Virtual scene switching method and device, electronic equipment and storage medium
By dividing the game scene into a main scene and sub-scene models, and managing them with different logic servers, the problem of low game scene loading efficiency is solved, improving loading efficiency and system stability.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- NETEASE (HANGZHOU) NETWORK CO LTD
- Filing Date
- 2023-05-26
- Publication Date
- 2026-07-31
AI Technical Summary
In existing technologies, because game servers maintain islands as a whole, scene loading efficiency is low, especially when there are many players, the server load increases, affecting the game experience.
The game scene is divided into a main scene model and sub-scene models, which are loaded and managed by a main logic server and sub-logic servers respectively. At the start of the game, only the main scene model is loaded, and the sub-scene models are loaded when the scene changes. Player interaction operations are handled by different logic servers.
It improved game loading efficiency, reduced resource usage, optimized server functionality, reduced anomalies caused by task conflicts, and enhanced system stability and player experience.
Smart Images

Figure CN116650944B_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of game technology, and in particular to a virtual scene switching method, apparatus, electronic device, and storage medium. Background Technology
[0002] With the development of game technology, game scenes are becoming increasingly rich and diverse. In games, multiple players can share the same island, decorating and building it using movable elements provided by the system, and also traveling to other islands to participate in activities.
[0003] Given the large number of players, multiple game servers are typically set up to distribute the operational load. Each game server is responsible for maintaining several islands, all with identical scenery. The game server can assign players to the corresponding islands based on their IP addresses, ensuring a relatively balanced number of players on each island.
[0004] As the island visuals become more complex, the time it takes for the game server to load islands increases. This approach of maintaining islands as a whole negatively impacts the loading efficiency of island visuals. Summary of the Invention
[0005] The purpose of this disclosure is to provide a virtual scene switching method, device, electronic device, and storage medium to improve scene loading efficiency.
[0006] This disclosure provides a virtual scene switching method, which provides a graphical user interface for a game via an electronic device. The game includes a main scene model and sub-scene models corresponding to at least one target element in the main scene model. The main logic server of the game is responsible for loading and running the main scene model, and the sub-logic servers of the game are responsible for loading and running the sub-scene models. The main logic server and the sub-logic servers are different servers. The method includes: in response to a login event for the game, loading the main scene model to the graphical user interface via the main logic server, and setting a preset spawn point for the player's virtual character in the main scene model; in response to a login event for the main scene model... The system performs a first interactive operation on the player's virtual character in the scene model, controlling the player's virtual character to perform the action corresponding to the first interactive operation in the main scene model provided by the main logic server; in response to a scene switching event corresponding to the target element, the system switches the main scene model provided by the main logic server in the graphical user interface to the sub-scene model provided by the sub-logic server, and sets the player's virtual character in the sub-scene model; in response to a second interactive operation on the player's virtual character in the sub-scene model, the system controls the player's virtual character to perform the action corresponding to the second interactive operation in the sub-scene model provided by the sub-logic game server.
[0007] Secondly, this disclosure also provides a virtual scene switching device that provides a graphical user interface for a game via an electronic device. The game includes a main scene model and sub-scene models corresponding to at least one target element in the main scene model. The main logic server of the game is responsible for loading and running the main scene model, and the sub-logic servers of the game are responsible for loading and running the sub-scene models. The main logic server and the sub-logic servers are different servers. The device includes: a login module, used to respond to a login event for the game, load the main scene model to the graphical user interface via the main logic server, and set a preset spawn point for the player's virtual character in the main scene model; and a main scene control module, used to respond to a login event for the game. The system includes a first interactive operation for the player's virtual character in the main scene model, controlling the player's virtual character to perform the action corresponding to the first interactive operation in the main scene model provided by the main logic server; a scene switching module, used to switch the main scene model provided by the main logic server in the graphical user interface to the sub-scene model provided by the sub-logic server in response to the scene switching event corresponding to the target element, and setting the player's virtual character in the sub-scene model; and a sub-scene control module, used to control the player's virtual character to perform the action corresponding to the second interactive operation in the sub-scene model provided by the sub-logic game server in response to the second interactive operation for the player's virtual character in the sub-scene model.
