Virtual scene construction method and device, electronic equipment, medium and product

By constructing virtual doors in the real world to enter virtual game scenes, the problem of insufficient fun in existing games is solved, an immersive gaming experience is achieved, and the user's entertainment effect is enhanced.

CN115990335BActive Publication Date: 2026-06-02DOUYIN VISION CO LTD

Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
DOUYIN VISION CO LTD
Filing Date
2021-10-19
Publication Date
2026-06-02

AI Technical Summary

Technical Problem

The existing gameplay is not very fun and the user experience is inadequate.

Method used

By responding to the game launch event, a virtual door is constructed in the real world to enter the game's virtual scene, realizing the 'crossing' between the real world and the game world. The game's virtual scene is displayed when the user triggers the virtual door, enhancing the immersive experience.

Benefits of technology

It enhances the game's fun and the user's entertainment experience by allowing users to experience virtual game scenes in the real world, thereby increasing their immersion and interactivity.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The present disclosure relates to a method and device for constructing a virtual scene, electronic equipment, medium and product, the method comprising: in response to a game starting event, displaying a first interface corresponding to a real scene, the first interface including a positioning icon; in response to triggering the positioning icon on the first interface, constructing a virtual door into a game virtual scene on the first interface; and in response to triggering the virtual door, displaying the game virtual scene. By responding to the game starting event triggered by the user, a virtual door into the game virtual scene is constructed in the real world, realizing the "crossing" between the scene of the real world and the virtual scene of the game world, enabling the user to immerse in the game, and by responding to the triggering of the virtual door by the user, the game virtual scene is displayed, facilitating the user to effectively experience the virtual scene of the game world in the scene of the real world, enhancing the interest of the game, thereby improving the user's entertainment experience.
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Description

Technical Field

[0001] This disclosure relates to the field of computer technology, and more particularly to a method, apparatus, electronic device, medium, and product for constructing a virtual scene. Background Technology

[0002] When users enjoy an interactive game, they primarily experience the game through different game characters.

[0003] For example, when a user needs to play games, they can open the game client on their smart device and select a predefined game character and experience mode to simulate the game.

[0004] However, the existing ways of playing games are not very fun. Summary of the Invention

[0005] To solve the above-mentioned technical problems, or at least partially solve them, this disclosure provides a method, apparatus, electronic device, medium, and product for constructing virtual scenes.

[0006] Firstly, this disclosure provides a method for constructing a virtual scene, including:

[0007] In response to the game start event, a first interface corresponding to the real scene is displayed, which includes a location icon;

[0008] In response to the triggering of the location icon on the first interface, a virtual door for entering the game virtual scene is constructed on the first interface;

[0009] In response to the triggering of the virtual door, the game virtual scene is displayed.

[0010] In one possible design, prior to constructing a virtual door for entering the game's virtual scene on the first interface in response to a triggering of the location icon on the first interface, the method further includes:

[0011] The first interface is updated based on the movement of the terminal device.

[0012] In one possible design, displaying the game virtual scene in response to triggering the virtual door includes:

[0013] Select the interaction scene type on the first interface. The interaction scene type corresponds to different game virtual scenes.

[0014] In response to the triggering of the virtual door, the game virtual scene corresponding to the interaction scene type is displayed.

[0015] In one possible design, the step of displaying the game virtual scene corresponding to the interaction scene type in response to the triggering of the virtual door includes:

[0016] When the distance between the position coordinates of the virtual collider and the position coordinates of the virtual door is less than a first preset threshold, the game virtual scene corresponding to the interaction scene type is displayed, wherein the virtual collider is set at a preset position of the terminal device in the game virtual scene.

[0017] In one possible design, after displaying the game's virtual scene, the process further includes:

[0018] Obtain the position information of the virtual collider;

[0019] Based on the position information of the virtual collider and the position information of real objects in the real scene, a collision warning message is determined.

[0020] In one possible design, determining the collision warning information based on the position information of the virtual collider and the position information of real objects in the real scene includes:

[0021] When the distance between the position coordinates of the virtual collider and the position coordinates of the real object in the real scene is less than a second preset threshold, a first prompt message is displayed on the target interface corresponding to the virtual game scene.

[0022] In one possible design, displaying the first prompt information on the target interface corresponding to the game's virtual scene includes:

[0023] The coordinate area of ​​the real object is highlighted in the target interface corresponding to the virtual game scene;

[0024] Alternatively, an anti-collision indicator icon may be displayed at the location of the real object in the target interface corresponding to the virtual game scene.

[0025] In one possible design, determining the collision warning information based on the position information of the virtual collider and the position information of real objects in the real scene includes:

[0026] When the distance between the position coordinates of the virtual collider and the position coordinates of the real object in the real scene is less than a second preset threshold, a second prompt message is generated, which is used to provide an anti-collision sound warning.

