the square area, estimating the core area of the core engagement area view of the next round of the game, and expanding from the geographical center point to the surrounding grids to form the core engagement area view of the next round of the game. P is an integer within the range of 2 to 10; Detecting whether the grids included in the core engagement area view of the next round of the game include the grids of one or more key feature views; If not, floating the grid side length up and down by Q times, and re-expanding from the geographical center point to the surrounding grids to form the core engagement area view of the next round of the game, and then detecting again whether the grids included in the core engagement area view of the next round of the game include the grids of one or more key feature views. Q is a decimal between 0.7 and 1.5; If included, taking the grid of one key feature view or the connection line of the grids of multiple key feature views as the center, dividing the determined core engagement area view of the next round of the game into the core control areas of each player camp in the next round of the game with continuous space and area difference not exceeding a preset range; 2. The method for switching the strategy game view according to claim 1, characterized in that, Also including: Generating the global battlefield view based on the digital information grid processing method; The global battlefield view is composed of a number of grids of the same size, and each grid has a unique geographical information space coordinate; The core engagement area view is based on the comprehensive situation information grid network in the global battlefield view to display the core control area; 3. The strategy game view switching method according to claim 2, wherein Also including: When any one of the set game end conditions is met, the global battlefield view is displayed in the set graphical interface, and a battlefield situation line is generated according to the control areas of the multiple player camps. The control areas include the global control area and the core control area. The set game end conditions include one or more of the following: Single-game set duration; Occupation of key features; Set score for eliminating enemies; Set score for battle losses; When the next game starts, based on the grid ownership of the multiple player camps within the control area and the available operation operators, generate the view of the core engagement area for the next game with balanced control forces for each player camp.

4. The method for switching the strategy game view according to claim 3, wherein It further includes: When any one of the set win / loss conditions is met, in the global battlefield view, display the statistical data of this game, and this game ends; the set win / loss conditions include one or more of the following: Set total number of games; Set total number of key features to be occupied; Set total number of enemies eliminated; Set total score for battle losses.

5. The strategy game view switching method according to claim 2, wherein The display of the core engagement area view in the set graphical interface includes: Determine the global center point of the global battlefield view and the total number of available operation operators; Determine the core area of the core engagement area view based on the total number of available operation operators; Based on the core area, use the global center point as the core center point of the core engagement area view to determine the core engagement area view.

6. The method for switching the strategy game view according to claim 5, wherein It further includes: When it is detected that the core engagement area view does not include the set key feature, adjust the core area of the core engagement area view so that the core engagement area view includes the set key feature.

7. A strategy game view switching device, characterized in that, It includes: Global view display unit, used to display the global battlefield view in the set graphical interface; The global battlefield view is displayed in a two-dimensional form; The global battlefield view includes multiple player camps, and a global control area corresponding to each player camp among the multiple player camps is generated in the global battlefield view based on the balance principle; Core view display unit, used to display the core engagement area view in the set graphical interface when a game start command is detected. The core engagement area view is displayed in a pseudo-three-dimensional form as the battlefield space for multiple games. The core engagement area view includes the multiple player camps, and a core control area corresponding to each player camp among the multiple player camps is generated in the core engagement area view based on the balance principle. The core control area includes multiple operation operators, and each player camp controls the actions of the multiple operation operators; Key feature display unit, used to display the key feature view in the set graphical interface when any one of the multiple operation operators enters the set range of the set key feature; The key feature view is displayed in a three-dimensional form as the first-person perspective game battlefield space for any one of the multiple player camps; The device further includes: a module for generating the core engagement area view of the next game, used to locate the geographical center point of the core engagement area view of the next game with the average of the grid horizontal and vertical coordinates passed through by the current battlefield situation line in the core engagement area view of the previous game as the center point; Estimate the core area of the core engagement area view of the next game with P times the total number of currently available operation operators for each camp of players as the square area, and expand from the geographical center point to the surrounding grids to form the core engagement area view of the next game; P is an integer within the range of 2 - 10; Detect whether the grids included in the view of the core engagement area of the next game include the grids of one or more key feature views; If not, float the side length of the grid up and down by Q times, and re-expand to the surrounding grids with the geographical center point as the center of the rectangle to form the view of the core engagement area of the next game, and then detect whether the grids included in the view of the core engagement area of the next game include the grids of one or more key feature views; Q is a decimal between 0.7 and 1.5; If so, with the grid of one key feature view or the connection line of the grids of multiple key feature views as the center, divide the determined view of the core engagement area of the next game into the core control areas of each player camp in the next game that are spatially continuous and the area difference does not exceed a preset range.

8. An electronic device, comprising a memory, a processor, and a computer program stored on the memory and executable on the processor, characterized in that, When the processor executes the program, it implements the steps of the strategy game view switching method according to any one of claims 1 to 6.

9. A non-transitory computer-readable storage medium having a computer program stored thereon, characterized in that, When the computer program is executed by the processor, it implements the steps of the strategy game view switching method according to any one of claims 1 to 6.

10. A computer program product, comprising a computer program, characterized in that, When the computer program is executed by the processor, it implements the steps of the strategy game view switching method according to any one of claims 1 to 6.