[0008] Thirdly, this disclosure also provides an electronic device, including a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the above-described virtual scene switching method.
[0009] Fourthly, embodiments of this disclosure also 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 above-described virtual scene switching method.
[0010] This disclosure provides a virtual scene switching method, apparatus, electronic device, and storage medium. By dividing the game scene into a main scene model and sub-scene models, only the main scene model is loaded at the start of the game, and the sub-scene models are loaded when scene switching occurs. This reduces the amount of resources loaded at the start of the game and improves game loading efficiency. Furthermore, by having a main logic server and sub-logic servers respectively handle the main scene model and sub-scene models, the corresponding logic servers can handle numerous player logins and virtual scene switching independently, optimizing server functionality, reducing anomalies caused by task conflicts, and improving system stability. Attached Figure Description
[0011] 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.
[0012] Figure 1 A schematic diagram of the implementation environment provided for embodiments of this disclosure;
[0013] Figure 2 A flowchart of the virtual scene switching method provided in this embodiment of the disclosure;
[0014] Figure 3 A schematic diagram of a graphical user interface including a main scene model provided in an embodiment of this disclosure;
[0015] Figure 4 A schematic diagram of the graphical user interface during scene model loading provided in this embodiment of the disclosure;
[0016] Figure 5 A schematic diagram of the graphical user interface after loading the scene-specific model provided in this embodiment of the disclosure;
[0017] Figure 6 A flowchart illustrating another virtual scene switching method provided in this disclosure embodiment;
[0018] Figure 7 This is a structural block diagram of a virtual scene switching device provided in an embodiment of the present disclosure;
[0019] Figure 8 A structural block diagram of another virtual scene switching device provided in this disclosure embodiment;
[0020] Figure 9 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this disclosure. Detailed Implementation
[0021] The technical solutions of this disclosure will be clearly and completely described below with reference to the embodiments. Obviously, the described embodiments are only some embodiments of this disclosure, 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.
[0022] First, let me introduce the terms involved in this disclosure:
[0023] (1) Virtual scenes (game scenes, scene models)
[0024] A virtual scene is a virtual environment displayed (or provided) by an application while it is running on a terminal or server. Optionally, the virtual scene is a simulation of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. A virtual scene can be any of a two-dimensional, 2.5-dimensional, or three-dimensional virtual scene, and the virtual environment can be the sky, land, ocean, etc., where the land includes environmental elements such as deserts and cities. Among them, a virtual scene is a scene containing the complete game logic of virtual objects controlled by the user. For example, in a sandbox-style 3D shooting game, a virtual scene is a 3D game world used by players to control virtual objects in battle. Instances of virtual scenes can include at least one element among mountains, plains, rivers, lakes, oceans, deserts, skies, plants, buildings, and vehicles. For example, in a 2D or 2.5D card game, a virtual scene is a scene used to display and release cards or display the virtual objects corresponding to cards. Instances of virtual scenes can include arenas, battlegrounds, or other "field" elements or other elements that can display the card battle status. For 2D or 2.5D multiplayer online tactical competitive games, a virtual scene is a 2D or 2.5D terrain scene used by virtual objects in battle. Instances of virtual scenes can include elements such as canyon-style mountains, lines, rivers, classrooms, desks and chairs, and podiums.
[0025] (2) Game Interface
[0026] A game interface refers to the interface of an application provided or displayed through a graphical user interface (GUI). This interface includes a UI (User Interface) for player interaction and a game screen. In optional embodiments, the UI may include game controls (e.g., skill controls, movement controls, function controls), indicators (e.g., direction indicators, character indicators), information display areas (e.g., kill count, match time), or game setting controls (e.g., system settings, shop, coins). In optional embodiments, the game screen is the display screen corresponding to the virtual scene shown on the terminal device. The game screen may include virtual objects such as game characters, NPC characters, and AI characters that execute game logic in the virtual scene.
