Transition control method, apparatus and electronic device
Patent Information
- Application Number
- CN202310495707.3
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2023-04-28
- Publication Date
- 2026-10-27
- Estimated Expiration
- 2043-04-28
AI Technical Summary
然而,通过黑屏或者页面进行转场与游戏场景之间有较大的隔阂感,削弱了游戏的代入感,并且在转换场景时玩家会明显地感受到等待过程,体验感较差
[0008]本公开提供了一种转场控制方法、装置和电子设备,响应针对虚拟角色的控制操作,控制虚拟角色在当前游戏场景中活动;响应于场景切换条件满足预设要求,确定目标游戏场景;加载目标游戏场景;基于目标游戏场景的加载信息,控制播放转场动画,其中,转场动画为虚拟角色离开当前游戏场景的当前场景区域,且通过传送场景进入目标游戏场景的目标场景区域的连续画面。至少部分地解决转场隔阂感强、代入感差的问题,以提高玩家体验感。
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Figure CN116570913B_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of game technology, and in particular to a transition control method, apparatus and electronic device. Background Technology
[0002] In games involving multiple scenes, due to technological and engine limitations, not all scenes are loaded at once during gameplay. Typically, the player's current scene is loaded, and the new scene is loaded only when the player needs to transition. Since scene loading takes a relatively long time, existing solutions insert a black screen or page during transitions. This page is usually used to indicate loading progress or display specific visuals. However, transitions using black screens or pages create a significant disconnect from the actual game scene, weakening immersion and resulting in a noticeable waiting time for the player, leading to a poor gaming experience. Summary of the Invention
[0003] In view of this, the present disclosure provides a transition control method, device and electronic device, which at least partially solves the problems of strong sense of separation and poor sense of immersion in transitions, so as to improve the player experience.
[0004] In a first aspect, embodiments of this disclosure provide a transition control method, which provides a graphical user interface through a terminal device. The graphical user interface displays at least a portion of the game scene and a virtual character located in the game scene. The method includes: responding to a control operation on the virtual character and controlling the virtual character to move in the current game scene; responding to a scene switching condition meeting a preset requirement and determining a target game scene; loading the target game scene; and controlling the playback of a transition animation based on the loading information of the target game scene, wherein the transition animation is a series of images of the virtual character leaving the current scene area of the current game scene and entering the target scene area of the target game scene through scene transmission.
[0005] Secondly, embodiments of this disclosure provide a transition control device that provides a graphical user interface via a terminal device. The graphical user interface displays at least a portion of a game scene and a virtual character located within the game scene. The device includes: a control module for responding to control operations on the virtual character and controlling the virtual character's activities in the current game scene; determining a target game scene in response to the triggering of a scene switching task; a loading module for loading the target game scene; and a transition module for controlling the playback of a transition animation based on the loading information of the target game scene. The transition animation is a series of images showing the virtual character leaving the current scene area of the current game scene and entering the target scene area of the target game scene through scene transfer.
[0006] Thirdly, embodiments of this disclosure provide an electronic device including a processor and a memory, the memory storing computer-executable instructions executable by the processor, the processor executing the computer-executable instructions to implement the transition control method of any of the first aspects.
[0007] Fourthly, embodiments of this disclosure provide a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are invoked and executed by a processor, the computer-executable instructions cause the processor to implement the transition control method of any one of the first aspects.
[0008] This disclosure provides a transition control method, apparatus, and electronic device that, in response to control operations on a virtual character, controls the virtual character's activities in the current game scene; determines a target game scene in response to scene switching conditions meeting preset requirements; loads the target game scene; and, based on the loading information of the target game scene, controls the playback of a transition animation, wherein the transition animation is a series of images showing the virtual character leaving the current scene area of the current game scene and entering the target scene area of the target game scene via a scene teleportation. This at least partially solves the problems of strong transition barriers and poor immersion, thereby improving the player experience. Attached Figure Description
[0009] To more clearly illustrate the technical solutions in the specific embodiments of this disclosure or the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of this disclosure. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.
[0010] Figure 1 A flowchart of a transition control method provided in this embodiment of the disclosure;
[0011] Figure 2 A schematic diagram of a transition animation provided in an embodiment of this disclosure;
[0012] Figure 3 A schematic diagram of a transition animation provided in an embodiment of this disclosure;
[0013] Figure 4 A schematic diagram of a transition animation provided in an embodiment of this disclosure;
[0014] Figure 5 A schematic diagram of a transition animation provided in an embodiment of this disclosure;
[0015] Figure 6 A schematic diagram of a transition animation provided in an embodiment of this disclosure;
[0016] Figure 7 A schematic diagram of a transition animation provided in an embodiment of this disclosure;
[0017] Figure 8 This is a schematic diagram of the structure of a special field control device provided in an embodiment of the present disclosure;
[0018] Figure 9 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this disclosure. Detailed Implementation
[0019] To make the objectives, technical solutions, and advantages of the embodiments of this disclosure clearer, the technical solutions of this disclosure will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this disclosure, and not all embodiments. Based on the embodiments of this disclosure, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this disclosure.
[0020] In one embodiment of this disclosure, the transition control method can run on a local terminal device or a server. When the transition control method runs on a server, it can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0021] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of transition control methods are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.
[0022] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.
[0023] In one possible implementation, embodiments of this disclosure provide a transition control method that provides a graphical user interface (GUI) through a terminal device. The terminal device can be either the aforementioned local terminal device or a client device within the aforementioned cloud interaction system. This GUI displays at least a portion of the game scene and virtual characters located within it. Figure 1 As shown, the method includes the following steps:
[0024] Step S102: Respond to the control operation for the virtual character and control the virtual character to move in the current game scene;
[0025] Step S104: In response to the scene switching conditions meeting the preset requirements, determine the target game scene;
[0026] Step S106: Load the target game scene;
[0027] Step S108: Based on the loading information of the target game scene, control the playback of transition animation, wherein the transition animation is a series of images of the virtual character leaving the current scene area of the current game scene and entering the target scene area of the target game scene through the teleportation scene.
[0028] This disclosure provides a transition control method, apparatus, and electronic device that, in response to control operations on a virtual character, controls the virtual character's activities in the current game scene; determines a target game scene in response to scene switching conditions meeting preset requirements; loads the target game scene; and, based on the loading information of the target game scene, controls the playback of a transition animation, wherein the transition animation is a series of images showing the virtual character leaving the current scene area of the current game scene and entering the target scene area of the target game scene via a scene teleportation. This at least partially solves the problems of strong transition barriers and poor immersion, thereby improving the player experience.
[0029] In step S102, in response to a control operation targeting the virtual character, the virtual character is controlled to move within the current game scene. The current game scene can be the game scene corresponding to the player's current level, or it can be a game scene in the game process based on game settings. Different types of game elements are displayed in the game scene, including but not limited to the virtual character controlled by the player, non-player-controlled virtual characters, buildings, plants, etc.
[0030] In an optional embodiment, the control operations on the virtual character can be implemented through triggering operations of controls on the graphical user interface. For example, by triggering an operation on a movement control control on the graphical user interface, the virtual character can be controlled to move within the current game scene; or, by triggering an attack control on the graphical user interface, the virtual character can be controlled to perform an attack action within the current game scene. These triggering operations include short presses, long presses, or swipes.
[0031] In optional embodiments, the control operations for the virtual character can also be input operations for input devices connected to the terminal device, such as input operations via a keyboard connected to the terminal device, or input operations via a voice input device connected to the terminal device. These input devices can be integrated into the terminal device or be external devices connected to the terminal device. Based on the input operations, the terminal device controls the virtual character to perform activities corresponding to the input instructions.
[0032] In optional embodiments, the activities of virtual characters in the current game scene include moving, engaging in combat or dialogue with other virtual characters, interacting with scene elements in the game scene, and performing designated tasks within the game. The content of their activities is related to the game content and settings, and is not limited here.
[0033] In step S104, in response to the scene switching conditions meeting preset requirements, a target game scene is determined. The preset requirements for scene switching conditions can be set according to the game strategy. These preset requirements can be actively triggered by the player or automatically triggered based on the virtual character's activities in the game scene.
