Game scene control method, game scene control device, medium and electronic equipment

By detecting the occlusion status and brightness adjustment of the terminal device's camera module lens, the problem of a single interaction method in mobile games is solved, the user experience and gaming atmosphere are improved, and richer gaming interaction and immersion are achieved.

CN114733196BActive Publication Date: 2025-09-05NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202210388392.8
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-04-13
Publication Date
2025-09-05
Estimated Expiration
2042-04-13

AI Technical Summary

Technical Problem

Existing mobile games have a single interaction method and poor user experience, especially in puzzle games. Players interact with the screen through their fingers, resulting in a low sense of immersion in the game, which affects the game atmosphere and experience.

Method used

By detecting the occlusion status of the terminal device's camera module lens, the amount of light entering and the occlusion ratio are obtained, the virtual ambient light brightness of the game scene is adjusted, and the brightness of the target area is adjusted by combining the virtual flashlight and light module. The brightness of the game scene is adjusted in real time according to the mapping relationship.

Benefits of technology

It enriches the game interaction mode, improves the user's gaming experience, and enhances the game's immersion and atmosphere.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The present disclosure relates to the field of human-computer interaction technology, and provides a game scene control method and device, a computer-readable storage medium, and an electronic device. Among them, the above method includes: in response to the lens in the camera module of the terminal device being in an occluded state, detecting the amount of light entering the camera module and / or the occlusion ratio, the occlusion ratio being determined based on the portion of the lens that is occluded and / or the portion of the lens that is not occluded; obtaining a mapping relationship between the amount of light entering and / or the occlusion ratio and the brightness of the virtual ambient light of the game scene; based on the mapping relationship, adjusting the brightness of the virtual ambient light of the game scene in the game currently running on the terminal device. This solution can adjust the brightness of the virtual ambient light of the game scene in the game based on the occlusion of the lens in the camera module of the terminal device, thereby enhancing the user's gaming experience.
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Description

Technical Field

[0001] The present disclosure relates to the field of human-computer interaction technology, and in particular to a game scene control method, a game scene control device, a computer-readable storage medium, and an electronic device. Background Art

[0002] Currently, in mobile games, the main way for users to interact with smart terminals is still to click on the screen.

[0003] For example, most mobile puzzle games involve controlling a character to navigate different scenes, discovering clues from either a third-person or first-person perspective. The primary interaction during the discovery process is between the player's fingers and the screen, essentially playing on a piece of glass (i.e., the phone screen). This creates a low sense of immersion and fails to provide users with an immersive gaming experience, resulting in a poor user experience.

[0004] It should be noted that the information disclosed in the above background technology section is only used to enhance the understanding of the background of the present disclosure, and therefore may include information that does not constitute prior art known to ordinary technicians in the field. Summary of the Invention

[0005] The purpose of the present disclosure is to provide a game scene control method and device, a computer-readable storage medium and an electronic device, thereby at least to a certain extent improving the problems of single interaction mode and poor user experience in games.

[0006] Other features and advantages of the present disclosure will become apparent from the following detailed description, or may be learned in part by practice of the present disclosure.

[0007] According to the first aspect of the present disclosure, a game scene control method is provided, including: in response to a lens in a camera module of a terminal device being in a blocked state, detecting the amount of light entering the camera module and / or the blocking ratio, wherein the blocking ratio is determined based on the blocked portion of the lens and / or the unblocked portion of the lens; obtaining a mapping relationship between the amount of light entering and / or the blocking ratio and the virtual ambient light brightness of the game scene; and adjusting the virtual ambient light brightness of the game scene in the game currently running on the terminal device based on the mapping relationship.

[0008] In an exemplary embodiment of the present disclosure, based on the aforementioned scheme, after adjusting the virtual ambient light brightness of the game scene in the game currently running on the terminal device based on the mapping relationship, the method also includes: controlling the change of the virtual ambient light brightness in response to changes in the amount of incoming light and / or the occlusion ratio.

[0009] In an exemplary embodiment of the present disclosure, based on the aforementioned scheme, the lens in the camera module of the responding terminal device is in a blocked state, and the amount of light entering the camera module and / or the blocking ratio are detected, including: the lens in the camera module of the responding terminal device is in a blocked state, obtaining the real ambient light brightness of the real environment in which the terminal device is currently located, and the real ambient light brightness is determined based on the photosensitivity of the terminal device; in response to the real ambient light brightness being less than a first threshold, executing the step of detecting the blocking ratio of the camera module.

[0010] In an exemplary embodiment of the present disclosure, based on the aforementioned scheme, the game includes a virtual flashlight, and the virtual flashlight is used to configure the virtual ambient light brightness of the target area in the game scene to a first ambient light brightness in response to a trigger; adjusting the virtual ambient light brightness of the game scene in the game currently running on the terminal device based on the mapping relationship includes: based on the mapping relationship, adjusting the virtual ambient light brightness of the target area from the first brightness to the second brightness through the virtual flashlight.

[0011] In an exemplary embodiment of the present disclosure, based on the aforementioned scheme, the terminal device also includes a lighting module. After adjusting the virtual ambient light brightness of the target area from the first brightness to the second brightness through the virtual flashlight based on the mapping relationship, the method also includes: responding to the brightness adjustment operation of the lighting module, adjusting the virtual ambient light brightness of the target area from the second brightness to the third brightness through the virtual flashlight.

[0012] In an exemplary embodiment of the present disclosure, based on the aforementioned solution, the method further includes: in response to the virtual ambient light brightness of the game scene meeting a first preset condition, controlling the target game character in the game to perform a target game action.

[0013] In an exemplary embodiment of the present disclosure, based on the aforementioned scheme, the game includes a decryption game, and the method further includes: in response to the virtual environment light brightness of the game scene meeting a second preset condition, displaying decryption clues and / or decryption elements corresponding to the preset condition in the graphical user interface of the terminal device.

[0014] In an exemplary embodiment of the present disclosure, based on the aforementioned scheme, adjusting the virtual ambient light brightness of the game scene in the game currently running on the terminal device based on the mapping relationship includes: obtaining the real ambient light brightness of the real scene in which the terminal device is located, and the real ambient light brightness is determined based on the photosensitivity of the terminal device; determining the initial virtual ambient light brightness of the game scene in the game currently running on the terminal device according to the real ambient light brightness; and adjusting the virtual ambient light brightness of the game scene in the game currently running on the terminal device based on the mapping relationship and the initial virtual ambient light brightness.

[0015] According to a second aspect of the present disclosure, a game scene control device is provided, including: an occlusion state detection module, configured to respond to a lens in a camera module of a terminal device being in an occlusion state, detecting the amount of light entering the camera module and / or the occlusion ratio, wherein the occlusion ratio is determined based on the occluded portion of the lens and / or the unoccluded portion of the lens; a mapping relationship acquisition module, configured to obtain a mapping relationship between the amount of light entering and / or the occlusion ratio and the virtual ambient light brightness of the game scene; and a virtual ambient light brightness adjustment module, configured to adjust the virtual ambient light brightness of the game scene in the game currently running on the terminal device based on the mapping relationship.

[0016] According to a third aspect of the present disclosure, a computer-readable storage medium is provided, on which a computer program is stored. When the program is executed by a processor, the game scene control method as described in the first aspect of the above embodiment is implemented.

[0017] According to a fourth aspect of an embodiment of the present disclosure, an electronic device is provided, comprising: a processor; and a storage device for storing one or more programs, which, when executed by the one or more processors, enables the one or more processors to implement the game scene control method as described in the first aspect of the above embodiment.

[0018] As can be seen from the above technical solutions, the game scene control method, game scene control device, and computer-readable storage medium and electronic device implementing the game scene control method in the exemplary embodiments of the present disclosure have at least the following advantages and positive effects:

[0019] In the technical solutions provided in some embodiments of the present disclosure, by responding to a terminal device's camera module being in an obstructed state, the amount of light entering the camera module and / or the obstruction ratio are detected, and the virtual ambient light brightness of the game scene in the game currently running on the terminal device is adjusted based on the amount of light entering and / or the obstruction ratio. Compared to related technologies, the present disclosure can adjust the virtual ambient light brightness of the game scene by allowing the user to obstruct the camera in the terminal device, thereby enriching the game's interactive methods and enhancing the user's gaming experience.

[0020] It is to be understood that the foregoing general description and the following detailed description are exemplary and explanatory only and are not restrictive of the present disclosure. BRIEF DESCRIPTION OF THE DRAWINGS

[0021] The accompanying drawings are incorporated into and constitute a part of the specification, illustrate embodiments consistent with the present disclosure, and together with the specification, are used to explain the principles of the present disclosure. Obviously, the drawings described below are only some embodiments of the present disclosure, and those skilled in the art can derive other drawings based on these drawings without inventive effort.