[0027] Secondly, this disclosure provides a device for constructing virtual scenes, comprising:

[0028] The first display module is used to respond to the game start event and display a first interface corresponding to the real scene, the first interface including a location icon;

[0029] A construction module is used to construct a virtual door for entering the game virtual scene on the first interface in response to the triggering of the positioning icon on the first interface;

[0030] The second display module is used to display the game virtual scene in response to the triggering of the virtual door.

[0031] One possible design also includes: an update module;

[0032] The update module is used to update the first interface based on the mobile terminal device.

[0033] In one possible design, the second display module includes: a selection unit and a display unit;

[0034] The selection unit is used to select the interaction scene type on the first interface, and the interaction scene type corresponds to different game virtual scenes;

[0035] The display unit is used to display the game virtual scene corresponding to the interaction scene type in response to the triggering of the virtual door.

[0036] In one possible design, the display unit is specifically used for:

[0037] When the distance between the position coordinates of the virtual collider and the position coordinates of the virtual door is less than a first preset threshold, the game virtual scene corresponding to the interaction scene type is displayed, wherein the virtual collider is set at a preset position of the terminal device in the game virtual scene.

[0038] In one possible design, it also includes: an acquisition module and a determination module;

[0039] The acquisition module is used to acquire the position information of the virtual collider;

[0040] The determination module is used to determine collision warning information based on the position information of the virtual collider and the position information of real objects in the real scene.

[0041] In one possible design, the module is defined specifically for:

[0042] When the distance between the position coordinates of the virtual collider and the position coordinates of the real object in the real scene is less than a second preset threshold, a first prompt message is displayed on the target interface corresponding to the virtual game scene.

[0043] In one possible design, the module is defined specifically for:

[0044] The coordinate area of ​​the real object is highlighted in the target interface corresponding to the virtual game scene;

[0045] Alternatively, an anti-collision indicator icon may be displayed at the location of the real object in the target interface corresponding to the virtual game scene.

[0046] In one possible design, the module is defined specifically for:

[0047] When the distance between the position coordinates of the virtual collider and the position coordinates of the real object in the real scene is less than a second preset threshold, a second prompt message is generated, which is used to provide an anti-collision sound warning.

[0048] Thirdly, this disclosure provides an electronic device, including: a memory and a processor; the memory is used to store program instructions; the processor is used to invoke the program instructions in the memory to cause the electronic device to execute the method for constructing a virtual scene in the first aspect and any possible design of the first aspect.

[0049] Fourthly, this disclosure provides a computer storage medium including computer instructions that, when executed on an electronic device, cause the electronic device to perform the method for constructing a virtual scene in any possible design of the first aspect.

[0050] Fifthly, this disclosure provides a computer program product that, when run on a computer, causes the computer to execute the method for constructing a virtual scene in the first aspect and any possible design of the first aspect.

[0051] The virtual scene construction method, apparatus, electronic device, medium, and product provided in this disclosure construct a virtual door in the real world to enter the virtual game scene in response to a game start event triggered by a user. This enables "crossing" between the real-world scene and the virtual scene of the game world, allowing users to experience the game immersively. By responding to the user's triggering of the virtual door, the virtual game scene is displayed, facilitating the user's effective experience of the virtual scene of the game world while in the real-world scene, enhancing the fun of the game, and thus improving the user's entertainment experience. Attached Figure Description

[0052] The accompanying drawings, which are incorporated in and form a part of this specification, illustrate embodiments consistent with this disclosure and, together with the description, serve to explain the principles of this disclosure.

[0053] To more clearly illustrate the technical solutions in the embodiments of this disclosure or the prior art, the accompanying drawings used in the description of the embodiments or the prior art will be briefly introduced below. Obviously, for those skilled in the art, other drawings can be obtained based on these drawings without creative effort.

[0054] Figure 1 A flowchart illustrating a method for constructing a virtual scene according to an embodiment of this disclosure;

[0055] Figure 2 A flowchart illustrating another method for constructing a virtual scene provided in this embodiment of the disclosure;

[0056] Figure 3 This is a schematic diagram illustrating the display of a location icon interface provided in an embodiment of this disclosure;

[0057] Figure 4 A schematic diagram illustrating the display of a virtual door interface provided in an embodiment of this disclosure;

[0058] Figure 5 A flowchart illustrating another method for constructing a virtual scene provided in this embodiment of the disclosure;

[0059] Figures 6A-6I This is a schematic diagram showing the display of game virtual scenes corresponding to different interaction scenario types provided in the embodiments of this disclosure;

[0060] Figure 7 A schematic diagram of the structure of the virtual scene construction apparatus provided in the embodiments of this disclosure. Detailed Implementation

[0061] To better understand the above-mentioned objectives, features, and advantages of this disclosure, the solutions disclosed herein will be further described below. It should be noted that, unless otherwise specified, the embodiments and features described herein can be combined with each other.