[0034] In an optional embodiment, the scene switching conditions meeting preset requirements include: receiving a scene switching instruction; or, the virtual character moving to a preset scene switching trigger area.
[0035] Taking a scenario where the preset requirement is player-initiated triggering as an example, in response to the scene switching condition meeting the preset requirement, the target game scene is determined, including: receiving a scene switching command and determining the target game scene. In this embodiment, the player can generate a scene switching command through a switching control set in the graphical user interface or through a thumbnail map set in the game, thereby triggering a game scene switch through the scene switching command.
[0036] Specifically, for example, a persistent switching control is set on the graphical user interface. In response to touch operation on the switching control, candidate game scenes that can be switched are provided. In response to the selection operation of any game scene in the candidate game scenes, a scene switching instruction is generated. At this time, the scene switching conditions meet the preset requirements, the scene switching needs to be executed, and the selected candidate game scene is determined as the target game scene.
[0037] By setting up a permanent switching control, players can switch scenes whenever they are not occupied by game tasks such as combat tasks.
[0038] In response to touch operations on the switching control, a scene switching interface can be brought up, providing candidate game scenes for switching through text, icons, or maps. Furthermore, the scene switching interface can also include scene selection controls corresponding to the candidate game scenes; in response to a trigger operation on the scene selection control, the candidate game scene corresponding to that trigger control is determined as the target game scene.
[0039] For example, the game includes a thumbnail map displayed in a designated area of the graphical user interface (GUI) to show the virtual character's current location. In response to a trigger action on the thumbnail map, it can expand to the entire GUI, displaying not only the virtual character's current location but also the outlines and locations of various game scenes. The thumbnail map also provides scene markers corresponding to each game scene. In response to selecting a scene marker, a scene switching command is generated, and the game scene corresponding to the selected scene marker is identified as the target game scene.
[0040] Taking the preset requirement that the virtual character automatically triggers in a designated area of the game scene as an example, in response to the scene switching condition meeting the preset requirement, the target game scene is determined, including: in response to the virtual character moving to the preset scene switching trigger area in the game scene, the target game scene is determined.
[0041] The preset scene switching trigger area can be a pre-defined area within the game scene based on game strategy. For example, this area could be a horizontal surface area within the game scene, such as the entrance to an underground world; a virtual character entering this area triggers a new game scene. Alternatively, it could be a doorway to a virtual building within the game scene; passing through the doorway leads to the corresponding game scene for that virtual building. Furthermore, a corresponding target game scene is pre-set for each scene switching trigger area. When the target virtual object moves into the scene switching trigger area, it is determined that the scene switching conditions have been met, and a scene switch must be executed without waiting for the player to issue a scene switching command.
[0042] The preset scene switching trigger area can also be the area where a teleportation item is located in the game. When the virtual character moves to the area where the teleportation item is located, the virtual character is directly teleported to another game scene corresponding to that teleportation item, thus determining the game scene corresponding to the teleportation area as the target game scene. The game scene corresponding to the teleportation item is pre-set, and the teleportation item can be a portal, etc.
[0043] The preset scene switching trigger area can also be the boundary area of the current game scene. When the virtual character moves to the boundary area, it can be determined that the scene switching conditions meet the preset requirements, the scene switching needs to be executed, and the game scene adjacent to the boundary area is determined as the target game scene.
[0044] In step S108, the transition animation is controlled to play based on the loading information of the target game scene.
[0045] In an optional embodiment, after determining the target game scene, the target game scene is loaded, and based on the loading information of the target game scene, a transition animation is controlled to play. The loading information of the target game scene includes loading duration, loading progress, and loading content. The transition animation consists of a series of shots showing the virtual character leaving the current scene area of the current game scene and entering the target scene area of the target game scene via a teleportation scene.
[0046] For example, the playback duration of the transition animation is longer than the loading time of the target game scene; the playback content of the transition animation is adjusted according to the loading progress; the scene teleported in the transition animation is usually a scene contained in the current game scene or the target game scene, such as the sky, water (river, lake, sea, etc.), mountains or designated buildings, etc.
[0047] In an optional embodiment, the transition control method further includes: controlling the playback of transition animations based on the loading information of the target game scene and the unloading information of the current game scene.
[0048] Specifically, in addition to the loading information of the target game scene, the playback of transition animations is also controlled based on the unloading information of the current game scene. Optionally, the playback progress and content of the transition animations can be controlled simultaneously based on the loading progress of the target game scene and the unloading progress of the current game scene. For example, the transition animation is played only after both the target game scene and the current game scene have been completely unloaded. This makes better use of storage resources and avoids issues such as excessive storage consumption and game lag caused by the target game scene being fully loaded while the current game scene has only been partially unloaded, which negatively impacts the player experience.
[0049] In an optional embodiment, the current scene area refers to the scene area where the virtual character is located when the scene switching conditions meet preset requirements and a scene switching operation is required. Optionally, the current scene area is a scene area within a first preset range centered on the virtual character's current position. For example, in a game scene, this could be a circular area with a radius of 10m centered on the virtual character, or a rectangular area of 10m x 15m centered on the virtual character. This first preset range can be set according to the visual requirements of the current game scene in the transition animation, or according to the size of the terminal device, or according to the position of the virtual camera capturing the transition animation footage.
[0050] In an optional embodiment, the target scene area of the target game scene is the scene area where the virtual object is located when it arrives at the target game scene. Optionally, the target scene area is the scene area within a second preset range centered on the target position of the virtual character. The target position can be a pre-configured position for the target game scene, which the virtual character that needs to enter the target game scene will arrive at by default when switching scenes. One target game scene can correspond to one or more target positions. The second preset range can be set according to the screen requirements of the current game scene in the transition animation, or according to the size of the terminal device, or according to the position of the virtual camera capturing the transition animation screen. The first preset range and the second preset range can be the same or different.
[0051] In an optional embodiment, the transition control method further includes: determining the teleportation scene based on the current game scene.
[0052] In optional embodiments, each game scene is equipped with a preset teleportation scene, which is usually related to game elements within the scene. For example, if the current game scene includes virtual mountains, the preset teleportation scene would be a mountain cableway or a mountain ladder; if the current game scene includes virtual city walls, the teleportation scene would be a city wall elevator. Furthermore, corresponding teleportation tools are also provided for each teleportation scene. For instance, in the case of a water area, boats, animals, or other virtual objects can also be provided as vehicles for virtual characters, assisting them in teleportation. Even further, different teleportation scenes and methods can be set for different virtual characters.
[0053] In an optional embodiment, the transition animation also includes a scene where a virtual character summons a corresponding teleportation tool through a summoning or other means, and leaves the current scene area of the current game scene based on the teleportation tool, and enters the target scene area of the target game scene through the teleportation scene.
[0054] In an optional embodiment, a universal teleportation scene can be set for the game, such as the sky. This type of teleportation scene can be adapted to various game scenes and has strong versatility.
[0055] In optional embodiments, the teleportation scene can be determined based on the current scene area, or based on the current game scene and the target game scene. The above methods of determining the teleportation scene are more refined and can achieve a more natural effect.
[0056] According to the transition method provided in this embodiment, the game screen will not be interrupted during the transition of game scenes, and there will be no black screen or display screen with a strong sense of separation from the game screen. The transition animation seen by the player is a continuous screen of the virtual character leaving the current scene area of the current game scene and entering the target scene area of the target game scene through the teleportation scene. Under such circumstances, the player can still be immersed in the game scene and maintain a sense of immersion. The player will not even feel that he is waiting for the target game scene to load, which improves the experience.
[0057] In an optional embodiment, the step of controlling the playback of the transition animation based on the loading information of the target game scene includes: controlling the playback duration of the transition animation according to the loading time of the target game scene. Typically, the playback duration of the transition animation is greater than or equal to the loading time of the target game scene, for example, the playback duration is 2 seconds longer than the loading time. The specific calculation method between the transition animation playback duration and the loading time of the target game scene is not limited here.
