Game processing methods, devices, electronic devices and computer-readable storage media

By setting the hierarchical position and collision strategy of the 2D game interface in the 3D game, the performance consumption problem caused by nesting 2D games in 3D games is solved, and a more stable gaming experience is achieved.

CN116421982BActive Publication Date: 2026-07-31NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
NETEASE (HANGZHOU) NETWORK CO LTD
Filing Date
2023-03-22
Publication Date
2026-07-31

AI Technical Summary

Technical Problem

When a 2D game is nested within a 3D virtual game, the performance consumption caused by existing technology is too high, resulting in game lag and a reduced user experience.

Method used

By displaying a 2D game interface on the graphical user interface of a 3D game, setting the hierarchical position and collision strategy of image elements, responding to skill operation commands to acquire target image elements, and determining their playback order and collision strategy, the 2D game can be embedded.

Benefits of technology

It reduces the performance overhead of nesting 2D games within 3D games, making the game more convenient and stable, and improving the user experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

This application discloses a game processing method, apparatus, and electronic device. The method provides a graphical user interface (GUI) through a terminal device, including: displaying a 2D game interface comprising multiple image elements on the GUI during the matching process of a 3D game; the image elements having corresponding hierarchical positions and collision strategies; responding to a skill operation command triggered in the 2D game interface; obtaining a target image element corresponding to the skill operation command from a preset set of image elements; determining the target hierarchical position, target collision strategy, and playback order of the target image element; playing the target image element according to the determined playback order and displaying it at the target hierarchical position based on the target collision strategy, thereby embedding a 2D game during the matching process of a 3D game. The solution provided by this application can reduce the performance consumption when nesting a 2D game within a 3D game, making game nesting more convenient and stable.
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Description

Technical Field

[0001] This application relates to the field of computer technology, specifically to a game processing method, apparatus, electronic device, and computer-readable storage medium. Background Technology

[0002] In three-dimensional (3D) virtual games, long matchmaking or loading times are common. To improve the playability of 3D virtual games and increase user enjoyment, a two-dimensional (2D) game can be included within the 3D game. Since 2D games load faster, users can quickly switch to the 2D game while waiting for the 3D game to load, increasing their enjoyment and overall game satisfaction.

[0003] In related technologies, 2D games have multiple layers, and different game elements may belong to different layers. During gameplay, game elements at different layers are displayed according to preset layer interaction methods. For example, the background is a background layer, the character is a character layer, the ground is a ground layer, the character layer is above the ground layer, and the character layer is above the background layer. Since 3D games also have many layers, interaction methods are also set for the layers in 2D and 3D games to ensure that all game elements can be displayed correctly when the user switches from a 3D game to a 2D game.

[0004] However, the interaction between all levels in the game relies on the server for detection. Opening each level increases performance consumption. The number of game elements in 3D games is huge. Adding game elements from 2D games will make the game consume even more performance, which will cause the game to lag. This makes it inconvenient and unstable to nest 2D games in 3D virtual games, thus reducing the user experience. Summary of the Invention

[0005] This application provides a game processing method, apparatus, electronic device, and computer-readable storage medium, which can reduce the performance consumption when nesting 2D games within 3D games, making it more convenient and stable to nest 2D games within 3D games, thereby improving the user experience. The specific solution is as follows:

[0006] In a first aspect, embodiments of this application provide a game processing method that provides a graphical user interface through a terminal device, the method comprising:

[0007] During the matching process of the three-dimensional game, a two-dimensional game interface is displayed on the graphical user interface. The two-dimensional game interface includes multiple image elements. The image elements are set with corresponding hierarchical positions and collision strategies. The collision strategies are used to indicate the interaction methods between image elements located at the same hierarchical position.

[0008] In response to a skill operation command triggered in the two-dimensional game interface, a target image element corresponding to the skill operation command is obtained from a preset image element set;

[0009] Determine the target layer position and target collision strategy corresponding to the target image element, and determine the playback order of the target image element;

[0010] The target image elements are played in the specified playback order and displayed at the target level position based on the target collision strategy, so as to embed a two-dimensional game in the game matching process of a three-dimensional game.

[0011] Secondly, embodiments of this application provide a game processing device, the device comprising:

[0012] The first display unit is used to display a two-dimensional game interface on a graphical user interface during the matching process of a three-dimensional game. The two-dimensional game interface includes multiple image elements, each image element is set with a corresponding hierarchical position and a collision strategy, and the collision strategy is used to indicate the interaction method between image elements located at the same hierarchical position.

[0013] The acquisition unit is used to acquire the target image element corresponding to the skill operation instruction from a preset image element set in response to the skill operation instruction triggered in the two-dimensional game interface.

[0014] The determining unit is used to determine the target layer position and target collision strategy corresponding to the target image element, and to determine the playback order of the target image element;

[0015] The second display unit is used to play the target image elements according to the playback order and display them at the target level position based on the target collision strategy, so as to embed a two-dimensional game in the game matching process of the three-dimensional game.

[0016] Thirdly, this application also provides an electronic device, including:

[0017] Processor; and

[0018] A memory for storing a data processing program, which, when the electronic device is powered on and runs by the processor, performs the method as described in any of the first aspects.

[0019] Fourthly, embodiments of this application also provide a computer-readable storage medium storing a data processing program that is executed by a processor to perform the method described in any of the first aspects.

[0020] Compared with the prior art, this application has the following advantages:

[0021] The game processing method provided in this application provides a graphical user interface through a terminal device; during the matching process of a 3D game, a 2D game interface is displayed on the graphical user interface, which includes multiple image elements, each with a corresponding hierarchical position and collision strategy; in response to a skill operation command triggered in the 2D game interface, a target image element corresponding to the skill operation command is obtained from a preset set of image elements; the target hierarchical position and target collision strategy corresponding to the target image element are determined, and the playback order of the target image elements is determined; the target image elements are played according to the determined playback order and displayed at the target hierarchical position based on the target collision strategy, thereby embedding the 2D game into the 3D game matching process.

[0022] Since the collision strategy is used to indicate the interaction method between image elements located at the same level, when the target image element is displayed based on the determined target collision strategy, the image elements at the same level within the target image element interact according to the interaction method indicated by the target collision strategy, thus achieving the effect of nesting a 2D game within a 3D game. Furthermore, the game processing method provided in this application uses the collision strategy set in the 2D game to indicate the interaction between image elements at the same level, eliminating the need to detect the interaction between every two game elements in both the 2D and 3D games. Therefore, the game processing method provided in this application can reduce the performance consumption when nesting a 2D game within a 3D game, making it more convenient and stable, thereby improving the user experience. Attached Figure Description

[0023] Figure 1 This is an application scenario architecture diagram of the game processing method provided in the embodiments of this application;

[0024] Figure 2 This is a flowchart of the game processing method provided in the embodiments of this application;

[0025] Figure 3 This is an example diagram of the interface of the game processing method provided in the embodiments of this application;

[0026] Figure 4 This is a corresponding image of game skills and audio in the image element set provided in the embodiments of this application;

[0027] Figure 5This is a structural block diagram of an example of the game processing device provided in the embodiments of this application;

[0028] Figure 6 This is a structural block diagram of an example of an electronic device provided in an embodiment of this application. Detailed Implementation

[0029] Many specific details are set forth in the following description to provide a full understanding of this application. However, this application can be implemented in many other ways different from those described herein, and those skilled in the art can make similar extensions without departing from the spirit of this application; therefore, this application is not limited to the specific embodiments disclosed below.