[0022] Figure 1 A schematic diagram showing a system structure of an exemplary application environment in which the game scene control method and the game scene control device according to the embodiments of the present disclosure can be applied;

[0023] Figure 2 A schematic diagram showing a flow chart of a game scene control method in an exemplary embodiment of the present disclosure;

[0024] Figure 3 A schematic flow chart illustrating a method for adjusting the brightness of a virtual environment light in a game scene in an exemplary embodiment of the present disclosure;

[0025] Figure 4 A schematic flow chart illustrating a method for adjusting the brightness of a virtual ambient light of a game scene according to an occlusion ratio of a lens in an exemplary embodiment of the present disclosure;

[0026] Figure 5 A schematic flow chart illustrating a method for adjusting the brightness of a virtual ambient light of a game scene according to the amount of light entering a lens in an exemplary embodiment of the present disclosure;

[0027] Figure 6 A schematic flow chart showing a decryption method for a decryption game in an exemplary embodiment of the present disclosure;

[0028] Figure 7 A game screen displayed in a graphical user interface in an exemplary embodiment of the present disclosure is shown;

[0029] Figure 8 Another game screen displayed in a graphical user interface in an exemplary embodiment of the present disclosure is shown;

[0030] Figure 9 A schematic diagram showing the structure of a game scene control device in an exemplary embodiment of the present disclosure is shown;

[0031] Figure 10 A schematic diagram showing the structure of a computer storage medium in an exemplary embodiment of the present disclosure is shown;

[0032] Figure 11 A schematic structural diagram of an electronic device in an exemplary embodiment of the present disclosure is shown. DETAILED DESCRIPTION

[0033] Example embodiments will now be described more fully with reference to the accompanying drawings. However, example embodiments can be implemented in a variety of forms and should not be construed as limited to the examples set forth herein; rather, these embodiments are provided so that the present disclosure will be more comprehensive and complete and will fully convey the concepts of the example embodiments to those skilled in the art. The described features, structures, or characteristics may be combined in any suitable manner in one or more embodiments. In the following description, many specific details are provided to provide a full understanding of the embodiments of the present disclosure. However, those skilled in the art will appreciate that the technical solutions of the present disclosure may be practiced while omitting one or more of the specific details, or that other methods, components, devices, steps, etc. may be employed. In other cases, well-known technical solutions are not shown or described in detail to avoid obscuring various aspects of the present disclosure.

[0034] The terms "a", "an", "the" and "said" are used in this specification to indicate the presence of one or more elements / components / etc.; the terms "including" and "having" are used to express open-ended inclusion and mean that additional elements / components / etc. may exist in addition to the listed elements / components / etc.; the terms "first" and "second" etc. are used only as labels and are not intended to limit the quantity of their objects.

[0035] In addition, the accompanying drawings are merely schematic illustrations of the present disclosure and are not necessarily drawn to scale. Identical reference numerals in the drawings represent identical or similar parts, and thus repeated descriptions thereof will be omitted. Some of the blocks shown in the accompanying drawings are functional entities and do not necessarily correspond to physically or logically separate entities.

[0036] Nowadays, the ways in which users interact with smart terminals are becoming increasingly diverse. In addition to clicking on the screen, there are also other interaction methods such as gyroscopes and AR technology.

[0037] However, for users and games running on smart terminals, such as mobile games, the main way of interaction is still clicking on the screen.

[0038] Taking puzzle games as an example, although most players can control game characters or discover various clues from a first-person perspective, during the game, players still operate the game through the interaction between their fingers and the screen, which makes the game feel immersive and the gaming experience poor.

[0039] This is especially true for horror puzzle games. Because different players experience different environments, the game's intended atmosphere can be significantly diminished. For example, if a player plays in a brightly lit area, the terrifying atmosphere is significantly diminished, ultimately affecting the player's gaming experience.

[0040] The technical solutions provided by the embodiments of the present disclosure overcome the defects existing in the above-mentioned related technologies at least to a certain extent.

[0041] Figure 1 A schematic diagram illustrating a system structure of an exemplary application environment in which the game scene control method and the game scene control device according to the embodiments of the present disclosure can be applied.

[0042] like Figure 1 As shown, system architecture 100 may include multiple terminal devices 101, 102, 103, a network 104, and a server 105. Network 104 is a medium for providing communication links between terminal devices 101, 102, 103 and server 105. Network 104 may include various connection types, such as wireless communication links.

[0043] The terminal devices 101, 102, 103 may be various electronic devices with camera modules and display functions, including but not limited to smart phones, tablet computers, portable computers, wearable electronic devices, etc. The server 105 may be a server that provides various services, such as a cloud server.

[0044] In an exemplary embodiment, taking the case where a game application is currently running in the terminal device 101 as an example, the server 105 can respond to the camera module in the terminal device 101 being in an obstructed state by detecting the amount of light entering the camera module and / or the obstruction ratio, and then determine the target virtual ambient light brightness corresponding to the currently detected amount of light entering and / or the obstruction ratio based on the mapping relationship between the amount of light entering the camera module and / or the obstruction ratio and the virtual ambient light brightness of the game scene in the game. The server 105 can send the determined target virtual ambient light brightness to the virtual ambient light brightness adjustment control in the game currently running on the terminal device, so that the virtual ambient light brightness adjustment control can adjust the virtual ambient light brightness of the game scene in the game application currently running on the terminal device from the current brightness to the target virtual ambient light brightness.

[0045] In another exemplary embodiment, when a game application is currently running in the terminal devices 101, 102, and 103, the processors in the terminal devices 101, 102, and 103 can detect the occlusion state of the lens in the camera module of the terminal device in real time, and calculate the target virtual ambient light brightness of the game scene in the currently running game in real time based on the occlusion state of the lens, and then send the calculation result to the virtual ambient light brightness adjustment control in the game, so that the virtual ambient light brightness adjustment control can automatically adjust the current ambient light brightness of the game scene in the game based on the received target virtual ambient light brightness. In this way, even if the game mechanism does not allow or cannot directly use the occlusion state of the lens of the camera module of the terminal device to adjust the virtual ambient light brightness in the game, the current virtual ambient light brightness of the game scene can be automatically adjusted based on the control of the virtual ambient light brightness adjustment control in the game.

[0046] In another exemplary embodiment, when a game application is currently running in the terminal devices 101, 102, and 103, the game application can directly detect the occlusion of the lens in the camera module of the terminal devices 101, 102, and 103 in real time, and then adjust the brightness of the virtual environment light of the game scene in the game based on the detection results.

[0047] It should be understood that Figure 1 The number of terminal devices, networks and servers in the embodiment is merely illustrative. Any number of terminal devices, networks and servers may be provided as needed. For example, the server 105 may be a server cluster consisting of multiple servers.

[0048] The game scene control method disclosed herein can be executed by a server, or by a terminal device, or by both a server and a terminal device. Similarly, the game scene control device disclosed herein can be arranged in a terminal device, or in a server, or can be arranged partially in a terminal device and partially in a server. This exemplary embodiment does not impose any special limitations on this.

[0049] Figure 2 The following is a flow chart of a game scene control method in an exemplary embodiment of the present disclosure. The game scene control method provided in this embodiment is applied to a terminal device. The terminal device's graphical user interface displays a virtual game screen corresponding to a game scene captured by a virtual camera in a game currently running on the terminal device. The terminal device includes a camera module. Figure 2 , the method comprising:

[0050] Step S210, in response to a lens in a camera module of the terminal device being in a blocked state, detecting an amount of light entering the camera module and / or a blocking ratio;

[0051] Step S220, obtaining a mapping relationship between the incoming light amount and / or the shielding ratio and the virtual ambient light brightness of the game scene;

[0052] Step S230: Based on the mapping relationship, adjust the brightness of the virtual environment light of the game scene in the game currently running on the terminal device.

[0053] exist Figure 2 In the technical solution provided by the illustrated embodiment, by responding to a terminal device's camera module being in an obstructed state, the amount of light entering the camera module and / or the obstruction ratio are detected, and then the virtual ambient light brightness of the game scene in the game currently running on the terminal device is adjusted based on the amount of light entering and / or the obstruction ratio. Compared to related technologies, the present disclosure can adjust the virtual ambient light brightness of the game scene by allowing the user to block the camera in the terminal device, thereby enriching the game interaction method and improving the user's gaming experience.

[0054] The following Figure 2 The specific implementation of each step in the embodiment shown is described in detail:

[0055] In step S210, in response to the fact that the lens in the camera module of the terminal device is in a blocked state, the amount of light entering the camera module and / or the blocking ratio are detected.

[0056] In this disclosure, the camera module of a terminal device can be understood as a device in the terminal device for image acquisition. The camera module of a terminal device may have one or more lenses for image acquisition. The lenses of the camera module of a terminal device can be categorized according to their functions and may include a main camera and a secondary camera. The main camera is the imaging camera, while the secondary camera is mainly used to correct the image of the main camera to enhance the image display effect.

[0057] In an exemplary embodiment, the lens in the camera module of the terminal device being in a blocked state can be understood as the lens of the camera module of the terminal device being partially blocked or completely blocked.

[0058] For example, the game player may cover the lens of the camera module through a touch medium, such as a hand, so that the lens of the camera module of the terminal device is in a covered state.

[0059] When the lens of the camera module of the terminal device is in a blocked state, the amount of light entering the camera module in the current blocked state and / or the blocking ratio of the lens of the camera module in the current blocked state can be detected, so as to adjust the brightness of the virtual environment light in the game according to the currently detected amount of light entering and / or blocking ratio in subsequent steps.

[0060] In an exemplary embodiment, the occlusion ratio is determined based on the occluded portion of the lens and / or the unoccluded portion of the lens.