[0027] (3) Virtual objects
[0028] A virtual object refers to a controllable dynamic object in a virtual scene. Optionally, the dynamic object can be a virtual character, virtual animal, anime character, etc. The virtual object is a character controlled by the player through an input device, or an artificial intelligence (AI) trained and set up for battle in a virtual environment, or a non-player character (NPC) set up for battle in a virtual scene. Optionally, the virtual object is a virtual character competing in a virtual scene. Optionally, the number of virtual objects in the virtual scene battle is preset or dynamically determined according to the number of clients joining the battle; this disclosure does not limit this. In one possible implementation, the user can control the virtual object to move within the virtual scene, for example, controlling the virtual object to run, jump, crawl, etc., and can also control the virtual object to use skills, virtual items, etc., provided by the application to fight against other virtual objects.
[0029] (4) Player Role
[0030] A player character is a virtual object that can be controlled by a player and move within a game environment. In some video games, it may also be called a shikigami (spirit) or hero. Player characters can be at least one of the following forms: virtual characters, virtual animals, anime characters, virtual vehicles, etc.
[0031] Some games may include multiple different virtual scenes as described above, distinguished by scene names. For example, a game may have multiple virtual islands (such as Happy Island, Worry-Free Island, Egg Island, etc.), multiple virtual bases, or multiple virtual cities. Virtual scenes with different names usually present different scene images, while virtual scenes with the same name usually present the same scene images.
[0032] The virtual scenes in this embodiment include the main city game scene (also referred to as the main city) corresponding to the main scene model and the sub-main city game scenes (also referred to as sub-main cities) corresponding to the sub-scene models. The main city game scene includes many infrastructures, virtual vehicles, NPCs, and other elements. It also has level and / or incentive rules configured for player character upgrades or other incentives. Sub-main city game scenes are typically configured to correspond to specific elements in the main city game scene. When a player character approaches a specific element, the player character is brought into the sub-main city game scene. Sub-main city game scenes usually do not have levels or incentive rules. In the sub-main city game scenes, players can participate in mini-games, which are usually purely for entertainment and do not have reward or punishment mechanisms. Therefore, player characters in sub-main city game scenes typically do not experience events such as death or energy consumption. In this embodiment, the display content of the scene models in the sub-main city game scenes differs from that in the main city game scene. For example, the model style and visual effects of the scene models in the sub-main city game scenes are different from those in the main city game scene. In this embodiment, one game server (also referred to as the game server) can be responsible for the operation and maintenance of multiple main scene models. These multiple main scene models can be multiple main scene models with the same name, and the content of main scene models with the same name is the same. Each main scene model is configured with a certain number of target elements, and each target element corresponds to a sub-scene model. For example, if the main scene model is Egg Island, the first game server is responsible for the operation and maintenance of 10 Egg Islands. Each of these 10 Egg Islands is configured with 4 target elements, which can be a virtual spaceship corresponding to the space base, a virtual submarine corresponding to the deep sea base, a virtual Ferris wheel corresponding to the sky garden, and a virtual corridor corresponding to the animal park. Because the space base is associated with the virtual spaceship on the Egg Island, when the player's virtual character boards the virtual spaceship, the player's virtual character will switch from Egg Island to the space base. Because the Deep Sea Base is linked to the virtual submarine on Egg Island, when a player's virtual character boards the virtual submarine, the player's virtual character will switch from Egg Island to the Deep Sea Base.
[0033] The aforementioned "Egg Islands" can correspond to geographical regions. Taking player A, located in Shanghai, logging into the game as an example, the game server will assign player A to Egg Island A, which corresponds to Shanghai. Through this mechanism of assigning Egg Islands, players in the same region can be assigned to the same Egg Island. Of course, player A can also go from Egg Island A to a friend's Egg Island B. Egg Island B may be managed by a different game server. Although Egg Island A and Egg Island B belong to two different game servers, because the content of Egg Island A and Egg Island B is the same, player A will not perceive any difference in the visuals, resulting in a very smooth transition between islands.