[0058] In optional embodiments, the loading time of the target game scene can be calculated based on the amount of data loaded and the loading speed. The loading speed is greatly affected by time-sensitive factors such as real-time network speed, so the loading time may not be a fixed value. In some embodiments, the loading time can also be updated in real time or periodically, and the playback duration of the transition animation can be updated based on the updated loading time.
[0059] According to the method provided in this embodiment, the playback duration of transition animations can be better controlled, avoiding the situation where the target game scene is entered too early and only a part of the scene area, such as the target scene area, has been loaded, causing players to see the loading process and reducing their sense of immersion in the game. It also avoids the situation where the target game scene is entered too late, causing players to lose patience due to excessive waiting time and a reduced experience.
[0060] In an optional embodiment, the transition animation includes a variable-length segment and a fixed-length segment. The fixed-length segment has a preset fixed playback duration. The step of controlling the playback duration of the transition animation according to the loading time of the target game scene includes: determining the playback duration of the variable-length segment according to the loading time of the target game scene; and controlling the playback duration of the transition animation according to the playback duration of the variable-length segment and the playback duration of the fixed-length segment.
[0061] For example, the transition animation includes three segments: the first segment shows the virtual character leaving the current game scene; the second segment shows the virtual character in the teleportation scene; and the third segment shows the virtual character leaving the teleportation scene and entering the target game scene. The first and third segments are of fixed duration, while the second segment is of variable duration. The playback duration of the second segment can be determined based on the loading time of the target game scene; then, the total playback duration of the transition animation is determined based on the playback duration of the second segment, the first segment, and the third segment.
[0062] Furthermore, determining the playback duration of the second segment based on the loading time of the target game scene includes: determining the playback duration of the second segment based on the difference between the loading time of the target game scene and the duration of the first segment. Then, the total playback duration of the transition animation is obtained by summing the duration of the second segment with the durations of the first and third segments.
[0063] Optionally, the loading time of the target game scene can be used as the playback duration of the variable-duration segment, or the loading time of the target game scene can be used as the sum of the playback durations of the variable-duration segment and the fixed-duration segment.
[0064] It should be noted that the duration of a fixed-duration segment can be a preset fixed value, or it can be determined based on the time it takes for the virtual character in the scene to travel from the current scene area of the current game scene to the teleportation scene, or it can be determined based on the preset movement distance and movement speed of the virtual camera that captures the scene.
[0065] Dividing transition animations into fixed-duration segments and variable-duration segments allows for more precise control over the playback duration of transition animations. Furthermore, since the loading duration primarily affects the playback duration of variable-duration segments, the focus of duration control becomes clearer, allowing processing resources to be primarily allocated to processing variable-duration segments, thus saving processing resources.
[0066] In an optional embodiment, controlling the playback of the transition animation based on the loading information of the target game scene further includes: controlling the screen content of the transition animation according to the loading progress of the target game scene. The loading progress of the target game scene can be the percentage of the target game scene that has been loaded out of the total loaded amount.
[0067] In an optional embodiment, the loading progress of the target game scene includes a first progress node and a second progress node. The step of controlling the transition animation's screen content based on the target game scene's loading progress includes: in response to the start of loading the target game scene, playing screen content showing the virtual character leaving the current game scene's current scene area; in response to the target game scene's loading progress reaching the first progress node, controlling the playback of screen content showing the virtual character entering a teleportation scene and moving within that scene after leaving the current scene area; and in response to the target game scene's loading progress reaching the second progress node, controlling the playback of screen content showing the virtual character entering the target game scene's target scene area after leaving the teleportation scene.
[0068] For example, the first node mentioned above can be the node when the target game scene is loaded to 20%, and the second node can be the node when the target game scene is loaded to 80%. In an optional embodiment, the first node and the second node are preset during the loading process of the target game scene. At the same time as the target game scene begins to load, a scene is played with the current scene area of the current game scene as the background, showing the virtual character gradually moving away from the background scene and heading towards the water. The loading progress of the target game is continuously monitored. In response to the target game loading to the first node, the playback screen is switched to the scene in the scene being transferred, such as the scene of the virtual character in the water. Then, in response to the target game loading to the second node, the playback screen is switched to the scene of the virtual character leaving the water and gradually approaching the shore, and the shore scene in the above screen is the target scene area of the target game scene. Finally, when the target game scene is fully loaded, the virtual character in the screen goes ashore and arrives at the target scene area.
[0069] Optionally, the loading progress of the target game scene can be obtained in real time or periodically between each node, so as to predict the time required for the loading progress to reach the node, so as to better control the progress of the current screen and prepare for the screen transition.
[0070] The method provided in this embodiment can more accurately control the transition animation screen and make the playback progress of the transition animation more consistent with the loading progress of the target game scene. It avoids the feeling of game disconnect caused by inappropriate screen switching timing in the transition animation, which may result in some screen progress being too fast or too slow. This makes the screen transition more realistic and natural, and further reduces the sense of separation in the transition.
[0071] In an optional embodiment, the step of controlling the screen content of the transition animation according to the loading progress of the target game scene includes: in response to the start of loading the target game scene, playing the screen content of the virtual character leaving the current scene area of the current game scene, entering the teleportation scene and moving in the teleportation scene; in response to the completion of loading the target game scene, playing the screen content of the virtual character leaving the teleportation scene and entering the target scene area of the target game scene.
[0072] In this embodiment, the transition animation content is controlled based on the start and end nodes of the target game scene's loading. Corresponding to the start node of the target game scene's loading, the animation continuously plays scenes of the virtual character leaving the current game scene's current area, and then entering and moving within the teleportation scene. Corresponding to the end node of the target game scene, the animation switches to playing scenes of the virtual character leaving the teleportation scene and entering the target game scene's target area. On one hand, there are no additional nodes during the loading process of the target game scene, eliminating the need to obtain its loading progress in real time, thus saving some data processing resources. On the other hand, it also makes screen control more convenient; for example, the playback of scenes of the virtual character leaving the teleportation scene and entering the target game scene's target area does not need to advance according to the target game scene's loading progress, resulting in a more realistic and natural visual experience.
[0073] In an optional embodiment of this disclosure, when a virtual character is active in the current game scene, content from a target game scene that can be used as the current game scene is preloaded. This could include game scenes adjacent to the current game scene, or game scenes involved in the next level of the current game scene. Optionally, the preloaded content is the content of a target scene area within the target game scene. Preloading can save some of the loading time of the target game scene.
[0074] In an optional embodiment, the continuous screen of a virtual character leaving the current scene area of the current game scene and entering the target scene area of the target game scene through a teleportation scene includes: changing the position information of the virtual character so that the virtual character leaves the current scene area of the current game scene and enters the target scene area of the target game scene through a teleportation scene.
[0075] Transition animations showcase changes in the virtual character's position, depicting the virtual object's movement from the current game scene to a teleported scene, and then from the teleported scene to the target game scene. This improves the continuity of the virtual character between different scenes in the transition animation, enhancing its coherence and realism.
[0076] Optionally, the location information includes both vertical and horizontal location information. Taking vertical location information as an example, if the current game scene is a horizontal surface, the teleportation scene is the sky, and the target scene area is a mountaintop, the transition animation will show the virtual character moving from the horizontal surface to the sky, and then descending from the sky to the mountaintop by changing the virtual character's vertical location information. Taking horizontal location information as an example, if the current game scene is a first location, the target scene area is a second location, and the teleportation scene is the ocean, the transition animation will show the virtual character moving from the first location to the ocean, and then moving from the ocean to the second location by changing the virtual character's horizontal location information.
[0077] It should be noted that the aforementioned virtual character position information can refer to the position information of the virtual character in the transition animation. In this case, the virtual character's position in the game scene can remain in the current game scene, and the virtual character's position will be moved to the target game scene after the target game scene has finished loading. Optionally, the aforementioned virtual character position information can also refer to the position of the virtual character in the game scene, that is, the virtual character moves from the current game scene to the teleportation scene and then to the target game scene.
[0078] In an optional embodiment, a virtual camera is provided in the game, and the transition control method includes: controlling the virtual camera to move in the game scene according to the position information, and the transition animation includes continuous images captured by the virtual camera during the movement.