[0061] In one embodiment, the occlusion ratio is determined based on the occluded portion of the lens by determining a first ratio between the area of ​​the occluded portion of the lens mapped in the graphical user interface and the area of ​​the entire lens mapped in the graphical user interface when no occlusion occurs. In another embodiment, the occlusion ratio is determined based on the unobstructed portion of the lens by determining a second ratio between the area of ​​the unobstructed portion of the lens mapped in the graphical user interface and the area of ​​the entire lens mapped in the graphical user interface when no occlusion occurs. In another embodiment, the occlusion ratio is determined based on the occluded portion of the lens and the unobstructed portion of the lens by determining a third ratio between the area of ​​the occluded portion of the lens mapped in the graphical user interface and the area of ​​the unobstructed portion of the lens, or by determining a fourth ratio between the area of ​​the unobstructed portion of the lens mapped in the graphical user interface and the area of ​​the occluded portion of the lens.

[0062] In an exemplary embodiment, taking the occlusion ratio as the above-mentioned first ratio as an example, when the camera module is in an enabled state, if the touch medium is used to block the main camera of the camera module, the blocked part will form a color block area with the same color as the touch medium in the graphical user interface. The first ratio can be determined based on the ratio of the area of ​​the color block area to the area of ​​the entire graphical user interface.

[0063] In another exemplary embodiment, taking the occlusion ratio as the second ratio as an example, the second ratio may be determined according to the ratio of the area outside the color block area to the area of ​​the entire graphical user interface.

[0064] Similarly, the third ratio can be determined based on the ratio of the area corresponding to the above-mentioned color block area to the area corresponding to the area outside the color block area, and the fourth ratio can be determined based on the ratio of the area corresponding to the area outside the above-mentioned color block area to the area of ​​the color block area.

[0065] It should be noted that although the above-mentioned camera module is in an enabled state, the image captured by the camera module will not be displayed in the graphical user interface. Specifically, the image captured by the camera module can be displayed by a canvas, such as a first canvas (a canvas used to display the game screen in the game development engine). At the same time, the canvas is placed at the bottom layer, and another canvas, such as a second canvas, is used to display the virtual scene screen in the game, and the second canvas is placed above the first canvas. In this way, what is displayed in the graphical user interface is the virtual scene screen. The area of ​​the blocked portion of the lens mapped in the graphical user interface can also be understood as the area of ​​the blocked portion of the lens mapped in the first canvas. The area mapped in the graphical user interface when there is no blocked portion of the entire lens can be understood as the area of ​​the first canvas itself.

[0066] Of course, the occlusion ratio of the lens may also be determined in other ways, which is not particularly limited in this exemplary embodiment.

[0067] Exemplarily, the amount of incoming light can be determined based on the value corresponding to a parameter in the camera module that characterizes the amount of incoming light. For example, the parameter in the camera module of the terminal device that characterizes the amount of incoming light can be detected, and then the value corresponding to the parameter can be obtained to obtain the amount of incoming light. When the lens in the camera module is blocked, the value corresponding to the parameter that characterizes the amount of incoming light in the camera module will also change in real time. Therefore, the amount of incoming light in the camera module of the terminal device in the current blocked state can be determined based on the value corresponding to the parameter.

[0068] The camera module's built-in parameter for characterizing the amount of incoming light may include a light-input parameter corresponding to a built-in light sensor in the camera module. In other words, the camera module's built-in parameter for characterizing the amount of incoming light may be determined based on the built-in light sensor in the camera module.

[0069] It should be noted that the lens in step S210 can be understood as the main camera in the camera module, that is, the imaging camera. Of course, when the amount of light entering the secondary camera can change according to the area blocked by the secondary camera or when the occlusion ratio of the secondary camera can be obtained by other means, the lens in step S210 can also be the secondary camera, and this exemplary embodiment does not specifically limit this.

[0070] In an exemplary embodiment, it can be determined based on the actual ambient light brightness of the actual environment in which the terminal device is currently located whether the step of detecting the amount of light entering the camera module or the step of detecting the occlusion ratio of the lens of the camera module is executed in step S210, or both can be detected.

[0071] Based on this, a specific implementation of step S210 may be: in response to the lens in the camera module of the terminal device being in a blocked state, obtaining the actual ambient light brightness of the real environment in which the terminal device is currently located, and the actual ambient light brightness is determined based on the light sensitivity intensity received by the terminal device; in response to the actual ambient light brightness being less than a first threshold, executing the step of detecting the blocking ratio of the camera module.

[0072] Exemplarily, another specific implementation of step S210 may be: in response to the actual ambient light brightness being not less than the first threshold, executing the step of detecting the occlusion ratio of the camera module and / or executing the step of detecting the amount of light entering the camera module.

[0073] For example, the terminal device's built-in light source sensor can be used to determine the light sensitivity of the terminal device in the real environment, and based on the light sensitivity, the actual ambient light brightness of the real environment the terminal device is currently in can be determined. The greater the light sensitivity, the greater the actual ambient light brightness of the real environment the terminal device is currently in.

[0074] When the actual ambient light brightness of the actual environment in which the terminal device is currently located is relatively high, such as when it is greater than or equal to the first threshold, the change in the value of the light input parameter of the camera module will be more obvious due to the occlusion of the lens of the camera module of the terminal device. At this time, the virtual ambient light brightness of the game scene in the game currently running on the terminal device can be adjusted according to the amount of light input, and the virtual ambient light brightness of the game scene in the game currently running on the terminal device can also be adjusted according to the occlusion ratio. Therefore, it can be customized to determine whether to perform the step of detecting the amount of light input or the step of detecting the occlusion ratio in step S210 at this time according to needs.

[0075] When the actual ambient light brightness of the actual environment in which the terminal device is currently located is relatively low, such as when the terminal device itself is currently in a very dim environment, the value of the light input parameter itself is very small. At this time, even if the lens of the terminal device's camera module is completely blocked, the value of the light input parameter may not be significantly reduced compared to when it is not blocked, and is not enough to adjust the virtual ambient light brightness in the game to achieve the desired effect of the user. At this time, the virtual ambient light brightness in the game currently running on the terminal device can be reduced according to the blockage ratio to achieve the purpose of adjusting the virtual ambient light according to the user's needs. Therefore, the step of detecting the blockage ratio can be performed in step S210.

[0076] In another exemplary embodiment, when the real ambient light brightness is greater than a second threshold, the steps of detecting the occlusion ratio and detecting the amount of incoming light may be performed simultaneously, so that in subsequent steps, the brightness of the virtual ambient light in the game is jointly adjusted based on changes in the occlusion ratio and the amount of incoming light. The second threshold is greater than the first threshold.

[0077] For example, when the ambient light brightness is high, if the virtual ambient light is adjusted only based on the occlusion ratio or only based on the amount of incoming light, it may be difficult to reduce the virtual ambient light brightness to the brightness required by the user. Therefore, the virtual ambient light brightness can be adjusted based on both the occlusion ratio and the amount of incoming light. For example, a first reduction amount of the virtual ambient light brightness is determined based on the change in the occlusion ratio, and a second reduction amount of the virtual ambient light brightness is determined based on the change in the amount of incoming light. The sum of the first reduction amount and the second reduction amount is determined as the target reduction amount of the virtual ambient light brightness. The virtual ambient light brightness is reduced according to the target reduction amount, so that the brightness of the virtual environment can be quickly reduced to the brightness desired by the target user.

[0078] Next, continue to refer to Figure 2 In step S220, a mapping relationship between the incoming light amount and / or the occlusion ratio and the virtual ambient light brightness of the game scene is obtained.

[0079] For example, a first mapping relationship may be used to represent the mapping relationship between the occlusion ratio and the virtual ambient light brightness of the game scene, and a second mapping relationship may be used to represent the mapping relationship between the incoming light amount and the ambient light brightness of the game scene.

[0080] In an exemplary embodiment, it can be determined whether the first mapping relationship, the second mapping relationship, or both the first mapping relationship and the second mapping relationship are obtained in step S220 based on whether the step of detecting the amount of incoming light, the step of detecting the occlusion ratio, or the step of detecting the amount of incoming light and the occlusion ratio is performed in step S210.

[0081] For example, when the step of detecting the amount of incoming light is performed in step S210, the second mapping relationship is obtained in step S220; when the step of detecting the occlusion ratio is performed in step S210, the first mapping relationship is obtained in step S220; when the step of detecting the occlusion ratio and the amount of incoming light is performed in step S210, the first mapping relationship and the second mapping relationship are obtained in step S220.

[0082] In another exemplary embodiment, the steps of detecting the amount of incoming light and detecting the occlusion ratio can be performed simultaneously in step S210, and then in step S220, based on the actual ambient light brightness of the actual environment in which the terminal device is currently located, it is determined whether to execute the step of obtaining the first mapping relationship, the step of obtaining the second mapping relationship, or the step of obtaining both the first mapping relationship and the second mapping relationship.

[0083] Based on this, a specific implementation of step S220 may be: obtaining the real ambient light brightness of the real environment in which the terminal device is currently located, and the real ambient light brightness is determined based on the light sensitivity intensity received by the terminal device; in response to the real ambient light brightness being less than a first threshold, executing the step of obtaining a first mapping relationship.

[0084] Exemplarily, another specific implementation of step S210 may be: in response to the brightness of the actual ambient light being not less than the first threshold, executing the step of acquiring the first mapping relationship and / or the second mapping relationship.

[0085] In step S230, based on the mapping relationship, the brightness of the virtual environment light of the game scene in the game currently running on the terminal device is adjusted.

[0086] For example, Figure 3 A flow chart showing a method for adjusting the brightness of a virtual environment light in a game scene in an exemplary embodiment of the present disclosure is shown. Figure 3 The method may include steps S310 to S330.