[0034] In one embodiment of this disclosure, the virtual scene switching method can run on a terminal device or a server. The terminal device can be a local terminal device. When the virtual scene switching method runs on a server, it can be implemented and executed based on a cloud interaction system, which includes a server and client devices.
[0035] 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's execution and the game screen presentation are separated. The storage and execution of virtual scene switching 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 terminal device for information processing is 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 game screen data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.
[0036] In an alternative implementation, the terminal device can be a local terminal device. 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, that is, conventionally downloading, installing, and running the game program via an electronic device. The local terminal device can provide the graphical user interface to the player in various ways, such as rendering it on the terminal's display screen, or providing it to the player through holographic projection. For example, the local terminal device can include a display screen for displaying the graphical user interface, which includes game screens, and a processor for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.
[0037] In one possible implementation, this invention provides a virtual scene switching method, which provides a graphical user interface (GUI) through a terminal device. The terminal device can be either a local terminal device or a client device in a cloud interaction system. The GUI provided by the terminal device includes at least a portion of a game scene and virtual objects, where the game scene is, by default, the screen content of the main scene model.
[0038] This disclosure provides embodiments that Figure 1The diagram illustrates the implementation environment. This environment may include a first terminal device, a game server, and a second terminal device. The first and second terminal devices communicate with the server to achieve data communication. In this embodiment, the first and second terminal devices are each equipped with a client that executes the game process display method provided by this disclosure, and the game server is a server-side component that executes the virtual scene switching method provided by this disclosure. Through the client, the first and second terminal devices can communicate with the game server.
[0039] Taking the first terminal device as an example, the first terminal device establishes communication with the game server by running a client. The first terminal device is a device controlled by the first user, and the virtual object displayed in the graphical user interface of the first terminal device is the player character controlled by the first user. The first user inputs operation commands through the graphical user interface to control the player character to perform corresponding operations in the virtual scene.
[0040] Taking the second terminal device as an example, the second terminal device establishes communication with the game server by running a client. The second terminal device is a device controlled by a second user, and the virtual object displayed in the graphical user interface of the second terminal device is the player character controlled by the second user. The second user inputs operation commands through the graphical user interface to control the player character to perform corresponding operations in the virtual scene.
[0041] The game server performs data calculations based on the game data reported by the first terminal device and the second terminal device, and synchronizes the calculated game data to the first terminal device and the second terminal device, so that the first terminal device and the second terminal device control the rendering of the corresponding virtual scene and / or virtual object in the graphical user interface according to the synchronization data sent by the server.
[0042] In this embodiment, the virtual objects controlled by the first terminal device and the virtual objects controlled by the second terminal device are virtual objects in the same game. The virtual objects controlled by the first terminal device and the virtual objects controlled by the second terminal device may have the same character attributes or different character attributes.
[0043] It should be noted that the virtual objects in the current game can include two or more virtual objects, and different virtual objects can correspond to different terminal devices. In other words, in the current game, there are two or more terminal devices that send and synchronize game data with the game server.
[0044] This embodiment provides a virtual scene switching method. The method provides a graphical user interface for a game through an electronic device. The game includes a main scene model and sub-scene models corresponding to at least one target element in the main scene model. To better manage and maintain the main scene model and sub-scene models, in this embodiment, the game's main logic server is responsible for loading and running the main scene model, and the game's sub-logic servers are responsible for loading and running the sub-scene models. The main logic server and the sub-logic servers can be two different physical servers. The content of the sub-scene models introduced in this embodiment differs from the content of the main scene model. In this way, players can switch from the main scene model to the sub-scene models to experience the fun of different scene scenes. See also... Figure 2 The flowchart shown illustrates a virtual scene switching method, which includes the following steps:
[0045] In step S202, in response to a login event for the game, the main scene model is loaded into the graphical user interface through the main logic server, and the preset spawn point of the player's virtual character in the main scene model is set.