[0030] It should be noted that the terms "first," "second," "third," etc., in the claims, specification, and drawings of this application are used to distinguish similar objects and are not used to describe a specific order or sequence. Such data are interchangeable where appropriate so that the embodiments of this application described herein can be implemented in a sequence other than that shown or described herein. Furthermore, the terms "comprising," "having," and their variations are intended to cover non-exclusive inclusion; for example, a process, method, system, product, or apparatus that includes a series of steps or units is not necessarily limited to those steps or units explicitly listed, but may include other steps or units not explicitly listed or inherent to these processes, methods, products, or apparatuses.

[0031] In three-dimensional (3D) virtual games, long matchmaking or loading times are common. To improve the playability of 3D virtual games and increase user enjoyment, a two-dimensional (2D) game can be included within the 3D game. Since 2D games load faster, users can quickly switch to the 2D game while waiting for the 3D game to load, increasing their enjoyment and overall game satisfaction.

[0032] In related technologies, 2D games have multiple layers, and different game elements may belong to different layers. During gameplay, elements at different layers are displayed according to preset layer interaction methods. For example, the background is a background layer, the character is a character layer, the ground is a ground layer, the character layer is above the ground layer, and the character layer is above the background layer. Since 3D games also have many layers, interaction methods are also set for the layers in 2D and 3D games to ensure that all game elements can be displayed correctly when the user switches from a 3D game to a 2D game.

[0033] However, the interaction between all levels in the game relies on the server for detection. Opening each level increases performance consumption. The number of game elements in 3D games is huge. Adding game elements from 2D games will make the game consume even more performance, which will cause the game to lag. This makes it inconvenient and unstable to nest 2D games in 3D virtual games, thus reducing the user experience.

[0034] For the reasons mentioned above, in order to reduce the performance consumption when nesting 2D games in 3D games, make nesting 2D games in 3D games more convenient and stable, and thus improve the user experience, the first embodiment of this application provides a game processing method. This method is applied to an electronic device, which may be a desktop computer, laptop computer, mobile phone, tablet computer, server, etc., or other electronic devices capable of data statistics. This application embodiment is not specifically limited.

[0035] To illustrate this application more clearly, the following describes the application scenarios of the game processing method provided in the embodiments of this application.

[0036] like Figure 1 The diagram shown is an application scenario architecture diagram of the game processing method provided in this application embodiment. This application scenario may include multiple terminals 101 and at least one server 102, with the terminals 101 and server 102 connected via a network. Terminals 101 include, but are not limited to, desktop computers, laptops, mobile phones, tablets, servers, and other terminal devices. Server 102 may be a server-side device that provides computing, storage, and other functions to clients. The network may be a wireless network or a wired network, such as a wireless local area network (WLAN), local area network (LAN), cellular network, 2G network, 3G network, 4G network, or 5G network. Server 102 can provide data storage for data or logs generated during the game. When the application scenario includes multiple terminals, multiple servers, and multiple networks, different terminals and different servers can be interconnected through different networks.

[0037] Terminal 101 can be any device with computing hardware capable of supporting and executing software applications corresponding to the game. Game software applications include, but are not limited to, any one of the following: third-person shooter game applications, single-player game applications, and multiplayer online battle arena (MOBA) games. The types of games mentioned above can include, but are not limited to, at least one of the following: two-dimensional (2D) game applications, three-dimensional (3D) game applications, virtual reality (VR) game applications, augmented reality (AR) game applications, and mixed reality (MR) game applications. This is merely an example, and this embodiment does not impose any limitations on it.

[0038] One of the multiple terminals 101 is referred to as the first terminal. The first terminal can be a terminal used by a user, who uses the first terminal to operate virtual objects in a virtual game scene to perform activities, including but not limited to: adjusting body posture, crawling, walking, running, jumping, driving, picking up, shooting, attacking, throwing, moving, sprinting, and defending. Additionally, the terminal can have one or more multi-touch screens for sensing and obtaining input from touch or swipe operations performed by the user at multiple points on one or more touch displays. The terminal can also be connected to a keyboard and / or mouse and / or game controller, enabling the user to operate the interface via the keyboard and / or mouse and / or game controller. Furthermore, different terminals can connect to other terminals or to a server using their own Bluetooth network or hotspot network.

[0039] Below, in conjunction with Figure 2 The game processing method provided in the embodiments of this application will be described in detail. Figure 2 A flowchart of a game processing method provided in an embodiment of this application.

[0040] like Figure 2 As shown, the game processing method provided in this application provides a graphical user interface through a terminal device, including the following steps 201 to 204.

[0041] Step 201: During the matching process of the 3D game, display the 2D game interface on the graphical user interface.

[0042] The two-dimensional game interface includes multiple image elements, each with a corresponding layer position and collision strategy. Image elements located at the same layer position have a collision relationship, and the collision strategy is used to indicate the interaction method between image elements located at the same layer position.

[0043] Understandably, 3D and 2D games can be different types of games, or they can be the same type of game. For example, both 3D and 2D games can be competitive games, including but not limited to single-player competitive games and real-time competitive games. In practical applications, 3D and 2D games can be two independent and different games, each with its own server. When exchanging data, they can interact with their respective servers through different interfaces on the client side. Data interaction within the 2D game interface can also be considered client-side data interaction. The 3D and 2D games are controlled by different control modules, so that if one game experiences a problem, the other game can continue to function normally.

[0044] In 3D games, users often experience long waiting times before being able to enter the game scene. For example, when the number of users logged into the 3D game is small, it often takes a long time for users to be matched with teammates or opponents for their virtual characters. Similarly, when the 3D game scene is updated, the updated game copy needs to be loaded when users enter the game, which also results in a long waiting time. Therefore, the matching process in this step of the 3D game can include matching users with teammates and / or opponents, or it can include loading the game scene; this application does not specifically limit this.

[0045] In this step, the status of the 3D game can be detected in real time. The status can include a completed loading state and an incomplete loading state. The incomplete loading state indicates that the game scene has not finished loading, and can include "loading in progress" and "loading failed." When the virtual game is detected to be in an incomplete loading state, a 2D game interface can be displayed on the virtual game's interface screen.

[0046] As another implementation method, it is possible to detect in real time whether the 3D virtual character controlled by the user in the 3D game is in a combat state. When it is detected that the 3D virtual character is not in a combat state, a 2D game interface can be displayed on the 3D game interface. Here, virtual character refers to a character that does not exist in reality. It can be a fictional character in creative works such as TV series, movies, comics, and games. Virtual character can be a virtual person, virtual animal, etc.

[0047] In practical applications, all virtual characters and their actions in 3D games are performed in three-dimensional space. During development, this is achieved by creating 3D models of the game's scenes. Therefore, a 3D game often contains multiple game instances, and different game scenes may require loading different instances. In contrast, all objects and actions in 2D games occur on a single plane. Consequently, the matching and loading of 3D games requires significantly more time compared to 2D games. This allows users to quickly transition from 3D to 2D games during the matching process, increasing playability and user engagement.

[0048] In a specific implementation, after a user enters the 3D game, a start control for the 2D game can always be displayed on the user's device, which the user can click to enter the 2D game interface; alternatively, the 2D game interface can pop up when the 3D game is detected to be in a non-combat state. In this way, the user can enter the 2D game interface from the 3D game to play the 2D game.

[0049] In conventional 2D game development, each element in a 2D game has its own hierarchy. Within the 2D game interface, there are specific interaction methods between every two hierarchical levels to create a visually appealing interface that conforms to human visual perception. However, this application aims to reduce the performance overhead associated with detecting and manipulating hierarchical interactions in the game by using image elements to display elements within the 2D game.