[0062] Numerous specific details are set forth in the following description in order to provide a full understanding of this disclosure, but this disclosure may also be implemented in other ways different from those described herein; obviously, the embodiments in the specification are only some, and not all, of the embodiments of this disclosure.

[0063] For example, this disclosure provides a method, apparatus, electronic device, medium, and product for constructing virtual scenes. These methods can construct a virtual door in the real world to enter a virtual game scene in response to a user-triggered game launch event, enabling a "crossing" between real-world scenes and virtual game scenes. This allows users to experience the game immersively. Furthermore, by responding to the user's triggering of the virtual door, the virtual game scene is displayed, facilitating effective user experience of the virtual game scene within a real-world setting. This enhances the game's fun and, consequently, improves the user's entertainment experience.

[0064] The method for constructing the virtual scene disclosed herein is executed by a client installed in an electronic device. This electronic device can move independently or with the user, and can be, for example, a tablet computer, mobile phone, wearable device, in-vehicle device, augmented reality (AR) / virtual reality (VR) device, laptop computer, ultra-mobile personal computer (UMPC), netbook, personal digital assistant (PDA), etc. This disclosure does not impose any restrictions on the specific type of electronic device.

[0065] This disclosure does not limit the type of operating system for electronic devices. For example, Android and iOS systems are included.

[0066] Please see Figure 1 , Figure 1 This is a flowchart illustrating a method for constructing a virtual scene according to an embodiment of this disclosure. Figure 1 As shown, the method for constructing a virtual scene provided in this disclosure may include:

[0067] S110, In response to the game start event, display the first interface corresponding to the real scene, which includes a location icon.

[0068] The first interface is a camera view of the real-world scene captured by the terminal device's camera when the game starts.

[0069] like Figure 2 As shown in the example, when a user opens the game client and enters game mode, a camera on the user's terminal device will capture a scene in the real world where the user is located, displaying a location icon.

[0070] The location icon can be displayed at a specific location on the shooting interface, allowing users to pinpoint the location of the virtual door.

[0071] Among them, the location icon can be like Figure 2 The circular shape 1 shown in the example is displayed on the first interface. Alternatively, a shape other than the shape included in a shooting interface can be displayed on the first interface to provide visual guidance to the user.

[0072] In addition, the location icon can be highlighted on the first screen, thereby effectively increasing the visibility of the location icon on the first screen.

[0073] The way to highlight the location icon can include the following methods.

[0074] In some embodiments, highlighting the location icon can be achieved by using a brighter color to emphasize the border and content of the location icon.

[0075] In other embodiments, the highlighting of the location icon can be achieved by setting the location icon to flash sequentially with varying brightness levels.

[0076] In some other embodiments, the highlighting of the location icon can be achieved by setting the border of the location icon to be enlarged and reduced sequentially.

[0077] S120, In response to the triggering of the location icon on the first interface, construct a virtual door on the first interface for entering the game virtual scene.

[0078] Among them, the virtual door in the game's virtual scene can be built at a location in the real world scene, and is used by users to switch the current scene from the real world scene to the virtual scene in the game world through the virtual door.

[0079] Virtual doors in game virtual scenes can be used to transition between the real world and the game world, and vice versa.

[0080] For example, in the scene transition from the real world to the game world, the virtual door can serve as a virtual entrance for the user to enter the game world from the real world, and in the scene transition from the game world to the real world, the virtual door can serve as a virtual exit for the user to return from the game world to the real world.

[0081] It should be noted that the location of the virtual door can be determined based on the area captured by the camera of the user's terminal device.

[0082] For example, when a user opens the game client installed on a terminal device, the game client's display interface will show the area captured by the terminal device's camera. The virtual door can be constructed at an unobstructed location within that area. For instance, if the area is a flat plain, the virtual door can be constructed at a location on that flat plain and displayed on the game client's display interface, making it easy for the user to find quickly.

[0083] Users can perform trigger operations on the first interface to activate the location icon on the first interface.

[0084] For example, users can trigger the location icon in the first interface to achieve logical triggering of the location icon in the first interface.

[0085] As another example, the user can perform a trigger operation at any location on the first interface to achieve logical triggering of the location icon on the first interface.

[0086] The triggering operation may include: single click, double click, swipe, etc. This disclosure does not limit this.

[0087] Among them, virtual doors in game virtual scenes can be like Figure 3 As shown in the example, the display position of the virtual door on the first interface can correspond to the display position of the location icon on the first interface.

[0088] For example, the display position of the virtual door in the first interface may be the same as the display position of the positioning icon in the first interface, or the display position of the virtual door in the first interface may be different from the display position of the positioning icon in the first interface. For example, a position that can accommodate the entire outline of the virtual door is determined according to the display area of ​​the first interface as the display position of the virtual door in the first interface.