[0046] The aforementioned main scene model can be composed of a large number of different virtual models, such as infrastructure models like virtual stages and virtual shops, as well as virtual vehicle models like virtual spaceships, virtual cars, and virtual ships, and even NPC models.
[0047] The loading process of the main scene model can display pre-configured story videos or other visuals to enhance the enjoyment of the loading wait.
[0048] The aforementioned main scene model typically has multiple preset spawn points. One of these preset spawn points is randomly selected as the initial position of the player's virtual character.
[0049] Step S204: In response to the first interactive operation of the player's virtual character in the main scene model, control the player's virtual character to perform the action corresponding to the first interactive operation in the main scene model provided by the main logic server.
[0050] Players can control their virtual character to perform actions in the main scene model through the first interactive operation, such as level-clearing actions, walking, jumping and so on.
[0051] The aforementioned first interactive operation can be implemented using controls on a graphical user interface, such as using directional controls to control the virtual character's forward direction and using action controls to control the virtual character's actions. When the player operates the controls on the graphical user interface, the electronic device sends the corresponding instruction to the main logic server on the network side. Upon receiving the instruction, the main logic server triggers the main scene model to switch the displayed content and controls the player's virtual character to perform relevant actions.
[0052] Step S206: In response to the scene switching event corresponding to the above target element, the main scene model provided by the main logic server in the graphical user interface is switched to the sub-scene model provided by the sub-logic server, and the player's virtual character is set in the sub-scene model.
[0053] The target element can be a virtual building, virtual vehicle, or other virtual object in the main scene model, and this element is pre-associated with a sub-scene model. The aforementioned scene switching event can be an event triggered by the player corresponding to a preset control, or an event when the player's virtual character approaches the target element, etc.
[0054] The initial position of the player's virtual character in the sub-scene model can be a preset fixed position or a position randomly selected from multiple preset positions; this embodiment does not limit this. It should be noted that, since the main scene model is provided by the main logic server and the sub-scene model is provided by a sub-logic server, in an optional implementation, when the player controls their virtual character to trigger a switch from the main scene model to the sub-scene model, the game server where the player's virtual character is located is also switched.
[0055] Step S208: In response to the second interactive operation of the player's virtual character in the sub-scene model, control the player's virtual character to perform the action corresponding to the second interactive operation in the sub-scene model provided by the sub-logic game server.
[0056] The second interactive operation is similar to the first interactive operation described above and can be implemented through controls on the graphical user interface, which will not be elaborated here.
[0057] The above method divides the game scene into a main scene model and sub-scene models. This allows only the main scene model to be loaded at game start, while the sub-scene models are loaded only when scene transitions occur. This reduces the amount of resources loaded at game start and improves loading efficiency. Furthermore, by having a main logic server and sub-logic servers handle the main scene model and sub-scene models respectively, the system can handle numerous player logins and virtual scene transitions independently, optimizing server functionality, reducing anomalies caused by task conflicts, and improving system stability.
[0058] As one possible implementation, the main scene model is configured with levels and / or incentive rules, while the sub-scene models are not configured with levels and incentive rules. That is, the main scene model can be configured with both levels and incentive rules, or it can be configured with only levels, or it can be configured with only incentive rules. The sub-scene models, however, are configured with neither levels nor incentive rules. By dividing the main scene model and sub-scene models according to the scene's functional type (whether it has levels and incentive rules), players can decide whether to switch between the main and sub-scene models as needed, reducing unnecessary back-and-forth switching and improving the scene switching experience.
[0059] In an optional implementation, the main scene model can be a model provided by the official entity (such as an operator or a third-party service provider), while the sub-scene models can be models provided by players participating in the game; therefore, the content represented by the two models is substantially different.