[0050] Specifically, to ensure that the positions of objects in a 2D game are displayed on the 2D game interface in a manner consistent with human visual perception, this step allows for the setting of hierarchical positions and collision strategies. Elements with collision relationships are placed at the same hierarchical level, while elements at different hierarchical levels do not have collision relationships. Furthermore, the distance between the displayed elements and the virtual camera varies depending on their hierarchical position. The virtual camera can be understood as the user's "eyes" in the game. Hierarchical positions and collision strategies can be set in the attribute information of the image elements.

[0051] For example, image elements can be set to layer position levels 1, 2, and 3. These layer position levels determine the distance of the image element from the virtual camera when it is displayed, with image elements at layer position level 1 displayed on top. The collision strategy can be determined by naming the image elements. For example, if image element A is named "Standing," it means that other image elements at the same layer position are "standing" above image element A. Similarly, if image element B is named "Hanging," it means that other image elements at the same layer position are "hanging" above image element B. Thus, in a 2D game, only the layer position and collision strategy of the image elements need to be detected. Image elements at the same layer position interact according to the interaction method indicated by the collision strategy. Elements at different layers positions do not interact. Image elements closer to the virtual camera at a given layer position occlude the corresponding parts of image elements farther away from the virtual camera.

[0052] This technology displays a 2D game interface within a 3D game, and the elements in the 2D game interface interact through images and based on the hierarchical positions and collision strategies set in the images. There is no need to detect the interaction methods between elements at different hierarchical positions, making the display of the 2D game within the 3D game more stable and natural.

[0053] Step 202: In response to a skill operation command triggered in the two-dimensional game interface, obtain the target image element corresponding to the skill operation command from a preset image element set.

[0054] In this step, the 2D game can contain at least one skill operation command. The image elements in the preset image element set can be the keyframes extracted when the game skill corresponding to the skill operation command is displayed as a 2D animation. Different skill operation commands can correspond to different image elements in the image element set, and there can also be a preset correspondence between each skill operation command and image element. One skill operation command can correspond to at least one image element.

[0055] In addition, the image elements in the image element set can contain multiple objects. For example, image elements 1 to 5 are image elements of people, and image elements 2 to 10 are image elements of monsters. Different image elements of the same object can represent different states of that object.

[0056] In this step, different skill operation commands can be triggered using different controls within the 2D game interface, as well as through different gestures or touch operations. The 2D game interface also displays skill icons corresponding to each game skill. Each skill icon corresponds to a specific game skill in the 2D game; these skill icons can be understood as the "identity card number" of a game skill, with each skill having a unique icon. Thus, different skill operation commands can be triggered for different game skills through these skill icons.

[0057] In this way, for the user's triggered action of skill operation command on the two-dimensional game interface, the target image element corresponding to the triggered skill operation command can be obtained from the preset image element set according to the preset correspondence between each skill operation command and each image element in the image element set.

[0058] It is understandable that a two-dimensional game interface can include two-dimensional virtual characters, and can also include virtual characters that are not controlled by the user but can interact with the user-operated two-dimensional virtual characters, such as monsters that fight against the user-operated two-dimensional virtual characters. In the embodiments of this application, when the user operates the virtual character to trigger different skill operation commands, the virtual character in the two-dimensional game interface can display target image elements corresponding to different skill operation commands so that the displayed target image elements present corresponding animation effects.

[0059] Understandably, game skills in 2D games can be categorized by skill type, including but not limited to attack skills, defensive skills, and support skills; and by whether the virtual character actively triggers the skill, game skills can be divided into active skills and passive skills. The 2D game interface displays skill icons corresponding to each skill. When the user controls the virtual character to trigger an attack command with an attack skill, the 2D game interface can display the corresponding image elements for that attack skill, presenting an animation effect. Similarly, when the user controls the virtual character to trigger a jump command with a jump skill, the 2D game interface can display the corresponding image elements for that jump skill, presenting an animation effect.

[0060] This technology uses a set of image elements to preset the keyframes when displaying 2D game skills as 2D animations. Based on the correspondence between the skill operation command and each image element in the preset set, the target image corresponding to the skill operation command is obtained, so that the target image can display the 2D animation corresponding to the skill operation command.

[0061] Step 203: Determine the target layer position and target collision strategy corresponding to the target image element, and determine the playback order of the target image element.

[0062] As can be seen in step 201, the image elements are set with corresponding hierarchical positions and collision strategies. Therefore, the target hierarchical position and target collision strategy corresponding to the target image can be determined based on the target image obtained in step 202. The target hierarchical position is used to indicate the distance between the target image and the virtual camera, and the target collision strategy is used to indicate the interaction method between image elements located at the same hierarchical position in the target image.

[0063] Understandably, game skills corresponding to skill operation commands are typically animations. Therefore, there may be multiple target image elements corresponding to skill operation commands. In the animation, the playback order of different keyframes is not the same. Therefore, to make the animation displayed in the 2D game interface more realistic and natural, this application determines the playback order of the target image elements. The playback order of the target image elements can be based on the sequential relationship between every two image elements, such as... Figure 1 exist Figure 2 Before, Figure 3 exist Figure 2 Then, etc.; it can also be the playback order of all image elements in the target image element, such as sorting them from front to back. Figure 1 , Figure 2 , Figure 3 The examples above are for a clearer understanding of this application and are not intended to limit this application.

[0064] In one possible implementation, the playback order of the acquired target image elements can be determined by the correlation between the target image elements and the naturalness of the animation transitions. Specifically, a trained image processing model can be used to sort the target image elements. The target image elements are input into the image processing model, and sorted based on the principle that the naturalness of the animation composed of each target image element is not less than a preset naturalness. This yields the playback order of the target image elements. To ensure that the animation obtained after sorting the target image elements according to the determined playback order conforms to the skill type corresponding to the skill operation instruction, this application can also use a discriminator to determine the skill type of the animation composed of the target images according to the playback order.

[0065] In another possible implementation, the playback order of the target image elements can be set by the game developers. After obtaining the target image elements, the preset playback order of each target image element is obtained. In this application, the game developers can also set the first and last image elements played in the target image elements corresponding to the skill operation command, and determine the playback order of other target image elements based on the first and last image elements played in the target image elements corresponding to the skill operation command. This application does not specifically limit the playback order of the target image elements.

[0066] This technology can determine the target layer position and collision strategy of the target image element corresponding to the skill operation command, and accurately determine the playback order of the target image element corresponding to the skill operation command, thus providing a foundation for the target image element to realistically and naturally present the game skill in the 2D game in subsequent steps.

[0067] Step 204: Play the target image elements according to the playback order and display them at the target level position based on the target collision strategy, so as to embed the two-dimensional game in the game matching process of the three-dimensional game.

[0068] In a specific implementation, the animation effect can be achieved by playing the image elements in succession. Therefore, when each target image element is played in the determined playback order and displayed at the target level position based on the target collision strategy, the game skill corresponding to the animation presentation skill operation command formed by each target image element is displayed on the two-dimensional game interface of the graphical user interface.

[0069] The two-dimensional game interface can be smaller than the graphical user interface or the same size as the graphical user interface; this application does not specifically limit this.

[0070] Specifically, the display of each target image element on the 2D game interface in the order of playback can be achieved by rendering the image using shaders. Shaders use corresponding code to blend the input colors, images, and lighting in the scene to achieve specific effects. There are two main types of shaders: vertex shaders and pixel shaders. The choice of which shader to use depends on the specific situation.

[0071] In this way, the target image elements are played sequentially according to the playback order, and displayed at the target level position based on the target collision strategy. The animation formed by the played and displayed target image elements can present the game skills corresponding to the skill operation commands.