[0079] Based on the virtual character's position information, the virtual camera is controlled to move within the game scene; in other words, the virtual camera moves along with the virtual character.
[0080] The movement of the virtual camera mentioned above includes positional movement, angular rotation, or both displacement and angular rotation.
[0081] Taking the location information as height location information and the teleportation scene as the sky as an example. Using the absolute coordinate system in the game scene as a reference, the virtual character's height coordinate in the current scene is 0, the height coordinate of the teleportation scene is 10, and the height coordinate of the target scene is 5.
[0082] Optionally, the movement of the virtual camera may only involve positional movement. In this case, the virtual camera can maintain a fixed relative position with the virtual character, including their relative distance and relative angle, and the virtual camera moves along with the virtual character. For example, the camera's height coordinates may change from 1 to 11 and then to 6, always capturing the virtual character's image at the same angle.
[0083] Optionally, the virtual camera can be set in a fixed position, capturing the virtual character's image only by changing its angle. For example, the virtual camera can always maintain an altitude coordinate of 5, capturing the virtual character's image in the current game scene from above, and then changing the virtual camera angle as the virtual character's altitude changes, ultimately capturing the virtual character's image in the sky from below.
[0084] Optionally, the position and angle of the virtual camera can also be changed simultaneously to obtain more vivid transition animations.
[0085] In an optional embodiment, the camera viewpoint includes the camera position and angle. The virtual camera is controlled to move within the game scene based on the position information, and the continuous footage captured by the virtual camera during the movement is determined as a transition animation, including:
[0086] The starting frame of the transition animation is determined by the first-person view of the virtual character within the current scene area captured by the virtual camera. For example... Figure 2 As shown, the first-person perspective view includes the virtual character and the current scene area of the game. Optionally, the first-person perspective view may also include the process of the virtual object summoning and riding a teleportation device. For example, the virtual character summons and rides a crane.
[0087] The virtual camera is controlled to continuously switch from a first-person perspective to a second-person perspective based on its position information, determining the scene when the virtual character leaves the current scene area and enters a teleportation scene. Based on the virtual character's position information, the camera moves from the current scene area into the air, and the angle and position of the virtual camera are changed to follow the virtual character and capture the scene. For example, by increasing the distance between the virtual camera and the virtual object and rotating the camera to follow the virtual character, a scene can be captured of the virtual character riding a crane and taking off from the current scene area.
[0088] The second-person perspective view shows the virtual character in the teleportation scene from the first angle; this is optional. Figure 3As shown, the background of the first screen can still include the current game scene, but players can perceive that the virtual character has entered the teleportation scene through the height difference between the virtual character and the current game scene, or other visual elements (such as clouds). Afterwards, the second-person view can seamlessly switch to the teleportation scene.
[0089] The virtual camera continuously switches from a third-person to a fourth-person perspective based on the virtual character's location information, determining the view of the virtual character leaving the teleportation scene and entering the target area of the target game scene. The view of the virtual character in the target scene area, captured by the virtual camera from the fourth-person perspective, serves as the final frame of the transition animation.
[0090] The third-person perspective view shows the virtual character in a second view of the teleportation scene. This second view can include the target game scene, and players can perceive the virtual character's presence in the teleportation scene through the height difference between the virtual character and the target game scene, or other visual elements (such as clouds). Furthermore, the virtual character or its teleportation vehicle in the second view performs a landing motion to make the player feel that the virtual character is about to leave the teleportation scene. For example,... Figure 4 As shown, in the second image, the crane folds its wings and dives.
[0091] As the virtual character descends from the sky into the target scene area, the virtual camera follows the character's altitude and position, shifting from a third-person to a fourth-person perspective. For example... Figure 5 As shown, the fourth-person perspective view includes the virtual character and the target scene area of the game environment. Optionally, the fourth-person perspective view also includes the process of the virtual character leaving the teleportation device and the teleportation device leaving the screen. For example, the virtual character leaves the crane, and the crane flies out of the screen.
[0092] The aforementioned transition from third-person to fourth-person perspectives includes changes in the angle and / or position of the virtual camera. For example, by maintaining a fixed relative distance from the virtual object while shooting from above, the process of a virtual character diving towards a target area of the game scene can be captured. Figure 6 As shown, the viewpoint switches to a side-above viewpoint after the virtual character reaches a designated height to capture the landing of the virtual character.
[0093] The second and third perspectives mentioned above both correspond to the perspectives of the teleportation scene. The teleportation scene corresponding to the second perspective is a scene at a first preset height in the current game scene. The teleportation scene corresponding to the third perspective is a scene at a second preset height in the target game scene. In some embodiments, the first preset height and the second preset height can be the same, so that the player perceives from the screen that the virtual character is entering a teleportation scene at a fixed height. In other embodiments, the first preset height and the second preset height can also be different. For example, in the absolute coordinates of the game scene, the first preset height is 13 and the second preset height is 15. The player perceives from the screen that the virtual character has entered the sky scene, but cannot accurately perceive its height, which does not affect the effect of the transition animation.
[0094] Furthermore, the camera angle in the second-person perspective can be the same as or different from the camera angle in the third-person perspective. The second-person perspective should show the virtual character arriving at and entering the teleportation scene, while the third-person perspective should show the virtual character preparing to leave the teleportation scene. The camera angle can be selected based on the specific content of the teleportation scene.
[0095] In an optional embodiment, the transition control method further includes: controlling a virtual camera to continuously switch from a second perspective to a fifth perspective based on position information, and then continuously switching from the fifth perspective to a third perspective. The footage captured by the virtual camera from the fifth perspective is the teleportation scene of the virtual character.
[0096] The second and third perspectives capture the virtual character entering and leaving the teleportation scene. While the virtual character is within the teleportation scene, a fifth perspective view is captured by the virtual camera. Optionally, the teleportation scene may only include the virtual character, any existing teleportation tools, and the teleportation environment itself. For example, if the teleportation scene is the sky, the scene would only contain the virtual character, a crane, and the sky. The sky scene could also include clouds, the sun, stars, or the moon. Figure 7 As shown, the fifth perspective can be the angle from which the virtual camera is positioned behind the virtual character, allowing for better capture of the virtual character's posture as it flies through the sky.
[0097] It should be noted that the fifth-person perspective is used to indicate that the virtual character is in a teleportation scene, and the view does not include the game scene. In this perspective, the position and angle of the virtual camera can still change. For example, if the virtual character moves up and down during flight, the virtual camera can move up and down to follow the virtual character's movements.
[0098] In an optional embodiment, the transition control method further includes: generating a transmission screen based on the virtual character and the transmission scene, and determining a transition animation based on the transmission screen and continuous images captured during the movement of the virtual camera.
[0099] In this embodiment, the transmission screen includes a virtual character, a transmission scene, and a possible transmission vehicle. The virtual character moves within the transmission scene in a posture consistent with the scene's movement. For example, if the transmission scene is a sky and the transmission vehicle is a crane, the virtual character and the crane move in a flight posture, i.e., through animation... Figure 7 The animation shown depicts a virtual character climbing a ladder in a mountain-like setting. Optionally, the camera angle of the teleportation scene can be a fixed angle and distance relative to the virtual character.
[0100] The transition animation is created by stitching together continuous footage captured during the movement of a virtual camera. This process involves the virtual character leaving the current game scene and entering a teleportation scene, as well as leaving the teleportation scene and entering the target game scene. The teleportation footage is then used as the frame within the teleportation scene. Generating transition animations using pre-generated teleportation footage requires fewer communication and processing resources compared to capturing real-time footage from the teleportation scene. Furthermore, teleportation footage can be reused; only the corresponding teleportation footage needs to be called for the same teleportation scene, improving the efficiency of transition animation processing. Since the teleportation scene does not contain specific content from the game scene, players are unaware of the source of the footage, maintaining a consistent player experience.
[0101] In an optional embodiment, the step of generating a teleportation screen based on the virtual character and the teleportation scene includes: generating a teleportation segment based on the virtual character and the teleportation scene, and looping the teleportation segment to obtain a teleportation screen.