[0060] To more accurately grasp the timing of scene switching, the above-mentioned response to the scene switching event corresponding to the target element, switching the main scene model provided by the main logic server in the graphical user interface to the sub-scene model provided by the sub-logic server, includes: when the relative positional relationship between the player's virtual character and the target element meets preset conditions, determining that a scene switching event corresponding to the target element has occurred, and switching the main scene model provided by the main logic server in the graphical user interface to the sub-scene model provided by the sub-logic server. The preset conditions may include one of the following: the distance between the player's virtual character and the target element is less than a preset value; the center point of the player's virtual character coincides with the center point of the target element; or, the player's virtual character enters the area where the target element is located. Taking a lunar base as an example, the main scene model may include a football field reconstruction area. A virtual vehicle (i.e., the target element), such as a virtual rocket or virtual spaceship, is set in this area. When the player's virtual character enters this area and approaches the virtual vehicle, a scene switching event is triggered. When the virtual vehicle takes off and touches the jump trigger, the virtual vehicle is destroyed and reborn, triggering the switching process from the main scene model to the sub-scene model. The relative position of the virtual character and the target element can determine the player's willingness to switch scenes. Generally, if the virtual character is closer to the target element, it means that the player wants to enter the sub-scene model corresponding to the target element. Switching between the main scene model and the sub-scene model based on this is more in line with the needs of practical applications.
[0061] To facilitate player interaction with controls (also known as functional components) on the graphical user interface, the controls remain unchanged before and after switching between the main and sub-scene models. Therefore, the above-mentioned switching of the main scene model provided by the main logic server to the sub-scene model provided by the sub-logic server in the graphical user interface includes: maintaining the functional components in the graphical user interface; wherein, the functional components include at least one of the following: member recruitment function, area chat function, control function, information prompt function, game match function, and project guidance function; loading the sub-scene model through the sub-logic server, and replacing the main scene model screen provided by the main logic server in the graphical user interface with the screen of the loaded sub-scene model.
[0062] See Figure 3 The diagram shows a graphical user interface (GUI) containing the main scene model. It includes controls for Manor, Hot Selling Items, Manual, Blind Boxes, Shop, Tasks, Events, Game Modes, and Game Start, allowing players to view relevant content and information. The Task and Team list controls display the current task and its status, as well as information about the members of the player's current team. In addition to these controls, there are controls for the player's virtual character, such as direction, reset, Action 1, Action 2, and Action 3 controls, and a close control for disabling voice messages. The shaded graphic area in the GUI represents the main scene model, and the player's virtual character is represented by an egg-shaped icon.
[0063] When the player's virtual character approaches a target element in the main scene model, such as a circular shadow image, a scene transition event occurs, and the electronic device begins loading the sub-scene model, such as... Figure 4 The diagram shows a graphical user interface during the loading of a sub-scene model. The interface displays a preset screen and provides text prompts indicating that the user is currently loading a sub-scene model, which is a forest. A loading progress bar is displayed at the bottom of the graphical user interface, and the progress bar updates with animation based on the current loading amount.
[0064] After the scene-specific models are loaded, the original main scene model screen is replaced with the scene-specific model screen in the graphical user interface, while other controls on the graphical user interface remain unchanged. Figure 3 The unchanged part, see Figure 5 The diagram shows a graphical user interface after the scene model has been loaded.
[0065] By ensuring that the functional components in the main scene model and the sub-scene models are the same, players can better adapt to the operation methods under different scene models, reducing the learning cost for players.
[0066] To collect scene models from multiple channels and enhance the diversity of game visuals, the scene models in this embodiment can come from both official sources and UGC (User Generated Content). Based on this, the above-mentioned switching of the main scene model provided by the main logic server in the graphical user interface to the scene model provided by the sub-logic server includes: determining the loading format of the scene model based on the source type of the scene model corresponding to the target element; wherein, the first source type (such as official or operator channels) corresponds to a story-based loading format, and the second source type (such as UGC) corresponds to a preset loading screen loading format (as described above). Figure 4 (The loading format shown); according to the determined loading format of the sub-scene model, the main scene model provided by the main logic server in the graphical user interface is switched to the sub-scene model provided by the sub-logic server. The above-mentioned story-based loading format can use a 4-6 panel comic to narrate the story corresponding to the sub-scene model. The above-mentioned loading format for the sub-scene models provided by operators and users provides a loading format that is more in line with the content of the sub-scene models themselves, enhancing the fun of the game.