[0072] The game processing method provided in this application provides a graphical user interface through a terminal device; during the matching process of a 3D game, a 2D game interface is displayed on the graphical user interface, which includes multiple image elements, each with a corresponding hierarchical position and collision strategy; in response to a skill operation command triggered in the 2D game interface, a target image element corresponding to the skill operation command is obtained from a preset set of image elements; the target hierarchical position and target collision strategy corresponding to the target image element are determined, and the playback order of the target image elements is determined; the target image elements are played according to the determined playback order and displayed at the target hierarchical position based on the target collision strategy, thereby embedding the 2D game into the 3D game matching process.

[0073] Since the collision strategy is used to indicate the interaction method between image elements located at the same level, when the target image element is displayed based on the determined target collision strategy, the image elements at the same level within the target image element interact according to the interaction method indicated by the target collision strategy, thereby achieving the effect of nesting a 2D game within a 3D game. Furthermore, the game processing method provided in this application uses the collision strategy set in the 2D game to indicate the interaction between image elements at the same level, eliminating the need to detect the interaction between every two game elements in both the 2D and 3D games. Therefore, the game processing method provided in this application can reduce the performance consumption when nesting a 2D game within a 3D virtual game, making it more convenient and stable, thereby improving the user experience.

[0074] Optionally, game skills in virtual games may include, but are not limited to, at least one of the following: walking, running, jumping, crawling, attacking, shooting, and throwing. Attack skills can be specifically divided into normal attacks, heavy attacks, triple attacks, etc. Different game skills have different trigger commands.

[0075] Optionally, the layer position in step 201 may include the depth distance corresponding to the image element. The depth distance represents the depth distance between the image element and the display screen when it is displayed; image elements with the same depth distance are located at the same layer position.

[0076] Understandably, the preset set of image elements can be configured with a depth distance for each element. This depth distance can be understood as the distance between the image element and the virtual camera, as described in the previous steps. The greater the depth distance, the deeper the image element appears on the screen. From the user's perspective, image elements with greater depth distances appear "farther" from the user. Image elements with the same depth distance are located at the same level. Since elements at the same level have collision relationships, image elements that will collide in the 2D game interface will have the same set depth distance. Conversely, image elements with different depth distances will not interact; during display, image elements with larger depth distances will have their corresponding positions obscured by image elements with smaller depth distances.

[0077] The specific value of the depth distance is set according to the actual situation to optimize the user's viewing experience in the 2D game. For example, the depth distance of a large tree is 10 meters, and the depth distance of a character is 5 meters. This application does not specifically limit the value of the depth distance.

[0078] Optionally, in order to ensure that the animation formed by the playback of each target image element can accurately display the game skill corresponding to the skill operation command, step 203 can be implemented according to the following step 301.

[0079] Step 301: Obtain the playback order of the target image elements corresponding to the skill operation command, and play the skill animation formed by the target image elements according to the playback order to present the game skill corresponding to the skill operation command.

[0080] Understandably, game developers can pre-set the playback order of target image elements corresponding to skill operation commands based on the usage process of game skills in a 2D game. Different skill operation commands may correspond to different image elements, and therefore the corresponding playback order may also be different. Each skill operation command has its own playback order of image elements. In this step, the playback order of the target images is obtained from the preset playback order.

[0081] In one specific implementation, a single image in the image element set may appear in the image elements corresponding to multiple skill operation commands. For example, the walking skill corresponds to a walking action, and the normal attack skill also corresponds to a walking action. Thus, the image element corresponding to the walking action in the walking skill and the image element corresponding to the walking action in the normal attack skill can be the same image. Similarly, the image elements corresponding to the forward skill and the backward skill may be completely identical, with only the playback order being adjusted. Therefore, the playback order of the same image element in the image element set may not be the same in the image elements corresponding to different skill operation commands. Therefore, this application presets the playback order of the image elements corresponding to each skill operation command, rather than the playback order of the image elements in the image element set.

[0082] In another specific implementation, each image in the image element set represents an action of a game skill corresponding to a skill operation command. Furthermore, the image elements corresponding to a skill operation command can be sorted according to the order of the actions corresponding to the game skill. In this case, the arrangement order of the target image elements corresponding to the skill operation command in the image element set is the playback order of the target image elements. Thus, the first image element to be played in the image element set corresponding to the skill operation command can be obtained, along with the target number of each target image element corresponding to the skill operation command. Starting from the first position, the target number of image elements are selected and played sequentially according to the arrangement order in the image element set.

[0083] Through the aforementioned technical means, the playback order of the target image elements corresponding to the skill operation command was accurately obtained, so that the skill animation formed by the target image elements played in the playback order can accurately present the game skill corresponding to the skill operation command in the two-dimensional game.

[0084] Optionally, to better help users familiarize themselves with the skills in the 3D game, the 2D game interface provided in this application can be a skill operation interface based on the 3D game settings to help users familiarize themselves with the game skills in the 3D game.

[0085] Therefore, the game skills in the two-dimensional game correspond to the three-dimensional game skills in the three-dimensional game; accordingly, step 301 can be implemented as follows: obtain the playback order of the target image elements according to the three-dimensional game skills, and play the animation formed by the target image elements and the three-dimensional game skills through the playback order.

[0086] The skill operation interface may include skill icons, each of which corresponds to a game skill in the 3D game.

[0087] In 3D games, there are multiple game skills that assist virtual characters in achieving victory. For unfamiliar 3D games, users often want to familiarize themselves with these skills before playing to improve their win rate, allowing for accurate and efficient skill usage during gameplay. Typically, a training mode is included in 3D games, allowing users to practice and familiarize themselves with the skills after entering the game. However, the training mode is selected by the user after the 3D game has finished loading. As 3D game progression updates and the number of scenes and characters increases, loading speeds slow down, causing users to wait a considerable amount of time before being able to familiarize themselves with skills in training mode. Furthermore, since training mode and combat mode are two separate modes within the 3D game, if a user selects combat mode, they cannot familiarize themselves with skills through training mode while waiting to enter the game. Therefore, the game processing method provided in this application allows users to quickly and efficiently familiarize themselves with game skills in 3D games.

[0088] In this step, a two-dimensional skill operation interface can be displayed in the three-dimensional game interface. When users wait for a long time, they can familiarize themselves with the game skills in the three-dimensional game through this skill operation interface. This not only increases the fun of the game, but also allows users to become familiar with the game skills in the three-dimensional game while playing in the two-dimensional game.

[0089] Specifically, the skill operation interface can display a 2D virtual character corresponding to the 3D virtual character in the 3D game. This 3D virtual character can be controlled by the user to unleash 3D game skills within the 3D game scene. The skill animation formed by the target image elements displayed in the skill operation interface can represent the corresponding game skill in the 3D game. Therefore, the skill operation interface can include skill icons corresponding to the game skills in the 3D game. In response to the user's trigger command on the skill icon, the target image is displayed on the skill operation interface, allowing the user to familiarize themselves with the game skill in the 3D game based on the skill animation displayed on the interface.

[0090] The skill operation interface can be displayed in the following scenarios: Scenario 1: The user is trying to find teammates for their virtual character in the 3D game but has not yet succeeded in finding them; Scenario 2: The virtual character is in a "dead and awaiting respawn" state during combat; Scenario 3: The user has entered the virtual game and is loading game data. In all these scenarios, the skill operation interface can be displayed in the 3D game. This allows users to trigger skills in the skill operation interface to familiarize themselves with the game's skills in the 3D game, understand the specific details of the game skills, and thus increase the probability of successfully releasing game skills in the 3D game, gaining an advantage through successful skill release.