[0089] Therefore, by using a location icon to mark the display position of the virtual door in the first interface, a virtual door to enter the game virtual scene is constructed on the first interface after the location icon is triggered on the first interface, making it easier for users to accurately locate the virtual door in the virtual scene leading to the game world.

[0090] S130, In response to the triggering of the virtual door, display the game virtual scene.

[0091] When the electronic device receives a user's trigger on the virtual door, it can display the virtual game scene on the current display interface of the game client, making it convenient for the user's mobile terminal device to experience and browse the virtual objects in the virtual game scene.

[0092] The game's virtual scenes can be filled with pre-made 3D materials, which may include custom-created 3D models. The data visitor performs topology analysis, updates the 3D models, and exports the corresponding output format of the models to the texture drawing software. The models then draw the corresponding textures. If the models contain biological characters, the models and characters are bound together. According to the needs of the animation, the bones are placed and the weights are drawn. For some characters involving cloth simulation, the weight control part and the solution control part are distinguished by vertex maps. For the fluid part, the fluid sequence simulated in the 3D software can be processed by image encoding and exported as the corresponding vertex animation sequence.

[0093] Users can trigger the virtual door by approaching it or by giving it a command.

[0094] The indicated actions may include: single click, double click, swipe, etc. This disclosure does not limit them.

[0095] It should be noted that the game client can contain one or more virtual game scenes, and users can choose the virtual game scene they want to experience.

[0096] Furthermore, the correspondence between virtual doors and game virtual scenes can be one-to-one, allowing users to enter different game virtual scenes through different virtual doors. Specifically, the display icons for virtual doors corresponding to different game virtual scenes can be different.

[0097] For example, a virtual door corresponds to a unique game virtual scene. When a user triggers a virtual door, the electronic device can display the game virtual scene corresponding to that virtual door to the user.

[0098] Multiple virtual doors can be displayed simultaneously on the game client's screen, each with a different identifier for easy user selection. Alternatively, one virtual door can be displayed at a time on the game client's screen, allowing users to select the desired door by sliding their selection across multiple virtual doors.

[0099] In addition, the correspondence between virtual doors and game virtual scenes can be one-to-many, making it convenient for users to enter different game virtual scenes through a single virtual door.

[0100] For example, the correspondence between a virtual door and a game virtual scene can be one-to-one, making it convenient for users to enter different game virtual scenes through a single virtual door.

[0101] The virtual scene construction method provided in this disclosure constructs a virtual door in the real world to enter the virtual game scene in response to a game start event triggered by a user, realizing "crossing" between the real world scene and the virtual scene of the game world. This allows users to experience the game in an immersive way. By responding to the user's triggering of the virtual door, the virtual game scene is displayed, which facilitates the user's effective experience of the virtual scene of the game world while in the real world scene, enhancing the fun of the game and thus improving the user's entertainment experience.

[0102] Figure 4 This is a flowchart illustrating another method for constructing a virtual scene according to an embodiment of this disclosure. Based on the above embodiments, this embodiment further includes, before S120, the method of this embodiment may include:

[0103] S111. Update the first screen based on the mobile terminal device.

[0104] In this scenario, users can move around in a real-world scene while holding the terminal device. As a result, the location icon will be re-displayed on the new shooting interface along with the user's movement trajectory, allowing the first interface to update as the terminal device moves.

[0105] For example, the current shooting interface of the terminal device is area A. After the terminal device moves, the current shooting interface changes to area B. At this time, the electronic device can re-determine the position of the location icon in area B to update the first interface, thereby ensuring that the first interface always contains the location icon during the movement of the terminal device.

[0106] It should be noted that region A and region B can be the same shooting area, meaning that the area contained in region A completely overlaps with the area contained in region B.

[0107] Alternatively, region A and region B can be different shooting regions, where the areas contained in region A and region B can partially overlap, or the areas contained in region A and region B can be completely independent.

[0108] Figure 5 This is a flowchart illustrating another method for constructing a virtual scene according to an embodiment of this disclosure. This embodiment is based on the above embodiments, and one possible implementation of step S130 is as follows:

[0109] S1301. Select the interaction scene type on the first interface. The interaction scene type corresponds to different game virtual scenes.

[0110] Among them, electronic devices can display the type of interactive scene on the first interface of the game client, making it easier for users to select the virtual game scene they want to experience.

[0111] Each interactive scene type can correspond to one or more virtual game scenes. For example, if the interactive scene type is adventure, the corresponding virtual game scenes could be haunted house adventure, jungle adventure, etc.

[0112] Users can select an interaction scene type by triggering an interaction scene type on the first interface. After selecting an interaction scene type, if that interaction scene type corresponds to multiple game virtual scenes, then multiple game virtual scenes can continue to be displayed on the first interface for the user to choose from. If the interaction scene type corresponds to only one game virtual scene, the electronic device can directly respond to the triggering of the virtual door and display the game virtual scene corresponding to that interaction scene type.