[0102] In this embodiment, the transmission screen is a looped transmission segment, which includes a virtual character, a transmission scene, and a possible transmission tool. The virtual character moves within the transmission scene in a posture consistent with the scene's movement. Obtaining the transmission screen by looping the transmission segments further reduces processing resources and storage requirements. Looping also makes it easier to achieve transmission screens of varying durations; during looping, the transmission segment can be interrupted at any time to obtain a transmission screen of the target duration.
[0103] Optionally, the virtual character's movement posture can vary in multiple ways during the transmission segment, improving the realism and continuity of the transmission screen during the loop process.
[0104] In optional embodiments, the transition control method further includes determining the environmental parameters of the teleportation scene based on the environmental parameters of the current game scene and the environmental parameters of the target game scene. Environmental parameters are variable game elements related to the game scene, and these elements typically do not affect the game scene layout, but changes to these elements can affect the presentation of the game scene. For example, if the environmental parameter is a time parameter, the brightness of the game scene will definitely differ between morning and night. Similarly, if the environmental parameter is a weather parameter, the hue, brightness, and even clarity of the game scene can differ between sunny and rainy days; in the case of rain, a rain effect needs to be added to the game scene. Optionally, the environmental parameters of the current game scene are used when the virtual character leaves the current game scene area, and the environmental parameters of the target game scene are used when entering the target game scene area. The environmental parameters of either the current game scene or the target game scene can be used in the teleportation scene. This approach improves the integration of the transition animation with the game scene, further reducing the abruptness and disconnect of the transition, making the transition animation's visual effects more natural and enhancing the player experience.
[0105] In an optional embodiment, the environmental parameters include time parameters. The step of determining the environmental parameters of the teleportation scene based on the environmental parameters of the current game scene and the environmental parameters of the target game scene includes: the time parameters of the teleportation scene continuously change from the time parameters of the current game scene to the time parameters of the target game scene.
[0106] There may be a time difference between the current game scene and the target game scene. For example, the time parameter of the current game scene might indicate evening, while the time parameter of the target game scene might indicate night. In the transition animation, the screen where the virtual character leaves the current game scene uses the time parameter of the current game scene, resulting in an evening effect. The screen where the character enters the target game scene uses the time parameter of the target game scene, resulting in a night effect. For teleportation scenes, the screen continuously changes from the time parameter of the current game scene to that of the target game scene, presenting a gradual transition from evening to night. This method avoids abrupt changes in visual effects caused by sudden changes in time parameters during teleportation scenes, increasing the continuity of each frame in the transition animation, making the visual effects more natural, and improving the player experience.
[0107] In an optional embodiment, environmental parameters include weather parameters. Determining the environmental parameters of the teleportation scene based on the environmental parameters of the current game scene and the target game scene includes: the weather parameters of the teleportation scene continuously change from the weather parameters of the current game scene to the weather parameters of the target game scene. The weather parameters of the current game scene and the target game scene may differ. For example, the weather parameters of the current game scene may be rainy, while the time parameters of the target game scene indicate sunny weather. In the transition animation, the screen where the virtual character leaves the current scene area uses the weather parameters of the current game scene, i.e., the screen shows a rainy effect, while the screen where the character enters the target scene area uses the weather parameters of the target game scene, i.e., the screen shows a sunny effect. For the teleportation scene, the screen shows a continuous change from the weather parameters of the current game scene to the weather parameters of the target game scene, i.e., a screen effect of gradually changing from rainy to cloudy and then to sunny. Through the above method, the sudden change in screen effect caused by the sudden change in weather parameters in the teleportation scene can be avoided, which can increase the continuity of each screen in the transition animation, making the screen effect of the transition animation more natural and improving the player experience.
[0108] In an optional embodiment, the transition control method further includes: in response to a trigger operation on a control on the graphical user interface, executing a control function corresponding to the control. While playing the transition animation on the graphical user interface, controls are also provided, and in response to trigger operations on the controls on the graphical user interface, control functions corresponding to the controls are executed. During the transition, players can still set, view, or change game-related content through the controls, increasing interaction during the transition, reducing player waiting time, and improving the overall experience.
[0109] Optionally, the controls on the graphical user interface include virtual equipment controls and quest controls. During transition animations, players can still view and even upgrade equipment by triggering the virtual equipment controls, and view quests by triggering the quest controls. This increases interactivity during transitions, reduces player waiting time, enhances engagement with the game world, and improves the overall experience.
[0110] This disclosure provides a transition control device that provides a graphical user interface (GUI) via a terminal device. The GUI displays at least a portion of the game scene and virtual characters located within the game scene, such as... Figure 8 As shown, the device includes:
[0111] Control module 82 is used to respond to control operations on the virtual character and control the virtual character's activities in the current game scene;
[0112] Loading module 84 is used to determine the target game scene in response to the triggering of the scene switching task; and load the target game scene.
[0113] The transition module 86 is used to control the playback of transition animations based on the loading information of the target game scene. The transition animation is a series of images of a virtual character leaving the current scene area of the current game scene and entering the target scene area of the target game scene through a teleportation scene.
[0114] The aforementioned transition module is also used to control the playback duration of transition animations based on the loading time of the target game scene.
[0115] The aforementioned transition animation includes variable-length segments and fixed-length segments. The fixed-length segments have a preset fixed playback duration. The steps to control the playback duration of the transition animation based on the loading time of the target game scene include: determining the playback duration of the variable-length segments based on the loading time of the target game scene; and controlling the playback duration of the transition animation based on the playback duration of the variable-length segments and the playback duration of the fixed-length segments.
[0116] The steps for controlling the playback of transition animations based on the loading information of the target game scene include: controlling the screen content of the transition animation according to the loading progress of the target game scene.
[0117] The loading progress of the target game scene includes a first progress node and a second progress node. Based on the loading progress of the target game scene, the steps to control the screen content of the transition animation include: in response to the start of loading the target game scene, playing the screen content of the virtual character leaving the current scene area of the current game scene; in response to the loading progress of the target game scene reaching the first progress node, controlling the playback of the screen content of the virtual character entering the teleportation scene and moving in the teleportation scene after leaving the current scene area; in response to the loading progress of the target game scene reaching the second progress node, controlling the playback of the screen content of the virtual character entering the target scene area of the target game scene after leaving the teleportation scene.
[0118] The steps described above for controlling the content of the transition animation based on the loading progress of the target game scene include: in response to the start of loading the target game scene, playing the screen content of the virtual character leaving the current scene area of the current game scene, entering the teleportation scene and moving in the teleportation scene; in response to the completion of loading the target game scene, playing the screen content of the virtual character leaving the teleportation scene and entering the target scene area of the target game scene.
[0119] The continuous screen of the aforementioned virtual character leaving the current scene area of the current game scene and entering the target scene area of the target game scene through a teleportation scene includes: a continuous screen of the virtual character leaving the current scene area of the current game scene and entering the target scene area of the target game scene by changing the virtual character's position information.
[0120] The aforementioned device also includes a camera module for controlling the movement of a virtual camera in the game scene based on location information, and the transition animation includes continuous footage captured by the virtual camera during the movement.
[0121] The aforementioned camera perspective includes camera position and angle. Based on the position information, the virtual camera is controlled to move within the game scene. The transition animation includes continuous footage captured by the virtual camera during the movement, including: determining the starting frame of the transition animation as the image of the virtual character located in the current scene area, captured by the virtual camera from a first perspective; controlling the virtual camera to continuously switch from the first perspective to a second perspective based on the position information, determining the image of the virtual character leaving the current scene area and entering a teleportation scene, wherein the image captured by the second perspective is the first image of the virtual character in the teleportation scene, and the change of the virtual camera from the first perspective to the second perspective includes changes in the angle and / or position of the virtual camera; controlling the virtual camera to continuously switch from the third perspective to a fourth perspective based on the position information, determining the image of the virtual character leaving the teleportation scene and entering the target area of the target game scene, wherein the image captured by the third perspective is the second image of the virtual character in the teleportation scene, and the change of the virtual camera from the third perspective to the fourth perspective includes changes in the angle and / or position of the virtual camera; and determining the final frame of the transition animation as the image of the virtual character located in the target scene area, captured by the virtual camera from the fourth perspective.