[0087] In step S310, the actual ambient light brightness of the actual scene where the terminal device is located is obtained.

[0088] The brightness of the actual ambient light is determined based on the light sensitivity of the terminal device. For example, in the present disclosure, the terminal device used to run the game may include a light source sensor. The brightness of the ambient light in the actual scene in which the terminal device is currently located can be obtained based on the light source sensor of the terminal device. For example, the light sensitivity parameter of the light source sensor of the terminal device can be monitored, and then the value of the light sensitivity parameter can be used as the brightness of the actual ambient light in the actual scene in which the terminal device is currently located.

[0089] As previously mentioned, under normal circumstances, the greater the ambient light brightness of the real scene in which the terminal device is located, that is, the brighter the real environment in which the terminal device is located, the greater the value of the light sensitivity intensity parameter of the terminal device's light source sensor. Therefore, the ambient light brightness of the real scene in which the terminal device is currently located can be measured based on the light sensitivity intensity parameter of the terminal device's light source sensor. For example, the value of the light sensitivity intensity parameter of the light source sensor can be used as the ambient light brightness of the real scene in which the terminal device is currently located.

[0090] Next, in step S320, the initial virtual ambient light brightness of the game scene in the game currently running on the terminal device is determined according to the real ambient light brightness.

[0091] In an exemplary embodiment, a third mapping relationship between the light sensitivity value of the light source sensor of the terminal device and the initial virtual ambient light brightness value of the game scene in the game can be pre-configured. For example, it can be predetermined that the initial virtual ambient light brightness value in the game is proportional to the light sensitivity value of the light source sensor, so that the initial virtual ambient light brightness value of the game scene in the game can be determined based on the light sensitivity value of the monitored light source sensor, and then the game program can render the game scene based on the initial virtual ambient light brightness value to generate a game screen. In this way, the ambient light brightness of the game scene in the game can be determined based on the ambient light brightness of the real scene, so as to achieve a display effect in which the brighter the light in the real environment where the game player is located, the brighter the initial virtual ambient light corresponding to the game scene in the game, and the darker the light in the real environment where the game player is located, the darker the initial virtual ambient light in the game.

[0092] Continue to refer Figure 3 In step S330, based on the mapping relationship and the initial virtual environment light brightness, the virtual environment light brightness of the game scene in the game currently running on the terminal device is adjusted.

[0093] In an exemplary embodiment, the initial virtual ambient light brightness value can be understood as the virtual ambient light brightness corresponding to the virtual game scene in the game currently running on the terminal device when the lens of the camera module of the terminal device is not blocked.

[0094] When the lens in the camera module of the terminal device is in an obstructed state, the current virtual ambient light brightness of the virtual game scene of the game currently running on the terminal device can be determined based on the initial virtual ambient light brightness of the game scene and the acquired mapping relationship, and then the initial virtual ambient light brightness can be adjusted.

[0095] For example, a mapping relationship between the occlusion ratio or light intake of the camera module and the virtual ambient light brightness can be configured in advance based on the initial virtual ambient light brightness of the game scene. For example, the corresponding mapping relationship can be determined as y = a·x, where x represents the occlusion ratio or light intake, a represents the initial virtual ambient light brightness, and y represents the determined current virtual ambient light brightness of the game scene. This allows the ambient light brightness of the game scene to be adjusted from the initial virtual ambient light brightness to the current virtual ambient light brightness corresponding to the current occlusion state.

[0096] In an exemplary embodiment, when the occlusion ratio is determined by the first ratio or the third ratio described above, the occlusion ratio and the brightness of the virtual ambient light are inversely proportional. When the occlusion ratio is determined by the second ratio or the fourth ratio described above, the occlusion ratio and the brightness of the virtual ambient light are directly proportional. In an exemplary embodiment, the amount of incoming light and the brightness of the virtual ambient light are directly proportional.

[0097] Exemplarily, after adjusting the virtual ambient light brightness of the game scene in the game currently running on the terminal device based on the mapping relationship, the method further includes: controlling the change of the virtual ambient light brightness in response to changes in the amount of incoming light and / or the occlusion ratio.

[0098] For example, after adjusting the virtual ambient light brightness in the game currently running on the terminal device from the initial virtual ambient light brightness to the first virtual ambient light brightness based on the mapping relationship, if the user continues to change the occlusion of the lens, so that the occlusion ratio and / or the amount of light entering the lens continues to change, the above-mentioned steps S210 to S230 can be continued to adjust the virtual ambient light brightness from the first virtual ambient light brightness to the second virtual ambient light brightness.

[0099] Next, combine Figures 4 to 8 The specific embodiments of the present disclosure are further described. Figure 4 A flow chart showing a method for controlling a game scene according to a lens occlusion ratio in an exemplary embodiment of the present disclosure is shown. Figure 4 The method may include steps S410 to S420.

[0100] In step S410, a first mapping relationship between the occlusion ratio of the lens in the camera module of the terminal device and the brightness of the virtual ambient light of the game scene is obtained.

[0101] In an exemplary embodiment, a first mapping relationship between the occlusion ratio and the virtual ambient light brightness of the game scene can be pre-configured based on the initial virtual ambient light brightness of the game scene. For example, the first mapping relationship can be determined as y=a·x as described above, where x represents the occlusion ratio, a represents the initial virtual ambient light brightness, and y represents the determined current virtual ambient light brightness of the game scene. That is, y=a·x means that when the occlusion ratio is x, the current virtual ambient light brightness of the game scene can be determined to be y based on the initial virtual ambient light brightness a.

[0102] Among them, the initial virtual ambient light brightness a of the game scene can be determined according to the above-mentioned steps S310 to S320, that is, the initial virtual ambient light brightness of the game scene is related to the real ambient light brightness of the real scene where the current terminal device is located. Of course, the initial virtual ambient light brightness of the game scene can also be a fixed value, that is, it does not change with the change of the real ambient light brightness of the real scene where the terminal device is located. For example, the virtual ambient light brightness of the fixed game scene corresponding to each game link can be configured in advance in the game program, and the virtual ambient light brightness used when rendering the game screen in the game program can be directly obtained, and it can be used as the initial virtual ambient light brightness, without the need to further determine the initial virtual ambient light brightness based on the light source sensor of the terminal device. This exemplary embodiment does not specifically limit this.

[0103] When the initial virtual ambient light brightness of the game scene is related to the real ambient light brightness of the real scene where the current terminal device is located, the virtual ambient light brightness of the game scene in the game running on the terminal will be changed by changing the real ambient light brightness of the real scene where the terminal device is located, and the virtual ambient light brightness of the game scene in the game running on the terminal will be changed by blocking the lens of the camera module of the terminal device. This can increase the adjustment range of the virtual ambient light brightness of the game scene.

[0104] For example, when the virtual ambient light brightness of the game scene in the game currently running on the terminal device cannot achieve the expected effect by simply changing the real ambient light brightness of the real scene in which the terminal device is located, the virtual ambient light brightness of the game scene in the game currently running on the terminal device can be further adjusted based on the blocking operation of the lens of the camera module of the terminal device and the first mapping relationship so that it can achieve the expected effect.

[0105] In another exemplary embodiment, the first mapping relationship may also be a pre-configured first mapping relationship table between the occlusion ratio of the lens and the ambient light brightness of the game scene. Of course, other forms of mapping relationships that can establish a one-to-one correspondence between the occlusion ratio and the ambient light brightness of the game scene are also possible, and this exemplary embodiment is not particularly limited to this.

[0106] After determining the first mapping relationship, during the game, the occlusion ratio of the lens in the camera module of the terminal device can be detected in real time. After determining the current occlusion ratio of the lens in the camera module of the terminal device, the first mapping relationship can be obtained.

[0107] Next, in step S420, based on the first mapping relationship and according to the obtained current occlusion ratio of the lens in the camera module of the terminal device, the brightness of the virtual ambient light of the game scene in the game currently running on the terminal device is adjusted.

[0108] For example, the current occlusion ratio can be substituted into the first mapping relationship mentioned above, so as to determine the current virtual ambient light brightness of the game scene based on the current occlusion ratio, and then the virtual ambient light brightness of the game scene in the game currently running on the terminal device can be adjusted from the initial virtual ambient light brightness to the current virtual ambient light brightness determined based on the current occlusion ratio, so as to realize the occlusion operation of the lens of the camera module of the terminal device based on the user, and adjust the virtual ambient light effect of the game scene in the game currently running on the terminal device to enrich the interactive mode of the game.

[0109] In an exemplary embodiment, the occlusion ratio x in step S410 can be understood as a second ratio between the unoccluded area of ​​the lens in the camera module and the overall area of ​​the lens of the camera module. In this way, the ambient light brightness in the game scene can be reduced according to the user's occlusion operation.

[0110] For example, when the lens is blocked, the first mapping relationship can be used to make the ratio of the adjusted virtual ambient light brightness of the game scene to the initial virtual ambient light brightness of the game scene equal to the ratio of the area of ​​the unblocked portion of the lens to the total area of ​​the lens. Because the ratio of the area of ​​the unblocked portion of the lens to the total area of ​​the lens is less than 1 when the lens is blocked, and the larger the blocked area, the smaller this ratio. Therefore, when the lens is blocked, the adjusted virtual ambient light brightness of the game scene is also less than the initial virtual ambient light brightness, and the greater the blockage, the smaller the adjusted virtual ambient light brightness. Therefore, based on the user's lens blocking operation, the effect of reducing the ambient light brightness of the game scene in the game is achieved.