[0113] In addition, users can also select at least two interaction scene types by triggering at least two interaction scene types on the first interface. At this time, the reservation mode can be entered. After the electronic device responds to the trigger of the virtual door, it can display the game virtual scene corresponding to the first interaction scene selected by the user in the game client. After the user has finished experiencing the interaction scene, it will continue to display the game virtual scene corresponding to the second interaction scene, thereby effectively improving the continuity of the user's game experience.

[0114] S1302. In response to the triggering of the virtual door, display the game virtual scene corresponding to the interaction scene type.

[0115] There can be multiple virtual game scenes, as shown in the following example.

[0116] Example 1 Figure 6A This is the display interface for a virtual scene in an adventure game. Upon entering the virtual door, users can move their terminal devices by walking on the ground in the real-world scene and rotating them to observe virtual objects in the game's virtual scene. When entering a darker virtual scene, a lighting device will be attached to the game's camera position to illuminate the haunted house environment. The area covered by the lighting device is visible to the user, while the area outside is invisible to the user.

[0117] Some games add particle effects to their virtual scenes to effectively enhance the atmosphere. See particle effects for examples. Figure 6B The example shown is particle 2.

[0118] Users can pick up items in the scene by tapping the screen. They can also switch between and drop items based on specified actions displayed on the screen. Furthermore, they can control items and attack enemies by tapping designated areas on the screen. Figure 6C An example display is shown.

[0119] Example 2 Figure 6D This is the display interface for a virtual game scene resembling a primeval forest. Figure 6E This is the display interface for a virtual scene in a futuristic game world. Figure 6F This is the display interface for a game virtual scene depicting the surface of Mars. Figure 6G This is the display interface for a game virtual scene depicting the surface of the moon. Figure 6H This is a display interface for a virtual game scene depicting the summit of Mount Everest, where users can move and observe.

[0120] Additionally, during the experience, users can choose to end the experience themselves, or the experience can automatically end upon completion of the task. In this case, a message such as "..." will be displayed on the screen. Figure 6I The example interface shows a user being able to exit the virtual door and return to the real-world scene.

[0121] Based on the description of the above embodiments, a virtual collider can be set at a preset position in the virtual game scene on the user's terminal device. The virtual collider can be used to detect the positional distance between the terminal device and the virtual door.

[0122] In this embodiment, optionally, in response to the triggering of the virtual door, the game virtual scene corresponding to the interaction scene type is displayed, including:

[0123] When the distance between the position coordinates of the virtual collider and the position coordinates of the virtual door is less than a first preset threshold, the game virtual scene corresponding to the interaction scene type is displayed.

[0124] Users can move the terminal device by walking on the ground in the real world. When the distance between the position coordinates of the virtual collider and the position coordinates of the virtual door is less than a first preset threshold, the electronic device can display the game virtual scene corresponding to the interaction scene type on the first interface.

[0125] The first preset threshold can be a variable value set based on experience requirements, and this disclosure does not limit it.

[0126] After constructing the virtual door in the first interface, the virtual scene of the game world corresponding to the real world is also completed. The terminal device will exist simultaneously in both the virtual scene of the game world and the scene of the real world. However, the virtual collision detection system on the terminal device will detect the positional relationship between the terminal device and real objects in the real world in real time.

[0127] Therefore, after the virtual door is constructed, the distance between the position coordinates of the virtual collider and the position coordinates of the virtual door is detected in real time. When the conditions for opening the virtual door are met, the virtual door is opened and the game virtual scene corresponding to the interaction scene type is directly displayed, which is convenient for entering the game experience without being aware of it.

[0128] In real-world scenarios, users only see the virtual door model itself. After entering the door, they can see the virtual scene of the game world. This disclosure is based on the performance of ColorMask in OpenGL, such as Shader, to make the surrounding walls have only depth clipping but not be rendered. This generates invisible walls around the virtual door. That is, the area wrapped by the invisible walls cannot be rendered but retains depth, but does not affect the user's exploration of the virtual scene from the inside.

[0129] As users navigate through virtual doors to experience the game's virtual scenes, the virtual collider can also detect the position information of real objects in the real scene to provide collision avoidance prompts to the user.

[0130] In this embodiment, optionally, after displaying the game's virtual scene, the method further includes:

[0131] Obtain the position information of the virtual collider;

[0132] Based on the position information of the virtual collider and the position information of real objects in the real scene, a collision warning message is determined.

[0133] The virtual collider can be a collision detection sphere that surrounds the terminal device to detect whether the virtual reality anchor point of each frame is inside the current circular detection area.

[0134] Alternatively, the virtual collider can be a collision detection sphere placed outside the terminal device. By monitoring the relative distance between the collision detection sphere and static objects in the real world in real time, it can determine whether to issue a collision avoidance warning.