[0091] Optionally, in order to make the animation presented by the target image element more realistic, natural and smooth, step 204 can be implemented according to the following steps 302 to 303.

[0092] Step 302: Obtain the playback speed corresponding to the target image element.

[0093] Step 303: Play the target image elements according to the playback order and the corresponding playback speed, and display them at the target level position based on the target collision strategy, so that the skill animation formed by playing and displaying the target image elements presents the game skill corresponding to the skill operation command.

[0094] The target images corresponding to skill operation commands have set playback speeds. Playback speed is the number of image elements played per unit of time, and it can be determined based on the release speed of game skills in a 2D game. Skill animations formed by target image elements played at the set playback speed can present the best playback effect.

[0095] Different game skills may have different release speeds. For example, when the game skill is a jump skill, the release speed can be set to 10 frames per second, while when the game skill is a walking skill, the release speed can be set to 6 frames per second, and so on. Therefore, the playback speed of image elements for different game skills may also differ. In practical applications, the release speed for each game skill can be set by the developers according to the actual situation.

[0096] For the same game skill, since there are multiple keyframes during the skill's execution, and the release speed of each keyframe may be the same or different, the playback speed of the corresponding image elements for the same game skill may also be different. The following is an example of different release speeds for different target image elements: For the "Heavy Strike" game skill, the keyframe release speed is slower during the charging process and faster during the attack. Therefore, in order to accurately present game skills in a 2D game, each target image element displayed on the 2D game interface can play at a set playback speed.

[0097] The playback speed of an image element set for a specific skill operation command is determined based on the release speed of each keyframe during the corresponding game skill's release, when the human eye perceives it most effectively. Similarly, the playback speed of the same image element may differ under different skill operation commands. Therefore, in this embodiment, the set playback speed can be the playback speed corresponding to the image element under different skill operation commands.

[0098] By playing each target image sequentially according to the playback speed corresponding to the set skill operation command, the displayed skill animation effect can be optimized, thus improving the user's viewing experience.

[0099] Furthermore, to make the displayed animation effects more realistic, audio can be added to the played animation, thus presenting the game skills in a more three-dimensional way. Therefore, the game processing method provided in this application embodiment may further include the following steps 304 to 306.

[0100] Step 304: Obtain the target audio corresponding to the skill operation command.

[0101] Step 305: Determine the audio-binding image element from the target image elements that will initially emit the target audio.

[0102] Step 306: Start playing the target audio while playing the audio-bound image element.

[0103] The skill operation command is equipped with a corresponding audio, which is used to display the sound effects of the game skill corresponding to the skill operation command. The playback duration of the audio is no longer than the total playback duration of the target image element of the corresponding skill operation command. The audio can be a very short audio clip or a relatively long audio segment; this application does not specifically limit this.

[0104] Understandably, in virtual games, different game skills correspond to different sound effects. For example, the walking skill corresponds to the "tap-tap" sound of footsteps, the shooting skill corresponds to the "bang-bang" sound of gunshots, and the archery skill corresponds to the "whoosh" sound of arrows. Therefore, each skill operation command can correspond to at least one target audio.

[0105] The target audio played for a skill operation command can be the same as the sound effect emitted by the corresponding game skill in a 2D game. Therefore, the sound effects of game skills in a 2D game can be bound to the skill operation commands. In this way, the target audio corresponding to a specific skill operation command can be obtained from the bound mapping between skill operation commands and audio.

[0106] Next, the audio-binding image element that initially emits the target audio is determined from each target image element, and the target audio is played when the audio-binding image element is played. It can be understood that the audio-binding image element that initially emits the target audio can be interpreted as follows: when a skill operation command corresponds to 8 image elements, and the target audio corresponding to the skill operation command is played from the 3rd image in the playback order, then the 3rd image element is the audio-binding image element that initially emits the target audio from the target image elements corresponding to the skill operation command.

[0107] Specifically, determining the audio-bound image element for initially emitting target audio from each target image element can be achieved in the following way: obtaining the image feature information corresponding to each target image element, where the image feature information indicates the action type of the virtual character in the corresponding target image element; obtaining the audio feature information of the target audio, where the audio feature information indicates the audio type of the corresponding target audio; calculating the correlation between the image feature information and the audio feature information; and determining the image element corresponding to the image feature information with the highest correlation to the audio feature information as the audio-bound image element for initially emitting target audio.

[0108] This technology enables the animation effects to not only accurately represent the various actions in the game skills, but also to accurately display the sound effects of the game skills, making the displayed game skills more realistic and natural, and enhancing the user's immersion and experience in the game.

[0109] Optionally, step 305 can be implemented through the following steps: based on the preset binding relationship between audio and image elements, obtain the audio-bound image element that initially emits the target audio from the target image element.

[0110] In this step, the 2D game has a pre-defined correspondence between audio and image elements in the set of image elements. That is, audio and image elements are bound together. When an image element bound to audio is displayed, the bound audio is also played at the same time.

[0111] Furthermore, to optimize game performance, the audio corresponding to skill icons can be reused. Therefore, in the game processing method provided in this application, an audio can be bound to multiple image elements that need to emit sound effects. When each image element with bound audio is played, the bound audio is played accordingly. For example, in practical applications, the three audios in a triple attack can be the same attack audio. This attack audio can be bound to each attacking image element, and when the attack animation is played, the attack audio is played in a loop to complete the triple attack sound effect.

[0112] This reduces the resources audio uses in the game, freeing up storage space and making the game run more stably.

[0113] Optionally, step 306 can be implemented through steps 307 to 308.

[0114] Step 307: Determine the first playback duration of each image element in the target image element that plays before the audio-bound image element.

[0115] Step 308: Play the target audio at a time that is the first playback duration after the start playback time of the target image element.

[0116] To accurately calculate the first playback duration in step 307, step 307 can be specifically calculated through the following steps: Obtain the first playback speed corresponding to each image element played before the audio-bound image element from the playback speed corresponding to the target image element; calculate the second playback duration corresponding to each image element played before the audio-bound image element based on each first playback speed; and determine the sum of the second playback durations as the first playback duration of each image element played before the audio-bound image element in the target image element. Since the playback speed is the number of image elements played per unit duration, the reciprocal of each first playback speed is the corresponding second playback duration for each image element.

[0117] In practical applications, when the playback speed of all image elements corresponding to a skill operation command is the same, the audio playback time of the audio corresponding to the skill operation command can be calculated in the following way: obtain the total number of target image elements corresponding to the skill operation command and the playback speed corresponding to the skill operation command, determine the specific playback order of the audio-bound image elements in each target image element, determine the ratio of the total number to the playback speed as the total playback duration corresponding to each target image element, determine the audio playback time based on the specific playback order, the total number, and the total playback duration, and when the playback speed of each target image element is the same, the first playback duration is the product of the ratio of the specific playback order to the total number and the total playback duration.

[0118] For example, among target image elements with the same playback speed, the playback order of audio-bound image elements is 2. When there are 6 target image elements, the target audio is played when each target image element has played 2 / 6 of the total playback progress. That is, the first playback duration is 1 / 3 of the total playback duration, and the target audio is played after the start playback time of each target audio element, and at a time that is 1 / 3 of the total playback duration from the start playback time.

[0119] This technology allows for the precise acquisition of the audio playback time of the target audio corresponding to the skill operation command, thus enabling accurate playback of the target audio upon reaching the designated playback time.

[0120] Optionally, step 204 can be implemented according to the following steps:

[0121] Obtain the number of loop playbacks corresponding to the skill operation command, play the elements according to the playback order and the number of loop playbacks, and loop playback at the target level position based on the target collision strategy.