[0111] Next, Figure 5 A flow chart showing a method for controlling a game scene according to the amount of light entering a lens in an exemplary embodiment of the present disclosure is shown. Figure 5 The method may include steps S510 to S520.

[0112] In step S510, a second mapping relationship between the amount of light entering the lens of the camera module of the terminal device and the brightness of the virtual ambient light of the game scene is obtained.

[0113] For example, a second mapping relationship between the amount of light entering the lens of the camera module and the brightness of the virtual ambient light of the game scene can be pre-configured. As previously described, the second mapping relationship can satisfy a proportional relationship between the amount of light entering the lens and the brightness of the virtual ambient light of the game scene, i.e., the greater the amount of light entering the lens, the greater the brightness of the virtual ambient light of the game scene, and the smaller the amount of light entering the lens, the smaller the brightness of the virtual ambient light of the game scene.

[0114] In an exemplary embodiment, a second mapping relationship between the amount of light entering the lens of the camera module and the virtual ambient light brightness of the game scene can be pre-configured based on the initial virtual ambient light brightness. For example, the second mapping relationship can be determined as y=a·x, where x represents the ratio between the current amount of light entering the lens and the initial amount of light entering when the lens is not blocked, or directly represents the amount of light entering the lens, a represents the initial virtual ambient light brightness, and y represents the determined current virtual ambient light brightness of the game scene.

[0115] Among them, the initial amount of light entering when the lens is not blocked in the second mapping relationship corresponds to the initial virtual ambient light brightness of the game scene, that is, different initial virtual ambient light brightnesses can correspond to different initial amounts of light entering. The initial virtual ambient light brightness can also be determined based on the above-mentioned steps S310 to S320, which will not be repeated here. Similarly, when the initial virtual ambient light brightness in the second mapping relationship is related to the ambient light brightness of the real scene where the terminal device is currently located, the adjustment range of the virtual ambient light brightness of the game scene can be improved according to the second mapping relationship.

[0116] Of course, the initial virtual ambient light brightness in the second mapping relationship may also be a fixed value, that is, it does not change with the change of the actual ambient light brightness of the actual scene where the terminal is located. This exemplary embodiment does not impose any special limitation on this.

[0117] In another exemplary embodiment, the second mapping relationship may also be a pre-configured second mapping relationship table between the amount of light entering the lens and the ambient light brightness of the game scene. Of course, other forms of mapping relationships that can establish a one-to-one correspondence between the amount of light entering the lens and the ambient light brightness of the game scene are also possible, and this exemplary embodiment is not particularly limited to this.

[0118] After determining the second mapping relationship between the amount of incoming light and the ambient light brightness of the game scene, during the game, the current amount of incoming light into the lens can be detected in real time, and then after obtaining the second mapping relationship, the virtual ambient light brightness of the game scene can be adjusted based on the second mapping relationship.

[0119] Next, in step S520, based on the second mapping relationship, the brightness of the virtual ambient light of the game scene in the game currently running on the terminal device is adjusted according to the current light input amount of the lens in the camera module of the terminal device.

[0120] For example, the current amount of incoming light can be substituted into the second mapping relationship mentioned above, so as to determine the current ambient light brightness of the game scene based on the current amount of incoming light, and then the ambient light brightness of the game scene in the game currently running on the terminal device can be adjusted from the initial virtual ambient light brightness to the current virtual ambient light brightness determined based on the current amount of incoming light, so as to realize the user's blocking operation of the lens of the camera module of the terminal device, and adjust the virtual ambient light effect of the game scene in the game currently running on the terminal device, so as to enrich the interactive mode of the game.

[0121] Through the above steps S410 to S420 and S510 to S520, based on the user's blocking operation on the lens of the terminal device's camera module, the current virtual ambient light brightness of the game scene in the game currently running on the terminal device can be determined based on the blocking ratio and the amount of light entering the lens after the blocking, thereby updating the virtual ambient light brightness of the game scene to the current virtual ambient light brightness to render the game screen. This can further implement an interactive method for adjusting the virtual ambient light brightness of the game scene based on the user's blocking operation on the lens.

[0122] In another exemplary embodiment, a game currently running on a terminal device includes a virtual flashlight, which is configured to, in response to a trigger, configure the virtual ambient light brightness of a target area in the game scene to a first brightness. The virtual flashlight can be understood as a prop in the game or a control configured in the game interface, and this exemplary embodiment does not specifically limit this. By triggering the virtual flashlight, the virtual ambient light brightness of the target area in the game scene can be configured to the first brightness.

[0123] Based on this, in an exemplary embodiment, the mapping relationship between the amount of light entering and / or the occlusion ratio of the camera module and the virtual ambient light brightness of the game scene may include: a mapping relationship between the amount of light entering and / or the occlusion ratio and the virtual ambient light brightness of the entire game scene. In this way, the virtual ambient light brightness of the entire game scene can be adjusted according to the amount of light entering and / or the occlusion ratio. In other words, the virtual ambient light brightness of the game scene displayed in the graphical user interface is consistent.

[0124] In an exemplary embodiment, the mapping relationship between the amount of light entering and / or the occlusion ratio of the camera module and the virtual ambient light brightness of the game scene can be understood as, and can also include: a mapping relationship between the amount of light entering and / or the occlusion ratio and the virtual ambient light brightness of the target area controlled by the virtual flashlight. Thereby, the virtual ambient light brightness in the target area associated with the virtual flashlight in the game scene can be changed based on the change in the amount of light entering and / or the occlusion ratio. That is to say, if the graphical user interface displays a game scene containing a target area, and the virtual flashlight is in a triggered state, the virtual ambient light brightness of the target area in the graphical user interface is different from the virtual ambient light brightness of other areas.

[0125] The target area can be customized based on needs and can be fixed or variable. For example, the target area can be understood as the area within the illumination range of a virtual flashlight. When a game character controlled by a game account holds a virtual flashlight, the area within the virtual flashlight's illumination range will change as the game character moves. In other words, the target area can change with the game character's movement. In this case, the target area is variable.

[0126] Based on this, a specific implementation of step S230 may include: based on the mapping relationship, adjusting the brightness of the virtual ambient light of the target area from the first brightness to the second brightness by using the virtual flashlight.

[0127] For example, a virtual flashlight can be pre-configured in the game, and the brightness of the virtual flashlight can be associated with the occlusion ratio and / or the amount of light entering the lens of the terminal device. In this way, the brightness of the virtual ambient light in the target area can be controlled by the brightness of the virtual flashlight based on the occlusion of the lens.

[0128] The first brightness described above can be understood as the initial brightness of the target area after the virtual flashlight is triggered. That is, when there is no obstruction in the lens, the virtual ambient light brightness of the target area is the first brightness. When there is an obstruction in the lens, the virtual ambient light brightness of the target area controlled by the virtual flashlight can be adjusted from the first brightness to the second brightness based on the first mapping relationship and / or the second mapping relationship described above, depending on the changes in the obstruction ratio and / or the amount of incoming light.

[0129] In an exemplary embodiment, the terminal device also includes a lighting module. After adjusting the virtual ambient light brightness of the target area from the first brightness to the second brightness through the virtual flashlight based on the mapping relationship, the method also includes: responding to the brightness adjustment operation of the lighting module in the terminal device, based on the mapping relationship between the incoming light amount and the virtual environment brightness of the game scene, adjusting the virtual ambient light brightness of the target area from the second brightness to a third brightness through the virtual flashlight.

[0130] For example, during the game, the game player can trigger the control control of the lighting module in the terminal device to turn on the lighting device in the terminal device, such as a flashlight, a flashlight, etc. When the brightness of the lighting module is adjustable, the brightness of the real ambient light in the real environment of the terminal device is changed by adjusting the brightness of the lighting module, thereby changing the amount of light entering the camera module. Then, through the change in the amount of light entering the camera module, based on the above-mentioned second mapping relationship, the mapping relationship between the amount of light entering and the virtual ambient light brightness of the game scene, the virtual ambient light brightness of the target area in the game scene can be changed.

[0131] When the brightness of the lighting module is not adjustable, compared to when the lighting module is not turned on, after turning on the lighting module, the actual ambient light brightness of the real environment in which the terminal device is located will change, and thus the amount of light entering the camera module will also change. Then, through the change in the amount of light entering the camera module, based on the above-mentioned second mapping relationship, that is, the mapping relationship between the amount of light entering and the virtual ambient light brightness of the game scene, the virtual ambient light brightness of the target area in the game scene is changed.

[0132] When the lens is not blocked or the blocked area is the same, the amount of light entering the camera module will definitely increase when the light module is turned on compared to when it is not. Therefore, the virtual ambient light brightness of the target area corresponding to the virtual flashlight can be increased by controlling the light module in the terminal device. Furthermore, the lens blocking operation can be combined with the adjustment of the camera module light brightness to expand the adjustment range of the virtual ambient light brightness of the target area.

[0133] By adjusting the brightness of the lighting module, the virtual flashlight in the game can simulate the effect of a real flashlight, so as to adjust the brightness of the virtual ambient light in the target area of ​​the game scene, enhance the user's game interaction experience, and enrich the game's interaction methods.

[0134] In an exemplary embodiment, the game scene control method provided by the present disclosure may further include: in response to the virtual ambient light brightness of the game scene meeting a first preset condition, controlling the target game character in the game to perform a target game action.