[0135] The virtual collider's position information changes as the user moves. Based on the real-time changing position information of the virtual collider and the position information of real objects in the real scene, collision warning information is determined, which facilitates providing collision safety warnings to users during the game experience and ensures the safety of users' gaming experience.

[0136] The specific implementation forms of collision warning information may include the following:

[0137] In some embodiments, collision warning information is determined based on the position information of the virtual collider and the position information of real objects in the real scene, including:

[0138] When the distance between the position coordinates of the virtual collider and the position coordinates of the real object in the real scene is less than the second preset threshold, the first prompt message is displayed in the target interface corresponding to the virtual game scene.

[0139] The electronic device can monitor the position coordinates of the virtual collider in real time and obtain the position coordinates of real objects in the real scene in real time. It can determine the distance between the position coordinates of the virtual collider and the position coordinates of real objects in the real scene. When the distance between the position coordinates of the virtual collider and the position coordinates of real objects in the real scene is less than a second preset threshold, the first prompt information is displayed on the target interface corresponding to the virtual game scene to attract the user's attention, thereby realizing the anti-collision warning prompt to the user.

[0140] The second preset threshold can be a variable value set based on experience requirements, and this disclosure does not limit it.

[0141] The first prompt message displayed on the target interface corresponding to the game's virtual scene may include:

[0142] Highlight the coordinates of the real object in the target interface corresponding to the virtual game scene;

[0143] Alternatively, display a collision avoidance indicator icon at the location of the real object in the target interface corresponding to the game's virtual scene.

[0144] Among them, electronic devices can display the first prompt information on the target interface corresponding to the virtual scene of the game, so that users can notice real objects in the real-world scene during the game experience, thereby avoiding the problem of users being unintentionally injured by real objects in the real-world scene during the game experience.

[0145] Among these features, electronic devices can highlight the coordinates of real objects in the target interface corresponding to the virtual game scene.

[0146] For example, the electronic device can display the coordinate area of ​​a real object in the target interface corresponding to the virtual game scene by setting a brighter color, or the electronic device can display the coordinate area of ​​a real object in the target interface corresponding to the virtual game scene by setting the brightness of the coordinate area of ​​the real object, or the electronic device can display the coordinate area of ​​a real object in the target interface corresponding to the virtual game scene by setting the border of the coordinate area of ​​the real object to be enlarged and reduced sequentially.

[0147] Among them, electronic devices can display anti-collision indicator icons at the locations of real objects in the target interface corresponding to the virtual game scene.

[0148] For example, an electronic device can display a warning icon at the location of a real object in the target interface corresponding to the virtual game scene. The size of the warning icon can be set according to the coordinate area of ​​the real object, or the color depth of the warning icon can be set according to the coordinate area of ​​the real object to distinguish the size of the real object, thereby providing a quantitative reminder to the user.

[0149] In other embodiments, collision warning information is determined based on the position information of the virtual collider and the position information of real objects in the real scene, including:

[0150] When the distance between the position coordinates of the virtual collider and the position coordinates of the real object in the real scene is less than a second preset threshold, a second prompt message is generated, which is used to provide an anti-collision sound warning.

[0151] The electronic device can monitor the position coordinates of the virtual collider in real time and obtain the position coordinates of real objects in the real scene in real time. It can determine the distance between the position coordinates of the virtual collider and the position coordinates of real objects in the real scene. When the distance between the position coordinates of the virtual collider and the position coordinates of real objects in the real scene is less than a second preset threshold, a second prompt message is generated to directly remind the user to pay attention. Thus, it can provide the user with an effective and accurate anti-collision warning.

[0152] The second preset threshold can be a variable value set based on experience requirements, and this disclosure does not limit it.

[0153] It should be noted that the second prompt can be an audio warning, which allows for more effective collision avoidance warnings without affecting the user's gaming experience.

[0154] The second prompt message can be implemented in various ways, including the following methods.

[0155] In some embodiments, when the distance between the position coordinates of the virtual collider and the position coordinates of the real object in the real scene is less than a second preset threshold, the electronic device may generate a voice warning message. The voice warning message may include the position coordinates of the real object in the real scene relative to the user's orientation, such as being to the user's left or right.

[0156] In other embodiments, the electronic device can generate a vibration warning when it detects that the distance between the position coordinates of the virtual collider and the position coordinates of the real object in the real scene is less than a second preset threshold. As the distance between the position coordinates of the virtual collider and the position coordinates of the real object in the real scene becomes smaller, the vibration intensity increases. Thus, by using the vibration method of the terminal device to remind the user of collision avoidance events during the game experience, the user can choose a different walking path in the game experience.