[0122] The skill operation command is set with a corresponding number of loop playbacks, which indicates the number of times the action of the game skill corresponding to the skill operation command is repeated when it is used.

[0123] In 2D games, there are game skills containing recurring actions, such as the walking action in the walking skill and the running action in the running skill. These involve a continuous alternation between the left and right feet. The keyframes corresponding to the same action within a recurring action contain identical information. Therefore, in the 2D game interface, the two image elements corresponding to the same action in a game skill containing a recurring action also contain the same information. Understandably, to save storage space and make the game processing method provided in this application more stable and perform better, in a specific implementation, the same image element can be used for playback and display of the same action. Therefore, when playing the image elements corresponding to a recurring action, it can be understood as the same set of image elements being played in a loop. For example, to depict a walking motion achieved by alternating between the left and right feet, two image elements can be used to complete each loop. The first image element can be a left foot in front of the right foot, a left hand behind the right hand, with both hands at a certain angle to the body. The second image element can be a left foot behind the right foot, a left hand in front of the right hand, with both hands at a certain angle to the body. In this way, when the first and second image elements are played in sequence, the effect of the virtual character taking one step can be achieved.

[0124] In a specific implementation, in order to achieve the effect of a looping action in a game skill, the loop count corresponding to the game skill in the two-dimensional game can be obtained. In the two-dimensional game, the loop count corresponding to the game skill is set as the loop playback count corresponding to the skill operation command. When playing each image element corresponding to the skill operation command, each image element is looped according to the corresponding playback order and the corresponding loop playback count. The loop playback is also performed at the target level position based on the target collision strategy, thereby obtaining the animation effect corresponding to the game skill in the two-dimensional game.

[0125] Understandably, the number of cycles for a game skill can also be 1. An action in a game skill with a number of cycles of 1 is a single action. For a game skill with a number of cycles of 1, the image elements of the skill operation command can be played one by one according to the set playback order.

[0126] The aforementioned technical means enable game skills containing looping actions to be played in a loop using a set of image elements. This saves storage space occupied by each image element and ensures that the playback speed is the same when using the same set of image elements, resulting in more natural and realistic animation effects and improving the user experience.

[0127] Optionally, in order to make the generated animation effects more closely resemble the characteristics of objects in the real world, before step 204, the game processing method provided in this application embodiment further includes the following steps:

[0128] Obtain the target material information corresponding to the target image element, the target material information being used to represent the material characteristics of the object in the target image element; assign the target material information to the target image element.

[0129] Accordingly, step 204 can be implemented by the following steps: playing the target image with the target material information according to the playback order, and displaying it at the target level position based on the target collision strategy.

[0130] Understandably, in game development, all objects have materials. For example, metal objects can be made using metal materials, and grass can be made using grass materials. This makes objects in virtual games more realistic and natural, thereby enhancing the user's immersion and gaming experience.

[0131] In practical applications, to make the displayed animations more closely resemble the appearance of objects in the real world, the material information of each image element corresponding to each skill operation command can be pre-set. When switching between different skill operation commands, the material information can be switched first. The material information contains the material characteristics of each object in the image elements corresponding to the game skill. In other words, the material information can indicate the material characteristics of each pixel in each image element. Thus, based on the material information, the corresponding material can be assigned to each pixel in each image element.

[0132] Material information can be set by developers when setting the correspondence between skill operation instructions and image elements. Therefore, skill operation instructions, image elements, and material information can also be considered to have a correspondence.

[0133] In this way, when playing the image elements corresponding to the skill operation commands, the corresponding material information can be obtained first. Then, according to the characteristics of each object indicated by the material information, the corresponding material information is assigned to each image element. When playing the image elements, those with assigned material information are played in the corresponding playback order, and displayed at the target level position based on the target collision strategy. This makes the objects in the played animation exhibit the realistic characteristics of objects in the real world, making the played animation more realistic and natural.

[0134] Optionally, the target image element in the game processing method provided in this application embodiment can be the image corresponding to the moving object, and accordingly, step 204 can be implemented according to step 309.

[0135] Step 309: Obtain the target movement distance of the moving object corresponding to the skill operation instruction, wherein the skill operation instruction is set with a corresponding movement distance of the moving object; determine the display position of the target image on the two-dimensional game interface based on the target movement distance; display the target image element on the two-dimensional game interface according to the playback order and at the target level position based on the target collision strategy.

[0136] The movement distance is used to indicate the distance the corresponding game skill moves when the skill operation command is used.

[0137] Since the background in the game rarely changes, to reduce the development difficulty for game developers and minimize storage space, each image element in the image element set can be an image corresponding to a moving object. In this step, the moving object can be a virtual character, monster, etc., that the user interacts with.

[0138] In practical applications, when a game skill is released in a virtual game, the position of the moving object may change; that is, the moving object will move a certain distance when the skill is released. Therefore, in order to ensure that the animation effects displayed in the 2D game interface closely match the game skill, game developers can pre-set the movement distance of the moving object corresponding to the skill operation command in the 2D game. When a 2D game skill corresponds to a 3D game skill in a 3D game, the movement distance can be set based on the movement distance of the 3D moving object in the 3D game during the skill release, and the set movement distance should not exceed the distance between the two farthest points in the 2D game interface.

[0139] Understandably, the movement distance is the distance between the position of the moving object during the initial playback and its final position during the playback of each image element. The position of the moving object during the initial playback is the position of the moving object before the user triggers the skill operation command. Therefore, determining the display position of each image element on the skill display interface based on the movement distance can be achieved by adjusting the display position of each image element in the two-dimensional game interface based on the movement distance.

[0140] Specifically, based on the principle that the difference between the distance between the starting playback position and the ending playback position and the target movement distance is less than a preset threshold, each target image element is displayed in the playback order. The starting playback position is the display position of the first image played in each target image, and the ending playback position is the display position of the last image played in each target image.

[0141] In practical applications, to make the animation more coherent, the movement distance can be averaged across every two adjacent image elements based on the total number of each image element, thus obtaining the movement distance between adjacent image elements. The display position of each image element can then be determined based on the movement distance between adjacent image elements.

[0142] On the one hand, by displaying the target image elements in the playback order and at the target level position on the display position of the two-dimensional game interface based on the target collision strategy, the skill animations presented in the two-dimensional game can be made more realistic and natural, thus improving the user's gaming experience.

[0143] On the other hand, when two-dimensional game skills in a two-dimensional game correspond to three-dimensional game skills in a three-dimensional game, each image element is displayed in the determined display position according to the corresponding playback order. This allows users to quickly become familiar with the positional changes of moving objects when releasing game skills in a three-dimensional game based on the animation presented after triggering the skill operation command. In turn, this allows users to make the most of the corresponding three-dimensional game skills to gain an advantage when playing three-dimensional games.

[0144] To better understand the game processing method provided in the embodiments of this application, the following is combined with... Figure 3 and Figure 4 This will be used to explain the game processing method provided in the embodiments of this application.

[0145] Figure 3 This is an example diagram of the interface for the game processing method provided in this application embodiment, including three operation interfaces: interface (a), interface (b), and interface (c). In interface A, the user enters the 3D game interface on their terminal. At this time, the interface displays that the game scene is loading, with a loading progress of 12%. The user can click the "Enter 2D Mini-Game" control displayed on the terminal, and then enter interface B. At this time, the 2D game interface is displayed on top of the 3D game interface. The user can click the "Start" control in the 2D game interface to enter the 2D mini-game. At this time, the 2D mini-game interface appears in interface C. The user can trigger skill operation commands in the 2D game interface, and the 2D game interface will display the animation effect corresponding to the skill operation command.