[0135] For example, the operation of controlling one or more target game characters to perform target game actions can be pre-associated with the brightness of the virtual environment of the game scene. For example, it can be pre-configured that when the brightness of the virtual environment of the game scene is less than a first preset value, game character A can be automatically controlled to perform action B. When the user adjusts the occlusion area of ​​the camera module of the terminal device during the game so that the adjusted virtual environment brightness is less than the first preset value, game character A can be automatically controlled to perform action B.

[0136] In an exemplary embodiment, the game currently running on the terminal device of the present disclosure includes a decryption game. For example, the control method of the game scene provided by the exemplary embodiment of the present disclosure can realize the decryption of the decryption game. As shown in the figure, Figure 6 A flowchart showing a decryption method for a decryption game in an exemplary embodiment of the present disclosure is shown. Figure 6 The decryption method of the decryption game may include steps S610 to S620.

[0137] In step S610, in response to a change in the occlusion area of ​​a lens of a camera module of the terminal device, the brightness of the virtual ambient light of a game scene in a game currently running on the terminal device is adjusted;

[0138] In step S620, in response to the virtual environment light brightness of the game scene meeting a second preset condition, decryption clues and / or decryption elements corresponding to the second preset condition are displayed in the graphical user interface of the terminal device.

[0139] For example, in the present disclosure, in response to a touch-sensitive medium adjusting the occlusion area of ​​a lens in a camera module of a terminal device, the amount of light entering the camera module and / or the occlusion ratio after the occlusion area is adjusted are detected, thereby changing the brightness of the virtual environment light according to the detected amount of light entering the camera module and / or the occlusion ratio. The touch-sensitive medium may include a gamer's finger or other medium capable of occluding the lens, and this exemplary embodiment does not specifically limit this.

[0140] In other words, game players can adjust the brightness of the virtual environment in the game by continuously adjusting the occlusion area of ​​the camera module lens.

[0141] In an exemplary embodiment, some decryption elements and / or decryption clues can be pre-configured so that they can only be displayed when the brightness value of the virtual environment of the game scene is less than a second preset value. In this way, when the player increases the area of ​​​​blocking the lens of the camera module, the blocking ratio will increase and the amount of light entering will decrease, so the brightness of the virtual environment of the game scene will also decrease. When the brightness value of the virtual environment of the game scene decreases to less than the second preset value, the corresponding decryption elements and / or decryption clues can be displayed in the graphical user interface. Figure 7 and Figure 8 As shown, when the virtual environment brightness of the game scene is changed from Figure 7 Adjust to Figure 8 The brightness shown is Figure 8 The game screen shown displays a decryption element 81 .

[0142] Players can perform decryption operations based on the currently displayed decryption clues, or perform corresponding game operations based on the currently displayed decryption elements. First, they obtain the decryption clues corresponding to the currently displayed decryption elements, and then perform the game operations corresponding to the decryption clues to perform decryption.

[0143] In another exemplary embodiment, in response to the ambient light brightness satisfying a second preset condition, a decryption operation corresponding to the decryption element and / or decryption clue displayed on the game screen of the graphical user interface is executed.

[0144] For example, the decryption operations of some decryption elements and / or decryption clues can be pre-associated with the ambient light brightness of the first game scene. In this way, when the ambient light brightness of the game scene reaches a second preset value, the decryption operation corresponding to the decryption element and / or decryption clue can be automatically executed, and then the screen after the decryption operation is performed on the decryption element and / or decryption clue can be directly displayed in the graphical user interface.

[0145] Through the above-mentioned steps S610 to S620, a new interactive method can be provided for decryption games. Players can control the ambient light brightness of the game scene by changing the area covering the camera, and then decrypt certain game clues in the game based on the change in the ambient light brightness of the game scene reaching a second preset value to promote the progress of the decryption game.

[0146] In this disclosure, by allowing players to block the camera lens, the ambient light brightness of the game scene can be flexibly adjusted to the desired level, thereby meeting the varying needs of different players for the ambient light brightness of the game scene. This enriches the game's interactive methods and enhances the player's gaming experience. For example, in horror games, players can adjust the brightness of the virtual ambient light of the game scene to a level that allows them to feel more immersed in the game, thereby enhancing their gaming experience.

[0147] For example, some players want the virtual ambient light of the game scene of horror games to be darker to make their gaming experience more exciting. They can block the camera more to reduce the brightness of the virtual ambient light of the game scene. Some players like to play horror games but are relatively timid, so they want the virtual ambient light of the game scene to be brighter to reduce their fear. In this case, they can block the camera less or not at all to meet their needs for the atmosphere of the game scene.

[0148] Those skilled in the art will appreciate that all or part of the steps implementing the above embodiments can be implemented as a computer program executed by a CPU. When executed by the CPU, the computer program performs the functions defined in the method provided by the present invention. The program can be stored in a computer-readable storage medium, such as a read-only memory, a magnetic disk, or an optical disk.

[0149] Furthermore, it should be noted that the aforementioned figures are merely illustrative of the processes included in the method according to exemplary embodiments of the present invention and are not intended to be limiting. It is readily understood that the processes illustrated in the aforementioned figures do not indicate or limit the temporal order of these processes. Furthermore, it is readily understood that these processes may be executed synchronously or asynchronously, for example, in multiple modules.

[0150] Figure 9 FIG. 1 is a schematic diagram showing the structure of a game scene control device in an exemplary embodiment of the present disclosure. Figure 9 The device 900 may include: an occlusion state detection module 910, a mapping relationship acquisition module 920, and a virtual ambient light brightness adjustment module 930.

[0151] The occlusion state detection module 910 is configured to detect the amount of light entering the camera module and / or the occlusion ratio in response to the lens of the camera module of the terminal device being in an occlusion state, wherein the occlusion ratio is determined based on the occluded portion of the lens and / or the unoccluded portion of the lens;

[0152] A mapping relationship acquisition module 920 is configured to acquire a mapping relationship between the incoming light amount and / or the occlusion ratio and the virtual ambient light brightness of the game scene;

[0153] The virtual environment light brightness adjustment module 930 is configured to adjust the virtual environment light brightness of the game scene in the game currently running on the terminal device based on the mapping relationship.

[0154] In some exemplary embodiments of the present disclosure, based on the aforementioned embodiments, the device further includes: a virtual ambient light brightness control module, which can be configured to: after adjusting the virtual ambient light brightness of the game scene in the game currently running on the terminal device based on the mapping relationship, control the change of the virtual ambient light brightness in response to changes in the amount of incoming light and / or the occlusion ratio.

[0155] In some exemplary embodiments of the present disclosure, based on the aforementioned embodiments, the mapping relationship acquisition module 920 can be specifically configured to: in response to the lens in the camera module of the terminal device being in an occluded state, obtain the real ambient light brightness of the real environment in which the terminal device is currently located, and the real ambient light brightness is determined based on the photosensitivity of the terminal device; in response to the real ambient light brightness being less than a first threshold, execute the step of detecting the occlusion ratio of the camera module.

[0156] In some exemplary embodiments of the present disclosure, based on the aforementioned embodiments, the game includes a virtual flashlight, which is used to configure the virtual ambient light brightness of the target area in the game scene to the first ambient light brightness in response to a trigger; the virtual ambient light brightness adjustment module 930 can also be specifically configured to: based on the mapping relationship, adjust the virtual ambient light brightness of the target area from the first brightness to the second brightness through the virtual flashlight.

[0157] In some exemplary embodiments of the present disclosure, the terminal device also includes a lighting module. Based on the aforementioned embodiments, the device also includes a virtual ambient light brightness adjustment module for the target area, which module is specifically configured to: after adjusting the virtual ambient light brightness of the target area from the first brightness to the second brightness through the virtual flashlight based on the mapping relationship, in response to the brightness adjustment operation of the lighting module in the terminal device, adjust the virtual ambient light brightness of the target area from the second brightness to the third brightness through the virtual flashlight.

[0158] In an exemplary embodiment of the present disclosure, based on the aforementioned embodiment, the device further includes a target game action execution module, which can be configured to: in response to the virtual ambient light brightness of the game scene meeting a first preset condition, control the target game character in the game to perform a target game action.

[0159] In an exemplary embodiment of the present disclosure, based on the aforementioned embodiment, the game includes a decryption game. Based on this, the device may further include a decryption module, which may be specifically configured to: in response to the virtual environment light brightness of the game scene meeting a second preset condition, display decryption clues and / or decryption elements corresponding to the preset condition in the graphical user interface of the terminal device.

[0160] In an exemplary embodiment of the present disclosure, based on the aforementioned scheme, the virtual environment light brightness adjustment module 930 can also be specifically configured to: obtain the real environment light brightness of the real scene in which the terminal device is located, and the real environment light brightness is determined based on the photosensitivity of the terminal device; determine the initial virtual environment light brightness of the game scene in the game currently running on the terminal device according to the environment light brightness of the real scene; and adjust the virtual environment light brightness of the game scene in the game currently running on the terminal device based on the mapping relationship and the initial virtual environment light brightness.

[0161] The specific details of each module in the above-mentioned game scene control device have been described in detail in the corresponding game scene control method, so they will not be repeated here.

[0162] Through the above implementation, the ambient light brightness of the game scene can be flexibly adjusted to the level the player wants based on the player's blocking operation of the lens, so as to adapt to the different requirements of different players for the ambient light brightness of the game scene, enrich the game's interaction method, and at the same time improve the player's gaming experience.