[0157] Figure 7 This is a schematic diagram of the structure of a virtual scene construction device provided in this disclosure, such as... Figure 7 As shown, the virtual scene construction device 700 of this embodiment includes: a first display module 710, a construction model 720, and a second display module 730, wherein:

[0158] The first display module 710 is used to respond to a game start event and display a first interface corresponding to the real scene, the first interface including a location icon;

[0159] The construction module 720 is configured to construct a virtual door for entering the game virtual scene on the first interface in response to the triggering of the positioning icon on the first interface.

[0160] The second display module 730 is used to display the game virtual scene in response to the triggering of the virtual door.

[0161] In this embodiment, optionally, an update module may also be included;

[0162] The update module is used to update the first interface based on the mobile terminal device.

[0163] In this embodiment, optionally, the second display module 730 includes: a selection unit and a display unit;

[0164] The selection unit is used to select the interaction scene type on the first interface, and the interaction scene type corresponds to different game virtual scenes;

[0165] The display unit is used to display the game virtual scene corresponding to the interaction scene type in response to the triggering of the virtual door.

[0166] In this embodiment, optionally, the display unit is specifically used for:

[0167] When the distance between the position coordinates of the virtual collider and the position coordinates of the virtual door is less than a first preset threshold, the game virtual scene corresponding to the interaction scene type is displayed, wherein the virtual collider is set at a preset position of the terminal device in the game virtual scene.

[0168] In this embodiment, optionally, the device further includes: an acquisition module and a determination module;

[0169] The acquisition module is used to acquire the position information of the virtual collider;

[0170] The determination module is used to determine collision warning information based on the position information of the virtual collider and the position information of real objects in the real scene.

[0171] In this embodiment, optionally, the determining module is specifically used for:

[0172] When the distance between the position coordinates of the virtual collider and the position coordinates of the real object in the real scene is less than a second preset threshold, a first prompt message is displayed on the target interface corresponding to the virtual game scene.

[0173] In this embodiment, optionally, the determining module is specifically used for:

[0174] The coordinate area of ​​the real object is highlighted in the target interface corresponding to the virtual game scene;

[0175] Alternatively, an anti-collision indicator icon may be displayed at the location of the real object in the target interface corresponding to the virtual game scene.

[0176] In this embodiment, optionally, the determining module is specifically used for:

[0177] When the distance between the position coordinates of the virtual collider and the position coordinates of the real object in the real scene is less than a second preset threshold, a second prompt message is generated, which is used to provide an anti-collision sound warning.

[0178] The virtual scene construction apparatus provided in this disclosure can execute the above method embodiments. For its specific implementation principle and technical effects, please refer to the above method embodiments. This disclosure will not repeat them here.

[0179] For example, this disclosure provides an electronic device including: one or more processors; a memory; and one or more computer programs; wherein the one or more computer programs are stored in the memory; and when the one or more processors execute the one or more computer programs, the electronic device enables the virtual scene construction method of the preceding embodiments.

[0180] For example, this disclosure provides a chip system applied to an electronic device including a memory and a sensor; the chip system includes: a processor; and the method for constructing a virtual scene according to the preceding embodiments.

[0181] For example, this disclosure provides a computer-readable storage medium having a computer program stored thereon, which, when executed by a processor, enables an electronic device to implement the virtual scene construction method of the preceding embodiments.

[0182] For example, this disclosure provides a computer program product that, when run on a computer, causes the computer to execute the virtual scene construction method of the preceding embodiments.

[0183] In the above embodiments, all or part of the functionality can be implemented by software, hardware, or a combination of software and hardware. When implemented using software, it can be implemented wholly or partially in the form of a computer program product. A computer program product includes one or more computer instructions. When the computer program instructions are loaded and executed on a computer, all or part of the flow or function according to the embodiments of this disclosure is generated. The computer can be a general-purpose computer, a special-purpose computer, a computer network, or other programmable device. The computer instructions can be stored in a computer-readable storage medium. The computer-readable storage medium can be any available medium that a computer can access or a data storage device such as a server or data center that integrates one or more available media. The available medium can be a magnetic medium (e.g., floppy disk, hard disk, magnetic tape), an optical medium (e.g., DVD), or a semiconductor medium (e.g., solid-state disk (SSD)).

[0184] It should be noted that, in this document, relational terms such as "first" and "second" are used merely to distinguish one entity or operation from another, and do not necessarily require or imply any such actual relationship or order between these entities or operations. Furthermore, the terms "comprising," "including," or any other variations thereof are intended to cover non-exclusive inclusion, such that a process, method, article, or apparatus that comprises a list of elements includes not only those elements but also other elements not expressly listed, or elements inherent to such a process, method, article, or apparatus. Without further limitations, an element defined by the phrase "comprising one..." does not exclude the presence of other identical elements in the process, method, article, or apparatus that includes said element.

[0185] The above description is merely a specific embodiment of this disclosure, enabling those skilled in the art to understand or implement it. Various modifications to these embodiments will be readily apparent to those skilled in the art, and the general principles defined herein may be implemented in other embodiments without departing from the spirit or scope of this disclosure. Therefore, this disclosure is not to be limited to the embodiments described herein, but is to be accorded the widest scope consistent with the principles and novel features disclosed herein.