[0067] Official scene models can be combined with information such as seasons, festivals or other related events to build unique and targeted scenes, which may include NPCs; while UGC scene models can usually express the players' ideas and allow more people to participate in the creation of game scenes. In this way, the UGC scene models can be updated every once in a while through the filtering and storage of UGC maps.
[0068] To facilitate communication among players during gameplay, the method further includes: grouping a set number of scene models into scene groups; displaying information interaction channels for these scene groups, such as chat boxes or chat rooms, within the graphical user interface; and synchronizing the interaction information of player virtual characters within the same scene group to these information interaction channels. This automatic grouping method aggregates chat messages from players who don't know each other, enriching the content of the chat messages and enhancing the interactivity of the gameplay.
[0069] As one possible implementation method, see Figure 6 The flowchart shown represents another virtual scene switching method, which includes the following steps:
[0070] In step S602, in response to a login event for the game, the main scene model is loaded into the graphical user interface through the main logic server, and the preset spawn point of the player's virtual character in the main scene model is set.
[0071] Step S604: In response to the first interactive operation of the player's virtual character in the main scene model, control the player's virtual character to perform the action corresponding to the first interactive operation in the main scene model provided by the main logic server.
[0072] Step S606: In response to the scene switching event corresponding to the above target element, the main scene model provided by the main logic server in the graphical user interface is switched to the sub-scene model provided by the sub-logic server, and the player's virtual character is set in the sub-scene model.
[0073] Step S608: In response to the second interactive operation of the player's virtual character in the sub-scene model, control the player's virtual character to perform the action corresponding to the second interactive operation in the sub-scene model provided by the sub-logic game server.
[0074] The steps S602-608 described above are similar to steps S202-208 in the above embodiments, and will not be repeated here.
[0075] Step S610: In response to the return event for the player's virtual character in the sub-scene model, switch the sub-scene model provided by the sub-logic server in the graphical user interface to the main scene model provided by the main logic server, and set the preset spawn point of the player's virtual character in the main scene model.
[0076] The aforementioned return event can be a task selection event, or a specific main scene return element can be set in the sub-scene model. When the player's virtual character approaches the main scene return element, the return event occurs.
[0077] The player's virtual character's default spawn point in the main scene model is a randomly selected spawn point, which can be the same as or different from the spawn point in step S602 above.
[0078] The above method divides the game scene into a main scene model and sub-scene models. This allows only the main scene model to be loaded at the start of the game, while the sub-scene models are loaded only when scene transitions occur. This reduces the amount of resources loaded at the start of the game and improves loading efficiency. Furthermore, by having a main logic server and sub-logic servers handle the main scene model and sub-scene models respectively, the corresponding logic servers can handle numerous player logins and virtual scene transitions independently, optimizing server functionality, reducing anomalies caused by task conflicts, and improving system stability. Additionally, the aforementioned return method eliminates the need to record the location of virtual characters during scene transitions, reducing server maintenance costs. Moreover, randomly selected spawn points provide players with a novel experience, enhancing the game's fun factor.
[0079] To simplify the implementation process, during the switching process from the sub-scene model back to the main scene model for the player's virtual character, the main logic server providing the main scene model can be arbitrarily selected from multiple servers that support loading the main scene model. That is, the selection of the main logic server does not need to refer to the main logic server before the player's virtual character switched to the sub-scene model; the two can be the same or different. Based on this, the above-mentioned response to a return event for the player's virtual character in the sub-scene model, switching the sub-scene model provided by the sub-logic server in the graphical user interface to the main scene model provided by the main logic server, includes: responding to a return event for the player's virtual character in the sub-scene model, selecting a target server (i.e., any one of the multiple main logic servers that support loading the main scene model) from among the multiple main logic servers that support loading the main scene model, and switching the sub-scene model provided by the sub-logic server in the graphical user interface to the main scene model provided by the target server.