[0146] Figure 4 This is a corresponding image of game skills and audio in the image element set provided in the embodiments of this application. For example... Figure 4 As shown, the image elements corresponding to skill identifier A are: Figure 1 , Figure 2 , Figure 3 , Figure 4 ,and Figures 1-4The order in which they are arranged is the playback order of the image elements corresponding to skill identifier A, and the audio 'a' of the animation effect corresponding to skill identifier A. Figure 4 The skill identifier B is bound to the image elements shown in Figures 16, 17, 18, 19, and 20. The order of Figures 16 through 20 corresponds to the playback order of the image elements corresponding to skill identifier B. The audio 'b' of the animation effect corresponding to skill identifier B is also bound to Figures 18, 19, and 20. Therefore, when the user triggers a command for skill identifier A, the 2D game interface will display the following... Figure 1 , Figure 2 , Figure 3 , Figure 4 Play in sequence Figures 1-4 When playing to Figure 4 When the user triggers a command for skill icon B, Figures 16 through 20 will play in the order of Figures 16, 17, 18, 19, and 20 in the 2D game interface. Audio b will play when Figures 18, 19, and 20 are played. This will display realistic and natural animation effects with both movement and audio in the 2D game interface.

[0147] Corresponding to the game processing method provided in the first embodiment of this application, the second embodiment of this application also provides a game processing device, such as... Figure 5 As shown, the device 500 includes:

[0148] The first display unit 501 is used to display a two-dimensional game interface on the graphical user interface during the matching process of the three-dimensional game. The two-dimensional game interface includes multiple image elements. The image elements are set with corresponding hierarchical positions and collision strategies. The collision strategies are used to indicate the interaction methods between image elements located at the same hierarchical position.

[0149] The acquisition unit 502 is used to acquire the target image element corresponding to the skill operation instruction from a preset image element set in response to the skill operation instruction triggered in the two-dimensional game interface.

[0150] The determining unit 503 is used to determine the target layer position and target collision strategy corresponding to the target image element, and to determine the playback order of the target image element;

[0151] The second display unit 504 is used to play the target image elements according to the playback order and display them at the target level position based on the target collision strategy, so as to embed a two-dimensional game in the game matching process of the three-dimensional game.

[0152] Optionally, the determining unit 502 is used to: obtain the playback order of the target image elements corresponding to the skill operation instruction, so as to play the skill animation formed by the target image elements according to the playback order to present the game skill corresponding to the skill operation instruction.

[0153] Optionally, the second display unit 504 is specifically used to: obtain the playback speed corresponding to the target image element, wherein the target image element corresponding to the skill operation instruction is set with a corresponding playback speed; play the target image element according to the playback order and the corresponding playback speed, and display it at the target level position based on the target collision strategy, so that the skill animation formed by playing and displaying the target image element presents the game skill corresponding to the skill operation instruction.

[0154] Optionally, the acquisition unit 502 is further configured to: acquire the target audio corresponding to the skill operation instruction, wherein the skill operation instruction is provided with a corresponding audio, and the audio corresponding to the skill operation instruction is used to display the sound effect of the game skill corresponding to the skill operation instruction; and determine the audio-bound image element that initially emits the target audio from the target image elements.

[0155] The device 500 further includes a playback unit, which is used to start playing the target audio when playing the audio-bound image element.

[0156] Optionally, the acquisition unit 502 is further specifically used to: based on a preset binding relationship between audio and image elements, acquire the audio-bound image element that initially emits the target audio from the target image element.

[0157] Optionally, the playback unit is specifically used to: determine the first playback duration of each image element in the target image element that is played before the audio-bound image element; and play the target audio at a time that is the first playback duration after the start playback time of the target image element.

[0158] Optionally, the second display unit 504 is specifically used to: obtain the number of loop playbacks corresponding to the skill operation instruction, wherein the skill operation instruction is set with a corresponding number of loop playbacks, and the number of loop playbacks is used to indicate the number of times the action of the game skill corresponding to the skill operation instruction is repeated when it is used; play the target image element according to the playback order with the number of loop playbacks, and perform loop playback based on the target collision strategy at the target level position.

[0159] Optionally, the second display unit 504 is further configured to: obtain target material information corresponding to the target image element, wherein the target material information is used to represent the material characteristics of the object in the target image element; assign the target material information to the target image element; play the target image element assigned the target material information according to the playback order, and display it at the target level position based on the target collision strategy.

[0160] Optionally, the target image element is an image corresponding to a moving object, and the second display unit 504 is further specifically used for: obtaining the target movement distance of the moving object corresponding to the skill operation instruction, wherein the skill operation instruction is set with a corresponding movement distance of the moving object, and the movement distance is used to indicate the distance the moving object corresponding to the game skill corresponding to the skill operation instruction moves when it is used; determining the display position of the target image on the two-dimensional game interface according to the target movement distance; and displaying the target image element on the two-dimensional game interface according to the playback order and at the target level position based on the target collision strategy.

[0161] Optionally, the game skill corresponds to a 3D game skill in the 3D game; the determining unit 503 is specifically used to: obtain the playback order of the target image elements according to the 3D game skill, so as to play the animation formed by the target image elements and the 3D game skill through the playback order.

[0162] Corresponding to the game processing method provided in the first embodiment of this application, the third embodiment of this application also provides an electronic device for running the game processing method. For example... Figure 6 As shown, the electronic device includes: a processor 601; and a memory 602 for storing a program for a game processing method. After the device is powered on and the program for the game processing method is run by the processor, the following steps are performed:

[0163] A graphical user interface is provided through a terminal device. During the matching process of a three-dimensional game, a two-dimensional game interface is displayed on the graphical user interface. The two-dimensional game interface includes multiple image elements. The image elements are set with corresponding hierarchical positions and collision strategies. The collision strategies are used to indicate the interaction methods between image elements located at the same hierarchical position.

[0164] In response to a skill operation command triggered in the two-dimensional game interface, a target image element corresponding to the skill operation command is obtained from a preset image element set;

[0165] Determine the target layer position and target collision strategy corresponding to the target image element, and determine the playback order of the target image element;

[0166] The target image elements are played in the specified playback order and displayed at the target level position based on the target collision strategy, so as to embed a two-dimensional game in the game matching process of a three-dimensional game.

[0167] Corresponding to the game processing method provided in the first embodiment of this application, the fourth embodiment of this application provides a computer-readable storage medium storing a program for the game processing method, which is executed by a processor to perform the following steps:

[0168] A graphical user interface is provided through a terminal device. During the matching process of a three-dimensional game, a two-dimensional game interface is displayed on the graphical user interface. The two-dimensional game interface includes multiple image elements. The image elements are set with corresponding hierarchical positions and collision strategies. The collision strategies are used to indicate the interaction methods between image elements located at the same hierarchical position.

[0169] In response to a skill operation command triggered in the two-dimensional game interface, a target image element corresponding to the skill operation command is obtained from a preset image element set;

[0170] Determine the target layer position and target collision strategy corresponding to the target image element, and determine the playback order of the target image element;

[0171] The target image elements are played in the specified playback order and displayed at the target level position based on the target collision strategy, so as to embed a two-dimensional game in the game matching process of a three-dimensional game.

[0172] It should be noted that for a detailed description of the apparatus, electronic device and computer-readable storage medium provided in the second, third and fourth embodiments of this application, please refer to the relevant description of the first embodiment of this application, which will not be repeated here.

[0173] Although this application discloses preferred embodiments as described above, it is not intended to limit this application. Any person skilled in the art can make possible changes and modifications without departing from the spirit and scope of this application. Therefore, the scope of protection of this application should be determined by the scope defined in the claims of this application.