[0122] The aforementioned camera module is also used to: control the virtual camera to continuously switch from a second perspective to a fifth perspective based on the location information, and then continuously switch from the fifth perspective to a third perspective, wherein the image captured by the virtual camera in the fifth perspective is the teleportation scene of the virtual character.
[0123] The aforementioned transition module is also used to: generate a transmission screen based on the virtual character and the transmission scene; and determine the transition animation based on the transmission screen and the continuous footage captured during the movement of the virtual camera.
[0124] The steps for generating a teleportation screen based on the virtual character and the teleportation scene include: generating a teleportation segment based on the virtual character and the teleportation scene, and looping the teleportation segment to obtain the teleportation screen.
[0125] The location information mentioned above includes both elevation and horizontal location information.
[0126] The aforementioned transition module is also used to: determine the teleportation scene based on the current game scene.
[0127] The aforementioned loading module is also used to control the playback of transition animations based on the loading information of the target game scene and the unloading information of the current game scene.
[0128] The aforementioned device also includes an environment module, used to: determine the environment parameters of the teleportation scene based on the environment parameters of the current game scene and the environment parameters of the target game scene.
[0129] The aforementioned environmental parameters include time parameters. The steps for determining the environmental parameters of the teleportation scene based on the environmental parameters of the current game scene and the environmental parameters of the target game scene include: the time parameters of the teleportation scene continuously change from the time parameters of the current game scene to the time parameters of the target game scene.
[0130] The aforementioned environmental parameters include weather parameters. The steps for determining the environmental parameters of the teleportation scene based on the environmental parameters of the current game scene and the environmental parameters of the target game scene include: the weather parameters of the teleportation scene are continuously changed from the weather parameters of the current game scene to the weather parameters of the target game scene.
[0131] The preset requirements for the above scene switching conditions include: receiving a scene switching instruction; or, the virtual character moving to a preset scene switching trigger area.
[0132] The aforementioned device further includes an execution module for: in response to a trigger operation on a control on a graphical user interface, executing a control function corresponding to the control.
[0133] The aforementioned controls include virtual equipment controls and task controls.
[0134] The transition control device provided in this embodiment has the same technical features as the transition control method provided in the above embodiments, so it can also solve the same technical problems and achieve the same technical effects.
[0135] This embodiment also provides an electronic device, including a processor and a memory. The memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the above-described transition control method. This electronic device can be a server or a terminal device.
[0136] See Figure 9 As shown, the electronic device includes a processor 900 and a memory 901. The memory 901 stores machine-executable instructions that can be executed by the processor 900. The processor 900 executes the machine-executable instructions to implement the above-described transition control method.
[0137] Furthermore, Figure 9 The electronic device shown also includes a bus 902 and a communication interface 903. The processor 900, the communication interface 903, and the memory 901 are connected via the bus 902.
[0138] The memory 901 may include high-speed random access memory (RAM) or non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 903 (which can be wired or wireless), such as the Internet, wide area network, local area network, or metropolitan area network. The bus 902 may be an ISA bus, PCI bus, or EISA bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of representation, Figure 9 The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.
[0139] The processor 900 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of the processor 900 or by instructions in software form. The processor 900 may be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it may also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this disclosure. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this disclosure can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software module can reside in a mature storage medium in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 901. Processor 900 reads information from memory 901 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiment. These steps include:
[0140] In response to control operations performed on the virtual character, the virtual character is controlled to move within the current game scene;
[0141] In response to the triggering of a scene switching task, determine the target game scene; load the target game scene;
[0142] Based on the loading information of the target game scene, control the playback of transition animations. The transition animations are a series of images of the virtual character leaving the current scene area of the current game scene and entering the target scene area of the target game scene through a teleportation scene.
[0143] The above method also includes controlling the playback duration of transition animations based on the loading time of the target game scene.
[0144] The aforementioned transition animation includes variable-length segments and fixed-length segments. The fixed-length segments have a preset fixed playback duration. The steps for controlling the playback duration of the transition animation based on the loading time of the target game scene include: determining the playback duration of the variable-length segments based on the loading time of the target game scene; and controlling the playback duration of the transition animation based on the playback duration of the variable-length segments and the playback duration of the fixed-length segments.
[0145] The steps for controlling the playback of transition animations based on the loading information of the target game scene include: controlling the screen content of the transition animation according to the loading progress of the target game scene.
[0146] The loading progress of the target game scene includes a first progress node and a second progress node. Based on the loading progress of the target game scene, the steps to control the screen content of the transition animation include: in response to the start of loading the target game scene, playing the screen content of the virtual character leaving the current scene area of the current game scene; in response to the loading progress of the target game scene reaching the first progress node, controlling the playback of the screen content of the virtual character entering the teleportation scene and moving in the teleportation scene after leaving the current scene area; in response to the loading progress of the target game scene reaching the second progress node, controlling the playback of the screen content of the virtual character entering the target scene area of the target game scene after leaving the teleportation scene.
[0147] The steps described above for controlling the content of the transition animation based on the loading progress of the target game scene include: in response to the start of loading the target game scene, playing the screen content of the virtual character leaving the current scene area of the current game scene, entering the teleportation scene and moving in the teleportation scene; in response to the completion of loading the target game scene, playing the screen content of the virtual character leaving the teleportation scene and entering the target scene area of the target game scene.
[0148] The continuous screen of the aforementioned virtual character leaving the current scene area of the current game scene and entering the target scene area of the target game scene through a teleportation scene includes: a continuous screen of the virtual character leaving the current scene area of the current game scene and entering the target scene area of the target game scene by changing the virtual character's position information.
[0149] The game also features a virtual camera, and the method further includes: controlling the virtual camera to move within the game scene based on location information, with transition animations including continuous footage captured by the virtual camera during the movement.
[0150] The aforementioned camera perspective includes camera position and angle. Based on the position information, the virtual camera is controlled to move within the game scene. The transition animation includes continuous footage captured by the virtual camera during the movement, including: determining the starting frame of the transition animation as the image of the virtual character located in the current scene area captured by the virtual camera from a first perspective; controlling the virtual camera to continuously switch from the first perspective to a second perspective based on the position information, determining the image of the virtual character leaving the current scene area and entering a teleportation scene, wherein the image captured by the second perspective is the first image of the virtual character in the teleportation scene, and the change of the virtual camera from the first perspective to the second perspective includes changes in the angle and / or position of the virtual camera; controlling the virtual camera to continuously switch from the third perspective to a fourth perspective based on the position information, determining the image of the virtual character leaving the teleportation scene and entering the target area of the target game scene, wherein the image captured by the third perspective is the second image of the virtual character in the teleportation scene, and the change of the virtual camera from the third perspective to the fourth perspective includes changes in the angle and / or position of the virtual camera; and determining the final frame of the transition animation as the image of the virtual character located in the target scene area captured by the virtual camera from the fourth perspective.
[0151] The above method also includes: controlling the virtual camera to continuously switch from a second perspective to a fifth perspective based on the location information, and then continuously switching from the fifth perspective to a third perspective, wherein the image captured by the virtual camera in the fifth perspective is the teleportation scene of the virtual character.
[0152] The above method also includes: generating a teleportation screen based on the virtual character and the teleportation scene; and determining a transition animation based on the teleportation screen and continuous footage captured during the movement of the virtual camera.
[0153] The steps for generating a teleportation screen based on the virtual character and the teleportation scene include: generating a teleportation segment based on the virtual character and the teleportation scene, and looping the teleportation segment to obtain the teleportation screen.
[0154] The location information mentioned above includes both elevation and horizontal location information.
[0155] The above methods also include: determining the teleportation scene based on the current game scene.
[0156] The aforementioned loading module is also used to control the playback of transition animations based on the loading information of the target game scene and the unloading information of the current game scene.
[0157] The above method also includes: determining the environmental parameters of the teleportation scene based on the environmental parameters of the current game scene and the environmental parameters of the target game scene.