Claims

1. A method for constructing a virtual scene, characterized in that, include: In response to the game start event, a first interface corresponding to the real scene is displayed, which includes a location icon; In response to the triggering of the location icon on the first interface, a virtual door for entering the game virtual scene is constructed on the first interface; In response to the triggering of the virtual door, the game virtual scene is displayed, wherein the number of the game virtual scenes is one or more, and the correspondence between the virtual door and the game virtual scene is one-to-one, so that the user can enter the game virtual scene corresponding to the virtual door through any of the virtual doors; The step of displaying the game virtual scene in response to the triggering of the virtual door includes: Select the interaction scene type on the first interface. The interaction scene type corresponds to different game virtual scenes. In response to the triggering of the virtual door, the game virtual scene corresponding to the interaction scene type is displayed; The step of displaying the game virtual scene corresponding to the interaction scene type in response to the triggering of the virtual door includes: When the distance between the position coordinates of the detected virtual collider and the position coordinates of the virtual door is less than a first preset threshold, the game virtual scene corresponding to the interaction scene type is displayed. The user's terminal device is equipped with a virtual collider at a preset position in the virtual game scene. The virtual collider is used to detect the positional distance between the user's terminal device and the virtual door. After displaying the game's virtual scene, the method further includes: Obtain the position information of the virtual collider; Based on the position information of the virtual collider and the position information of real objects in the real scene, a collision warning message is determined.

2. The method according to claim 1, characterized in that, Before constructing a virtual door for entering the game's virtual scene on the first interface in response to the triggering of the location icon on the first interface, the method further includes: The first interface is updated based on the movement of the terminal device.

3. The method according to claim 1, characterized in that, The step of determining collision warning information based on the position information of the virtual collider and the position information of real objects in the real scene includes: When the distance between the position coordinates of the virtual collider and the position coordinates of the real object in the real scene is less than a second preset threshold, a first prompt message is displayed on the target interface corresponding to the virtual game scene.

4. The method according to claim 3, characterized in that, The step of displaying the first prompt information on the target interface corresponding to the game's virtual scene includes: The coordinate area of ​​the real object is highlighted in the target interface corresponding to the virtual game scene; Alternatively, an anti-collision indicator icon may be displayed at the location of the real object in the target interface corresponding to the virtual game scene.

5. The method according to claim 1, characterized in that, The step of determining collision warning information based on the position information of the virtual collider and the position information of real objects in the real scene includes: When the distance between the position coordinates of the virtual collider and the position coordinates of the real object in the real scene is less than a second preset threshold, a second prompt message is generated, which is used to provide an anti-collision sound warning.

6. A device for constructing a virtual scene, characterized in that, include: The first display module is used to respond to the game start event and display a first interface corresponding to the real scene, the first interface including a location icon; A construction module is used to construct a virtual door for entering the game virtual scene on the first interface in response to the triggering of the positioning icon on the first interface; The second display module is used to display the game virtual scene in response to the triggering of the virtual door, wherein the number of the game virtual scenes is one or more, and the correspondence between the virtual door and the game virtual scene is one-to-one, so that the user can enter the game virtual scene corresponding to the virtual door through any of the virtual doors; The step of displaying the game virtual scene in response to the triggering of the virtual door includes: Select the interaction scene type on the first interface. The interaction scene type corresponds to different game virtual scenes. In response to the triggering of the virtual door, the game virtual scene corresponding to the interaction scene type is displayed; The step of displaying the game virtual scene corresponding to the interaction scene type in response to the triggering of the virtual door includes: When the distance between the position coordinates of the detected virtual collider and the position coordinates of the virtual door is less than a first preset threshold, the game virtual scene corresponding to the interaction scene type is displayed. The user's terminal device is equipped with a virtual collider at a preset position in the virtual game scene. The virtual collider is used to detect the positional distance between the user's terminal device and the virtual door. After displaying the game's virtual scene, the method further includes: Obtain the position information of the virtual collider; Based on the position information of the virtual collider and the position information of real objects in the real scene, a collision warning message is determined.

7. An electronic device, comprising: One or more processors; Memory; And one or more computer programs; wherein the one or more computer programs are stored in the memory; characterized in that, when the one or more processors execute the one or more computer programs, the electronic device causes the electronic device to implement the method for constructing a virtual scene as described in any one of claims 1-5.

8. A computer storage medium, characterized in that, It includes computer instructions that, when executed on an electronic device, cause the electronic device to perform the method for constructing a virtual scene as described in any one of claims 1-5.

9. A computer program product, characterized in that, When the computer program product is run on a computer, the computer performs the method for constructing a virtual scene as described in any one of claims 1-5.