[0174] In a typical configuration, a node device in a blockchain includes one or more processors (CPUs), input / output interfaces, network interfaces, and memory.

[0175] Memory may include non-persistent storage in computer-readable media, such as random access memory (RAM) and / or non-volatile memory, such as read-only memory (ROM) or flash RAM. Memory is an example of computer-readable media.

[0176] 1. Computer-readable media includes both permanent and non-permanent, removable and non-removable media that can store information by any method or technology. Information can be computer-readable instructions, data structures, modules of programs, or other data. Examples of computer storage media include, but are not limited to, phase-change memory (PRAM), static random access memory (SRAM), dynamic random access memory (DRAM), other types of random access memory (RAM), read-only memory (ROM), electrically erasable programmable read-only memory (EEPROM), flash memory or other memory technologies, CD-ROM, digital versatile optical disc (DVD) or other optical storage, magnetic tape, magnetic magnetic disk storage or other magnetic storage media, or any other non-transferable medium that can be used to store information accessible by a computing device. As defined herein, computer-readable media does not include non-transitory computer-readable media, such as modulated data signals and carrier waves.

[0177] 2. Those skilled in the art will understand that embodiments of this application can be provided as methods, systems, or computer program products. Therefore, this application can take the form of a completely hardware embodiment, a completely software embodiment, or an embodiment combining software and hardware aspects. Furthermore, this application can take the form of a computer program product embodied on one or more computer-usable storage media (including but not limited to disk storage, CD-ROM, optical storage, etc.) containing computer-usable program code.

[0178] Although this application discloses preferred embodiments as described above, it is not intended to limit this application. Any person skilled in the art can make possible changes and modifications without departing from the spirit and scope of this application. Therefore, the scope of protection of this application should be determined by the scope defined in the claims of this application.

Claims

1. A game processing method characterized by comprising: The method of providing a graphical user interface via a terminal device includes: During the matching process of the three-dimensional game, a two-dimensional game interface is displayed on the graphical user interface. The two-dimensional game interface includes multiple image elements. The image elements are set with corresponding hierarchical positions and collision strategies. The collision strategies are used to indicate the interaction methods between image elements located at the same hierarchical position. In response to a skill operation command triggered in the two-dimensional game interface, a target image element corresponding to the skill operation command is obtained from a preset image element set; Determine the target layer position and target collision strategy corresponding to the target image element, and determine the playback order of the target image element; The target image elements are played in the specified playback order and displayed at the target level position based on the target collision strategy, so as to embed a two-dimensional game in the game matching process of a three-dimensional game. The layer position includes the depth distance corresponding to the image element. The depth distance is used to represent the depth distance between the image element and the display screen when it is displayed. Image elements with the same depth distance are located at the same layer position.

2. The method of claim 1, wherein, Determining the playback order of the target image elements includes: The playback order of the target image elements corresponding to the skill operation command is obtained, so as to play the skill animation formed by the target image elements according to the playback order to present the game skill corresponding to the skill operation command.

3. The method of claim 1, wherein, The step of playing the target image elements according to the playback order and displaying them at the target level position based on the target collision strategy includes: The playback speed corresponding to the target image element is obtained, and the target image element corresponding to the skill operation command is set with a corresponding playback speed; The target image elements are played in the specified playback order and at the corresponding playback speed, and displayed at the target level position based on the target collision strategy, so that the skill animation formed by playing and displaying the target image elements presents the game skill corresponding to the skill operation command.

4. The method according to claim 3, characterized in that, The method further includes: Obtain the target audio corresponding to the skill operation command. The skill operation command is set with a corresponding audio. The audio corresponding to the skill operation command is used to display the sound effect of the game skill corresponding to the skill operation command. Determine the audio-binding image element that initially emits the target audio from the target image element; The target audio begins playing when the audio-bound image element is played.

5. The method according to claim 4, characterized in that, The step of determining the audio-bound image element for initially emitting the target audio from the target image element includes: Based on the preset binding relationship between audio and image elements, the audio-bound image element that initially emits the target audio is obtained from the target image element.

6. The method according to claim 4, characterized in that, The step of starting to play the target audio when playing the audio-bound image element includes: Determine the first playback duration of each image element in the target image element that plays before the audio-bound image element; The target audio is played at a time after the start playback time of the target image element, at a time of the first playback duration.

7. The method according to any one of claims 1 to 6, characterized in that, The step of playing the target image elements according to the playback order and displaying them at the target level position based on the target collision strategy includes: The loop playback count corresponding to the skill operation instruction is obtained. The skill operation instruction is set with a corresponding loop playback count, which is used to indicate the number of times the action of the game skill corresponding to the skill operation instruction is repeated when it is used. The target image elements are played in the specified playback order and for the specified number of loop playbacks, and loop playback is performed at the target level position based on the target collision strategy.

8. The method according to any one of claims 1 to 6, characterized in that, Before playing the target image elements according to the playback order and displaying them at the target level position based on the target collision strategy, the method further includes: Obtain the target material information corresponding to the target image element, wherein the target material information is used to represent the material characteristics of the object in the target image element; Assign the target material information to the target image element; The step of playing the target image elements according to the playback order and displaying them at the target level position based on the target collision strategy includes: The target image element, which has been assigned the target material information, is played in the playback order and displayed at the target level position based on the target collision strategy.

9. The method according to any one of claims 1 to 6, characterized in that, The target image element is the image corresponding to the moving object; The step of displaying the target image elements according to the playback order and at the target level position based on the target collision strategy includes: Obtain the target movement distance of the movement object corresponding to the skill operation instruction. The skill operation instruction is set with a corresponding movement distance of the movement object. The movement distance is used to indicate the distance that the movement object corresponding to the game skill corresponding to the skill operation instruction moves when it is used. The display position of the target image on the two-dimensional game interface is determined based on the target's movement distance. The target image elements are displayed on the two-dimensional game interface according to the playback order and at the target level position based on the target collision strategy.

10. The method according to any one of claims 2 to 4, characterized in that, The game skills include at least one of the following: movement, sprinting, jumping, crawling, attacking, and defending.

11. The method according to claim 2, characterized in that, The game skills correspond to the 3D game skills in the 3D game; The step of obtaining the playback order of the target image elements corresponding to the skill operation command includes: The playback order of the target image elements is obtained based on the 3D game skill, and the animation formed by the target image elements is played in the playback order in conjunction with the 3D game skill.

12. A game processing device, characterized in that, The device includes: The first display unit is used to display a two-dimensional game interface on a graphical user interface during the matching process of a three-dimensional game. The two-dimensional game interface includes multiple image elements, each image element is set with a corresponding hierarchical position and a collision strategy, and the collision strategy is used to indicate the interaction method between image elements located at the same hierarchical position. The acquisition unit is used to acquire the target image element corresponding to the skill operation instruction from a preset image element set in response to the skill operation instruction triggered in the two-dimensional game interface. The determining unit is used to determine the target layer position and target collision strategy corresponding to the target image element, and to determine the playback order of the target image element; The second display unit is used to play the target image elements according to the playback order and display them at the target level position based on the target collision strategy, so as to embed a two-dimensional game in the game matching process of the three-dimensional game; The layer position includes the depth distance corresponding to the image element. The depth distance is used to represent the depth distance between the image element and the display screen when it is displayed. Image elements with the same depth distance are located at the same layer position.

13. An electronic device, characterized in that, include: processor; as well as A memory for storing a data processing program, which, when the electronic device is powered on and runs through the processor, performs the method as described in any one of claims 1-11.

14. A computer-readable storage medium, characterized in that, The system contains a data processing program that is executed by a processor to perform the method as described in any one of claims 1-11.