[0158] The aforementioned environmental parameters include time parameters. The steps for determining the environmental parameters of the teleportation scene based on the environmental parameters of the current game scene and the environmental parameters of the target game scene include: the time parameters of the teleportation scene continuously change from the time parameters of the current game scene to the time parameters of the target game scene.
[0159] The aforementioned environmental parameters include weather parameters. The steps for determining the environmental parameters of the teleportation scene based on the environmental parameters of the current game scene and the environmental parameters of the target game scene include: the weather parameters of the teleportation scene are continuously changed from the weather parameters of the current game scene to the weather parameters of the target game scene.
[0160] The preset requirements for the above scene switching conditions include: receiving a scene switching command; or, the virtual character moving to a preset scene switching trigger area.
[0161] The above method also includes: in response to a trigger operation on a control on a graphical user interface, executing a control function corresponding to the control.
[0162] The aforementioned controls include virtual equipment controls and task controls.
[0163] This embodiment also provides a machine-readable storage medium storing machine-executable instructions. When the machine-executable instructions are invoked and executed by a processor, the machine-executable instructions cause the processor to implement the above-described transition control method, which specifically includes:
[0164] In response to control operations performed on the virtual character, the virtual character is controlled to move within the current game scene;
[0165] In response to the triggering of a scene switching task, determine the target game scene; load the target game scene;
[0166] Based on the loading information of the target game scene, control the playback of transition animations. The transition animations are a series of images of the virtual character leaving the current scene area of the current game scene and entering the target scene area of the target game scene through a teleportation scene.
[0167] The above method also includes controlling the playback duration of transition animations based on the loading time of the target game scene.
[0168] The aforementioned transition animation includes variable-length segments and fixed-length segments. The fixed-length segments have a preset fixed playback duration. The steps for controlling the playback duration of the transition animation based on the loading time of the target game scene include: determining the playback duration of the variable-length segments based on the loading time of the target game scene; and controlling the playback duration of the transition animation based on the playback duration of the variable-length segments and the playback duration of the fixed-length segments.
[0169] The steps for controlling the playback of transition animations based on the loading information of the target game scene include: controlling the screen content of the transition animation according to the loading progress of the target game scene.
[0170] The loading progress of the target game scene includes a first progress node and a second progress node. Based on the loading progress of the target game scene, the steps to control the screen content of the transition animation include: in response to the start of loading the target game scene, playing the screen content of the virtual character leaving the current scene area of the current game scene; in response to the loading progress of the target game scene reaching the first progress node, controlling the playback of the screen content of the virtual character entering the teleportation scene and moving in the teleportation scene after leaving the current scene area; in response to the loading progress of the target game scene reaching the second progress node, controlling the playback of the screen content of the virtual character entering the target scene area of the target game scene after leaving the teleportation scene.
[0171] The steps described above for controlling the content of the transition animation based on the loading progress of the target game scene include: in response to the start of loading the target game scene, playing the screen content of the virtual character leaving the current scene area of the current game scene, entering the teleportation scene and moving in the teleportation scene; in response to the completion of loading the target game scene, playing the screen content of the virtual character leaving the teleportation scene and entering the target scene area of the target game scene.
[0172] The continuous screen of the aforementioned virtual character leaving the current scene area of the current game scene and entering the target scene area of the target game scene through a teleportation scene includes: a continuous screen of the virtual character leaving the current scene area of the current game scene and entering the target scene area of the target game scene by changing the virtual character's position information.
[0173] The game also features a virtual camera, and the method further includes: controlling the virtual camera to move within the game scene based on location information, with transition animations including continuous footage captured by the virtual camera during the movement.
[0174] The aforementioned camera perspective includes camera position and angle. Based on the position information, the virtual camera is controlled to move within the game scene. The transition animation includes continuous footage captured by the virtual camera during the movement, including: determining the starting frame of the transition animation as the image of the virtual character located in the current scene area captured by the virtual camera from a first perspective; controlling the virtual camera to continuously switch from the first perspective to a second perspective based on the position information, determining the image of the virtual character leaving the current scene area and entering a teleportation scene, wherein the image captured by the second perspective is the first image of the virtual character in the teleportation scene, and the change of the virtual camera from the first perspective to the second perspective includes changes in the angle and / or position of the virtual camera; controlling the virtual camera to continuously switch from the third perspective to a fourth perspective based on the position information, determining the image of the virtual character leaving the teleportation scene and entering the target area of the target game scene, wherein the image captured by the third perspective is the second image of the virtual character in the teleportation scene, and the change of the virtual camera from the third perspective to the fourth perspective includes changes in the angle and / or position of the virtual camera; and determining the final frame of the transition animation as the image of the virtual character located in the target scene area captured by the virtual camera from the fourth perspective.
[0175] The above method also includes: controlling the virtual camera to continuously switch from a second perspective to a fifth perspective based on the location information, and then continuously switching from the fifth perspective to a third perspective, wherein the image captured by the virtual camera in the fifth perspective is the teleportation scene of the virtual character.
[0176] The above method also includes: generating a teleportation screen based on the virtual character and the teleportation scene; and determining a transition animation based on the teleportation screen and continuous footage captured during the movement of the virtual camera.
[0177] The steps for generating a teleportation screen based on the virtual character and the teleportation scene include: generating a teleportation segment based on the virtual character and the teleportation scene, and looping the teleportation segment to obtain the teleportation screen.
[0178] The location information mentioned above includes both elevation and horizontal location information.
[0179] The above methods also include: determining the teleportation scene based on the current game scene.
[0180] The aforementioned loading module is also used to control the playback of transition animations based on the loading information of the target game scene and the unloading information of the current game scene.
[0181] The above method also includes: determining the environmental parameters of the teleportation scene based on the environmental parameters of the current game scene and the environmental parameters of the target game scene.
[0182] The aforementioned environmental parameters include time parameters. The steps for determining the environmental parameters of the teleportation scene based on the environmental parameters of the current game scene and the environmental parameters of the target game scene include: the time parameters of the teleportation scene continuously change from the time parameters of the current game scene to the time parameters of the target game scene.
[0183] The aforementioned environmental parameters include weather parameters. The steps for determining the environmental parameters of the teleportation scene based on the environmental parameters of the current game scene and the environmental parameters of the target game scene include: the weather parameters of the teleportation scene are continuously changed from the weather parameters of the current game scene to the weather parameters of the target game scene.
[0184] The preset requirements for the above scene switching conditions include: receiving a switching command; or, the virtual character moving to a preset scene switching trigger area.
[0185] The above method also includes: in response to a trigger operation on a control on a graphical user interface, executing a control function corresponding to the control.
[0186] The aforementioned controls include virtual equipment controls and task controls.
[0187] The computer program products of the transition control method, apparatus and electronic device provided in the embodiments of this disclosure include a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods described in the preceding method embodiments. For specific implementation, please refer to the method embodiments, which will not be repeated here.
[0188] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working process of the system and apparatus described above can be referred to the corresponding process in the foregoing method embodiments, and will not be repeated here.
[0189] Furthermore, in the description of the embodiments of this disclosure, unless otherwise expressly specified and limited, the terms "installation," "connection," and "linking" should be interpreted broadly. For example, they can refer to a fixed connection, a detachable connection, or an integral connection; they can refer to a mechanical connection or an electrical connection; they can refer to a direct connection or an indirect connection through an intermediate medium; and they can refer to the internal connection of two components. Those skilled in the art can understand the specific meaning of the above terms in this disclosure based on the specific circumstances.
[0190] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this disclosure, in essence, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this disclosure. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.
[0191] In the description of this disclosure, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings, and are only for the convenience of describing this disclosure and simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation, and therefore should not be construed as a limitation of this disclosure. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.
[0192] Finally, it should be noted that the above embodiments are merely specific implementations of this disclosure, used to illustrate the technical solutions of this disclosure, and not to limit it. The protection scope of this disclosure is not limited thereto. Although this disclosure has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this disclosure. Such modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this disclosure, and should all be covered within the protection scope of this disclosure. Therefore, the protection scope of this disclosure should be determined by the protection scope of the claims.