[0163] It should be noted that although several modules or units of the device for action execution are mentioned in the detailed description above, this division is not mandatory. In fact, according to the embodiments of the present disclosure, the features and functions of two or more modules or units described above can be concretized in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided into multiple modules or units to be concretized.

[0164] Furthermore, although the steps of the method of the present disclosure are described in a particular order in the accompanying drawings, this does not require or imply that the steps must be performed in this particular order, or that all steps shown must be performed to achieve the desired results. Additionally or alternatively, some steps may be omitted, multiple steps may be combined into one step, and / or one step may be decomposed into multiple steps.

[0165] Through the description of the above embodiments, it is easy for those skilled in the art to understand that the example embodiments described herein can be implemented by software or by combining software with necessary hardware. Therefore, the technical solution according to the embodiments of the present disclosure can be embodied in the form of a software product, which can be stored in a non-volatile storage medium (which can be a CD-ROM, a USB flash drive, a mobile hard disk, etc.) or on a network, and includes several instructions to enable a computing device (which can be a personal computer, a server, a mobile terminal, or a network device, etc.) to execute the method according to the embodiments of the present disclosure.

[0166] In exemplary embodiments of the present disclosure, a computer-readable storage medium capable of implementing the above-described method is also provided. A program product capable of implementing the above-described method of this specification is stored on the medium. In some possible embodiments, various aspects of the present disclosure may also be implemented in the form of a program product, which includes program code. When the program product is executed on a terminal device, the program code is used to cause the terminal device to execute the steps according to various exemplary embodiments of the present disclosure described in the "Exemplary Methods" section of this specification, for example:

[0167] In response to a lens in a camera module of a terminal device being in a blocked state, the amount of light entering the camera module and / or the blocking ratio are detected, wherein the blocking ratio is determined based on the blocked portion of the lens and / or the unblocked portion of the lens; a mapping relationship between the amount of light entering and / or the blocking ratio and the virtual ambient light brightness of the game scene is obtained; and based on the mapping relationship, the virtual ambient light brightness of the game scene in the game currently running on the terminal device is adjusted.

[0168] Optionally, after adjusting the virtual ambient light brightness of the game scene in the game currently running on the terminal device based on the mapping relationship, the method further includes: controlling the change of the virtual ambient light brightness in response to changes in the amount of incoming light and / or the occlusion ratio.

[0169] Optionally, the lens in the camera module of the responding terminal device is in a blocked state, and the amount of light entering the camera module and / or the blocking ratio are detected, including: the lens in the camera module of the responding terminal device is in a blocked state, obtaining the real ambient light brightness of the real environment in which the terminal device is currently located, and the real ambient light brightness is determined based on the photosensitivity of the terminal device; in response to the real ambient light brightness being less than a first threshold, executing the step of detecting the blocking ratio of the camera module.

[0170] Optionally, the game includes a virtual flashlight, which is used to configure the virtual ambient light brightness of the target area in the game scene to a first brightness in response to a trigger; adjusting the virtual ambient light brightness of the game scene in the game currently running on the terminal device based on the mapping relationship includes: based on the mapping relationship, adjusting the virtual ambient light brightness of the target area from the first brightness to the second brightness through the virtual flashlight.

[0171] Optionally, the terminal device also includes a lighting module. After adjusting the virtual ambient light brightness of the target area from the first brightness to the second brightness through the virtual flashlight based on the mapping relationship, the method also includes: responding to the brightness adjustment operation of the lighting module, adjusting the virtual ambient light brightness of the target area from the second brightness to a third brightness through the virtual flashlight.

[0172] Optionally, the method further includes: in response to the virtual ambient light brightness of the game scene satisfying a first preset condition, controlling the target game character in the game to perform a target game action.

[0173] Optionally, the game includes a decryption game, and the method further includes: in response to the virtual environment light brightness of the game scene meeting a second preset condition, displaying decryption clues and / or decryption elements corresponding to the second preset condition in the graphical user interface of the terminal device.

[0174] Optionally, adjusting the virtual ambient light brightness of the game scene in the game currently running on the terminal device based on the mapping relationship includes: obtaining the real ambient light brightness of the real scene in which the terminal device is located, and the real ambient light brightness is determined based on the photosensitivity of the terminal device; determining the initial virtual ambient light brightness of the game scene in the game currently running on the terminal device according to the real ambient light brightness; and adjusting the virtual ambient light brightness of the game scene in the game currently running on the terminal device based on the mapping relationship and the initial virtual ambient light brightness.

[0175] Through the above implementation, the ambient light brightness of the game scene can be flexibly adjusted to the level the player wants based on the player's blocking operation of the lens, so as to adapt to the different requirements of different players for the ambient light brightness of the game scene, enrich the game's interaction method, and at the same time improve the player's gaming experience.

[0176] refer to Figure 10As shown, a program product 1000 for implementing the above method according to an embodiment of the present disclosure is described. The program product 1000 may be a portable compact disc read-only memory (CD-ROM) and include program code, and may be run on a terminal device, such as a personal computer. However, the program product of the present disclosure is not limited thereto. In this document, a readable storage medium may be any tangible medium containing or storing a program that can be used by or in conjunction with an instruction execution system, apparatus, or device.

[0177] The program product may be implemented in any combination of one or more readable media. The readable medium may be a readable signal medium or a readable storage medium. The readable storage medium may be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, device, or component, or any combination thereof. More specific examples (a non-exhaustive list) of readable storage media include: an electrical connection with one or more wires, a portable disk, a hard disk, a random access memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a portable compact disk read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination thereof.

[0178] A computer-readable signal medium may include a data signal propagated in baseband or as part of a carrier wave, which carries readable program code. Such propagated data signals may take a variety of forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination thereof. A readable signal medium may also be any readable medium other than a readable storage medium that can transmit, propagate, or transfer a program for use by or in conjunction with an instruction execution system, apparatus, or device.

[0179] The program code embodied on the readable medium may be transmitted using any appropriate medium, including but not limited to wireless, wireline, optical fiber cable, RF, etc., or any suitable combination of the foregoing.

[0180] The program code for performing the operations of the present disclosure may be written in any combination of one or more programming languages, including object-oriented programming languages ​​such as Java, C++, and the like, as well as conventional procedural programming languages ​​such as "C" or similar programming languages. The program code may be executed entirely on the user computing device, partially on the user device, as a stand-alone software package, partially on the user computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving a remote computing device, the remote computing device may be connected to the user computing device via any type of network, including a local area network (LAN) or a wide area network (WAN), or may be connected to an external computing device (e.g., via the Internet using an Internet service provider).

[0181] In addition, in an exemplary embodiment of the present disclosure, an electronic device capable of implementing the above method is also provided.

[0182] Those skilled in the art will appreciate that various aspects of the present disclosure may be implemented as systems, methods, or program products. Therefore, various aspects of the present disclosure may be implemented in the following forms: a complete hardware implementation, a complete software implementation (including firmware, microcode, etc.), or a combination of hardware and software implementations, which may be collectively referred to herein as "circuits," "modules," or "systems."

[0183] Refer to the following Figure 11 1100 according to this embodiment of the present disclosure will be described. Figure 11 The electronic device 1100 shown is merely an example and should not limit the functions and scope of use of the embodiments of the present disclosure.

[0184] like Figure 11 As shown, electronic device 1100 is implemented as a general-purpose computing device. Components of electronic device 1100 may include, but are not limited to, the aforementioned at least one processing unit 1110, the aforementioned at least one storage unit 1120, a bus 1130 connecting various system components (including storage unit 1120 and processing unit 1110), and a display unit 1140.

[0185] The storage unit stores program codes, which can be executed by the processing unit 1110, so that the processing unit 1110 performs the steps described in the "Exemplary Method" section of the present disclosure according to various exemplary embodiments. For example, the processing unit 1110 can perform the following steps: Figure 2As shown in: Step S210, obtaining the blocking state of the lens in the camera module of the terminal device; Step S220, adjusting the ambient light brightness of the game scene in the game currently running on the terminal device according to the blocking state of the lens.

[0186] The storage unit 1120 may include a readable medium in the form of a volatile storage unit, such as a random access memory unit (RAM) 11201 and / or a cache memory unit 11202 , and may further include a read-only memory unit (ROM) 11203 .

[0187] The storage unit 1120 may also include a program / utility 11204 having a set (at least one) of program modules 8205, such program modules 11205 including but not limited to: an operating system, one or more application programs, other program modules, and program data, each of which or some combination may include an implementation of a network environment.

[0188] The bus 1130 may represent one or more of several types of bus structures, including a memory bus or memory controller, a peripheral bus, an accelerated graphics port, a processing unit, or a local bus using any of a variety of bus architectures.

[0189] The electronic device 1100 can also communicate with one or more external devices 1200 (e.g., a keyboard, a pointing device, a Bluetooth device, etc.), one or more devices that enable a user to interact with the electronic device 1100, and / or any device that enables the electronic device 1100 to communicate with one or more other computing devices (e.g., a router, a modem, etc.). Such communication can occur via an input / output (I / O) interface 1150. Furthermore, the electronic device 1100 can also communicate with one or more networks (e.g., a local area network (LAN), a wide area network (WAN), and / or a public network such as the Internet) via a network adapter 1160. As shown, the network adapter 1160 communicates with other modules of the electronic device 1100 via a bus 1130. It should be understood that, although not shown in the figure, other hardware and / or software modules can be used in conjunction with the electronic device 1100, including but not limited to microcode, device drivers, redundant processing units, external disk drive arrays, RAID systems, tape drives, and data backup storage systems.

[0190] Through the description of the above embodiments, it is easy for those skilled in the art to understand that the example embodiments described herein can be implemented by software or by combining software with necessary hardware. Therefore, the technical solution according to the embodiments of the present disclosure can be embodied in the form of a software product, which can be stored in a non-volatile storage medium (which can be a CD-ROM, a USB flash drive, a mobile hard disk, etc.) or on a network, and includes several instructions to enable a computing device (which can be a personal computer, a server, a terminal device, or a network device, etc.) to execute the method according to the embodiments of the present disclosure, for example:

[0191] In response to a lens in a camera module of a terminal device being in a blocked state, the amount of light entering the camera module and / or the blocking ratio are detected, wherein the blocking ratio is determined based on the blocked portion of the lens and / or the unblocked portion of the lens; a mapping relationship between the amount of light entering and / or the blocking ratio and the virtual ambient light brightness of the game scene is obtained; and based on the mapping relationship, the virtual ambient light brightness of the game scene in the game currently running on the terminal device is adjusted.

[0192] Optionally, after adjusting the virtual ambient light brightness of the game scene in the game currently running on the terminal device based on the mapping relationship, the method further includes: controlling the change of the virtual ambient light brightness in response to changes in the amount of incoming light and / or the occlusion ratio.

[0193] Optionally, the lens in the camera module of the responding terminal device is in a blocked state, and the amount of light entering the camera module and / or the blocking ratio are detected, including: the lens in the camera module of the responding terminal device is in a blocked state, obtaining the real ambient light brightness of the real environment in which the terminal device is currently located, and the real ambient light brightness is determined based on the photosensitivity of the terminal device; in response to the real ambient light brightness being less than a first threshold, executing the step of detecting the blocking ratio of the camera module.

[0194] Optionally, the game includes a virtual flashlight, which is used to configure the virtual ambient light brightness of the target area in the game scene to a first brightness in response to a trigger; adjusting the virtual ambient light brightness of the game scene in the game currently running on the terminal device based on the mapping relationship includes: based on the mapping relationship, adjusting the virtual ambient light brightness of the target area from the first brightness to the second brightness through the virtual flashlight.

[0195] Optionally, the terminal device also includes a lighting module. After adjusting the virtual ambient light brightness of the target area from the first brightness to the second brightness through the virtual flashlight based on the mapping relationship, the method also includes: responding to the brightness adjustment operation of the lighting module, adjusting the virtual ambient light brightness of the target area from the second brightness to a third brightness through the virtual flashlight.

[0196] Optionally, the method further includes: in response to the virtual ambient light brightness of the game scene satisfying a first preset condition, controlling the target game character in the game to perform a target game action.

[0197] Optionally, the game includes a decryption game, and the method further includes: in response to the virtual environment light brightness of the game scene meeting a second preset condition, displaying decryption clues and / or decryption elements corresponding to the second preset condition in the graphical user interface of the terminal device.

[0198] Optionally, adjusting the virtual ambient light brightness of the game scene in the game currently running on the terminal device based on the mapping relationship includes: obtaining the real ambient light brightness of the real scene in which the terminal device is located, and the real ambient light brightness is determined based on the photosensitivity of the terminal device; determining the initial virtual ambient light brightness of the game scene in the game currently running on the terminal device according to the real ambient light brightness; and adjusting the virtual ambient light brightness of the game scene in the game currently running on the terminal device based on the mapping relationship and the initial virtual ambient light brightness.

[0199] Through the above implementation, the ambient light brightness of the game scene can be flexibly adjusted to the level the player wants based on the player's blocking operation of the lens, so as to adapt to the different requirements of different players for the ambient light brightness of the game scene, enrich the game's interaction method, and at the same time improve the player's gaming experience.

[0200] Furthermore, the figures above are merely illustrative of the processes included in the methods according to exemplary embodiments of the present disclosure and are not intended to be limiting. It is readily understood that the processes illustrated in the figures above do not indicate or limit the temporal order of these processes. Furthermore, it is readily understood that these processes may be executed synchronously or asynchronously, for example, in multiple modules.

[0201] Other embodiments of the present disclosure will readily occur to those skilled in the art after considering the specification and practicing the invention disclosed herein. This application is intended to cover any variations, uses, or adaptations of the present disclosure that follow from the general principles of the present disclosure and include common knowledge or customary techniques in the art not disclosed herein. The description and examples are to be considered as exemplary only, with the true scope and spirit of the present disclosure being indicated by the claims.

Claims

1. A game scene control method, characterized in that: include: In response to a lens in a camera module of a terminal device being in a blocked state, detecting an amount of light entering the camera module and / or a blocking ratio, wherein the blocking ratio is determined based on a blocked portion of the lens and / or an unblocked portion of the lens; Obtaining a mapping relationship between the incoming light amount and / or the occlusion ratio and the virtual ambient light brightness of the game scene; Based on the mapping relationship, adjusting the brightness of the virtual ambient light of the game scene in the game currently running on the terminal device; In response to changes in the amount of incoming light and / or the shading ratio, controlling the change in the brightness of the virtual ambient light; Wherein, the camera module is a device in the terminal device for image acquisition; Adjusting the virtual ambient light brightness of the game scene in the game currently running on the terminal device based on the mapping relationship includes: obtaining the real ambient light brightness of the real scene in which the terminal device is located, and the real ambient light brightness is determined based on the photosensitivity of the terminal device; determining the initial virtual ambient light brightness of the game scene in the game currently running on the terminal device according to the real ambient light brightness; and adjusting the virtual ambient light brightness of the game scene in the game currently running on the terminal device based on the mapping relationship and the initial virtual ambient light brightness.

2. The game scene control method according to claim 1, characterized in that: The step of responding to a camera module of the terminal device being in a blocked state and detecting an amount of light entering the camera module and / or a blocking ratio thereof includes: In response to a lens in a camera module of a terminal device being in an obstructed state, obtaining a real ambient light brightness of a real environment in which the terminal device is currently located, where the real ambient light brightness is determined based on a light sensitivity intensity of the terminal device; In response to the brightness of the actual ambient light being less than a first threshold, a step of detecting the occlusion ratio of the camera module is executed.

3. The game scene control method according to any one of claims 1 to 2, characterized in that: The game includes a virtual flashlight, and the virtual flashlight is used to configure the brightness of the virtual ambient light of the target area in the game scene to a first brightness in response to a trigger; The adjusting, based on the mapping relationship, the brightness of the virtual ambient light of the game scene in the game currently running on the terminal device includes: Based on the mapping relationship, the virtual ambient light brightness of the target area is adjusted from the first brightness to the second brightness through the virtual flashlight.

4. The game scene control method according to claim 3, characterized in that: The terminal device further includes a lighting module. After adjusting the virtual ambient light brightness of the target area from the first brightness to the second brightness using the virtual flashlight based on the mapping relationship, the method further includes: In response to the brightness adjustment operation of the lighting module, the brightness of the virtual ambient light of the target area is adjusted from the second brightness to a third brightness through the virtual flashlight.

5. The game scene control method according to claim 1, characterized in that: The method further comprises: In response to the virtual ambient light brightness of the game scene meeting a first preset condition, a target game character in the game is controlled to perform a target game action.

6. The game scene control method according to claim 1, characterized in that: The game includes a decryption game, and the method further includes: In response to the virtual environment light brightness of the game scene meeting a second preset condition, decryption clues and / or decryption elements corresponding to the second preset condition are displayed in the graphical user interface of the terminal device.

7. A game scene control device, characterized in that: include: an occlusion state detection module, configured to detect, in response to a lens in a camera module of a terminal device being in an occlusion state, an amount of light entering the camera module and / or an occlusion ratio, wherein the occlusion ratio is determined based on a portion of the lens that is occluded and / or a portion of the lens that is not occluded; a mapping relationship acquisition module, configured to acquire a mapping relationship between the incoming light amount and / or the occlusion ratio and the virtual ambient light brightness of the game scene; a virtual environment light brightness adjustment module, configured to adjust the virtual environment light brightness of the game scene in the game currently running on the terminal device based on the mapping relationship, wherein the camera module is a device in the terminal device for image acquisition; a virtual ambient light brightness control module, configured to control and change the virtual ambient light brightness in response to changes in the amount of incoming light and / or the shading ratio; Adjusting the virtual ambient light brightness of the game scene in the game currently running on the terminal device based on the mapping relationship includes: obtaining the real ambient light brightness of the real scene in which the terminal device is located, and the real ambient light brightness is determined based on the photosensitivity of the terminal device; determining the initial virtual ambient light brightness of the game scene in the game currently running on the terminal device according to the real ambient light brightness; and adjusting the virtual ambient light brightness of the game scene in the game currently running on the terminal device based on the mapping relationship and the initial virtual ambient light brightness.

8. A computer-readable storage medium having a computer program stored thereon, characterized in that: When the program is executed by a processor, the game scene control method according to any one of claims 1 to 6 is implemented.

9. An electronic device, characterized in that: include: one or more processors; A storage device for storing one or more programs, which, when executed by the one or more processors, enables the one or more processors to implement the game scene control method as described in any one of claims 1 to 6.

Citation Information

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