Claims
1. A transition control method, characterized in that, The method includes providing a graphical user interface (GUI) via a terminal device, wherein the GUI displays at least a portion of a game scene and virtual characters located within the game scene; the method comprises: In response to control operations performed on the virtual character, the virtual character is controlled to move within the current game scene; In response to the scene switching conditions meeting preset requirements, the target game scene is determined; A teleportation scene is determined based on the current game scene. The teleportation scene is related to the game elements of the current game scene. A teleportation tool corresponding to the game element is set in the teleportation scene. Load the target game scene; Based on the loading information of the target game scene, control the playback of transition animations, wherein the transition animations are a series of scenes of the virtual character leaving the current scene area of the current game scene based on the teleportation tool and entering the target scene area of the target game scene through the teleportation scene; The environmental parameters of the teleportation scene are determined based on the environmental parameters of the current game scene and the environmental parameters of the target game scene. The environmental parameters include time parameters and weather parameters. The step of determining the environmental parameters of the teleportation scene based on the environmental parameters of the current game scene and the environmental parameters of the target game scene includes: The time parameter of the teleportation scene is continuously changed from the time parameter of the current game scene to the time parameter of the target game scene; and / or, the weather parameter of the teleportation scene is continuously changed from the weather parameter of the current game scene to the weather parameter of the target game scene.
2. The method according to claim 1, characterized in that, The step of controlling the playback of transition animations based on the loading information of the target game scene includes: The playback duration of the transition animation is controlled according to the loading time of the target game scene.
3. The method according to claim 2, characterized in that, The transition animation includes variable-length segments and fixed-length segments. The fixed-length segments have a preset fixed playback duration. The step of controlling the playback duration of the transition animation based on the loading time of the target game scene includes: The playback duration of the variable-duration segment is determined based on the loading time of the target game scene; The playback duration of the transition animation is controlled based on the playback duration of the variable-duration segment and the playback duration of the fixed-duration segment.
4. The method according to claim 1, characterized in that, The step of controlling the playback of transition animations based on the loading information of the target game scene includes: The content of the transition animation is controlled according to the loading progress of the target game scene.
5. The method according to claim 4, characterized in that, The loading progress of the target game scene includes a first progress node and a second progress node. The step of controlling the screen content of the transition animation according to the loading progress of the target game scene includes: The response begins loading the target game scene and plays the screen content of the virtual character leaving the current scene area of the current game scene; In response to the loading progress of the target game scene reaching the first progress node, control the playback of the screen content showing the virtual character leaving the current scene area, entering the teleportation scene, and moving in the teleportation scene; In response to the loading progress of the target game scene reaching the second progress node, the system controls the playback of the screen content of the target scene area after the virtual character leaves the teleportation scene and enters the target game scene.
6. The method according to claim 4, characterized in that, The step of controlling the screen content of the transition animation according to the loading progress of the target game scene includes: The response begins loading the target game scene, plays the screen content of the virtual character leaving the current scene area of the current game scene, and plays the screen content of entering the teleportation scene and moving in the teleportation scene; In response to the completion of loading of the target game scene, the screen content showing the virtual character leaving the teleportation scene and entering the target scene area of the target game scene is played.
7. The method according to claim 1, characterized in that, The continuous sequence of scenes showing the virtual character leaving the current scene area of the current game scene and entering the target scene area of the target game scene via a teleportation scene includes: By changing the position information of the virtual character, the virtual character leaves the current scene area of the current game scene, and a series of scenes are transmitted into the target scene area of the target game scene.
8. The method according to claim 7, characterized in that, The game includes a virtual camera, and the method further includes: The virtual camera is controlled to move within the game scene based on the location information, and the transition animation includes continuous footage captured by the virtual camera during the movement.
9. The method according to claim 8, characterized in that, The camera viewpoint includes the camera position and angle. The virtual camera is controlled to move within the game scene based on the position information. The transition animation includes continuous footage captured by the virtual camera during the movement, including: The image captured by the virtual camera from a first-person perspective, showing the virtual character located in the current scene area, is used as the starting image of the transition animation. The virtual camera is controlled to continuously switch from the first viewpoint to the second viewpoint according to the position information, and the screen of the virtual character leaving the current scene area and entering the teleportation scene is determined. The screen captured by the second viewpoint is the first screen of the virtual character in the teleportation scene. The change of the virtual camera from the first viewpoint to the second viewpoint includes the change of the angle of the virtual camera and / or the change of its position. The virtual camera is controlled to continuously switch from a third-person perspective to a fourth-person perspective based on the location information, and the screen of the virtual character leaving the teleportation scene and entering the target area of the target game scene is determined. The screen captured by the third-person perspective is the second screen of the virtual character in the teleportation scene. The change of the virtual camera from the third-person perspective to the fourth-person perspective includes the change of the angle of the virtual camera and / or the change of its position. The final frame of the transition animation is determined to be the image captured by the virtual camera from a fourth-person perspective of the virtual character located in the target scene area.
10. The method according to claim 9, characterized in that, The method further includes: The virtual camera is controlled to continuously switch from the second perspective to the fifth perspective based on the location information, and then continuously switch from the fifth perspective to the third perspective. The image captured by the virtual camera from the fifth perspective is the teleportation scene of the virtual character in the teleportation scene.
11. The method according to claim 9, characterized in that, The method further includes: A teleportation screen is generated based on the virtual character and the teleportation scene; The transition animation is determined based on the transmitted screen and the continuous footage captured during the movement of the virtual camera.
12. The method according to claim 11, characterized in that, The steps for generating a teleportation screen based on the virtual character and the teleportation scene include: Based on the virtual character and the teleportation scene, a teleportation segment is generated, and the teleportation segment is played in a loop to obtain the teleportation screen.
13. The method according to claim 7, characterized in that, The location information includes elevation location information and horizontal location information.
14. The method according to claim 1, characterized in that, The method further includes: Based on the loading information of the target game scene and the unloading information of the current game scene, control the playback of transition animations.
15. The method according to claim 1, characterized in that, The preset requirements that the scene switching conditions must meet include: Receive a scene switching command; or, the virtual character moves to a preset scene switching trigger area.
16. The method according to claim 1, characterized in that, The method further includes: In response to a trigger operation on a control on the graphical user interface, the control function corresponding to the control is executed.
17. The method according to claim 16, characterized in that, The controls include virtual equipment controls and task controls.
18. A transfer control device, characterized in that, A graphical user interface is provided via a terminal device, wherein the graphical user interface displays at least a portion of a game scene and virtual characters located within the game scene, the device comprising: The control module is used to respond to control operations on the virtual character and control the virtual character's activities in the current game scene; The loading module is used to determine the target game scene in response to the triggering of a scene switching task; Load the target game scene; The determination module is used to determine a teleportation scene based on the current game scene. The teleportation scene is related to the game elements of the current game scene, and a teleportation tool corresponding to the game element is set in the teleportation scene. The transition module is used to control the playback of transition animations based on the loading information of the target game scene. The transition animations are continuous shots of the virtual character leaving the current scene area of the current game scene using the teleportation tool and entering the target scene area of the target game scene through the teleportation scene. The environmental parameters of the teleportation scene are determined according to the environmental parameters of the current game scene and the environmental parameters of the target game scene. The environmental parameters include time parameters and weather parameters. The step of determining the environmental parameters of the teleportation scene based on the environmental parameters of the current game scene and the environmental parameters of the target game scene includes: The time parameter of the teleportation scene is continuously changed from the time parameter of the current game scene to the time parameter of the target game scene; and / or, the weather parameter of the teleportation scene is continuously changed from the weather parameter of the current game scene to the weather parameter of the target game scene.
19. An electronic device, characterized in that, It includes a processor and a memory, the memory storing computer-executable instructions that can be executed by the processor, the processor executing the computer-executable instructions to implement the transition control method according to any one of claims 1-17.
20. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the transition control method according to any one of claims 1-17.
Citation Information
Patent Citations
Scene switching method and device as well as electronic equipment and readable storage medium
CN108762906A