[0080] To improve the accuracy of the return, the process of switching the main scene model provided by the main logic server to the sub-scene model provided by the sub-logic server in the graphical user interface may also include: displaying an option prompt box indicating whether to return to the main scene model; and, in response to a confirmation operation on the option prompt box, switching the main scene model provided by the main logic server to the sub-scene model provided by the sub-logic server in the graphical user interface. The option prompt box may include two option controls: "Cancel Return" and "Confirm Return." When the player selects the "Confirm Return" control, it indicates that the player has confirmed the option prompt box; if the player selects the "Cancel Return" control, it indicates that the player has denied the option prompt box.
[0081] As one possible implementation, when switching back to the main scene model, the player's virtual character can also be displayed at the position before entering the sub-scene model. Based on this, real-world buildings (i.e., target elements) can be set in the game's main scene model. Players can enter the corresponding sub-scene model by approaching the building. For example, taking a virtual store as an example, if the virtual store is not a target element (i.e., the virtual store is not associated with a sub-scene model), and the player's virtual character enters the virtual store, the main logic server providing the main scene model will coordinate with the terminal's electronic device to control the player's virtual character's movement position in the virtual store, allowing the player's virtual character to enter the store system through the virtual store. When the player's virtual character exits the virtual store, the main logic server continues to control the player's virtual character's movement or other actions based on the player's input. If the virtual store is a target element (i.e., the virtual store is associated with a sub-scene model (such as the store system), when the player's virtual character enters the virtual store, the current main scene model will switch to the sub-scene model. After the player exits the sub-scene model, the sub-scene model switches back to the main scene model, and the player's virtual character remains in place, i.e., at the virtual store entrance. This method is based on the coordinates of the virtual store. For example, when a player's virtual character enters the virtual store through the entrance, the coordinates of the entrance are recorded. After the player's virtual character exits the virtual store, the player's virtual character is set to still be standing at the store entrance position according to the recorded coordinates.
[0082] In one optional implementation, different scene models provide different player virtual character position control logic. Specifically, the method provided in this application further includes:
[0083] Step 1: When the player's virtual character is in the main scene model, it responds to touch operations on the function controls of the graphical user interface, and the graphical user interface displays the function system interface of the function system corresponding to the function control.
[0084] Specifically, the game provides different subsystems. In this embodiment, the subsystems include at least one of a shop system, a blind box system, a quest system, and an event system. Different subsystems provide different game functions. In this embodiment, the graphical user interface displays different functional controls corresponding to different subsystems, such as shop controls, blind box controls, quest controls, and event controls. Different functional controls are configured to respond to touch operations to trigger entry into different functional systems, and the corresponding functional system interface is displayed through the graphical user interface. For example, touching the shop control controls the graphical user interface to display the shop system interface, which provides different items that can be purchased.
[0085] Step 2: In response to the exit operation of the function system interface, control the graphical user interface to display the game screen formed by the main scene model captured by the virtual camera based on the position information of the virtual model corresponding to the function system in the main scene model, and control the player virtual character to move to the position corresponding to the position information.
[0086] Specifically, the main scene model includes different virtual models. In this embodiment, the association between the virtual models and subsystems is pre-established. The exit operation refers to exiting the functional system interface, for example, triggering the exit control on the graphical user interface. When exiting the functional system, the position information of the virtual model corresponding to the functional system in the main scene model is obtained. The virtual camera is then moved to the position corresponding to that position information, and the main scene model is used to form the corresponding game screen. Simultaneously, the player's virtual character is moved to that position information. For example, before entering the store system, the player's virtual character is at the virtual stage in the main scene model. After entering the store system through the store control and then exiting the store system, the player's virtual character is displayed at the location of the virtual store corresponding to the store system.
[0087] Step 3: When the player's virtual character is in the sub-scene model, it responds to the touch operation of the function control of the graphical user interface, and the graphical user interface displays the function system interface of the function system corresponding to the function control;
[0088] Step 4: In response to the exit operation of the function system interface, control the graphical user interface to display the game screen formed by the main scene model captured by the virtual camera based on the initial position of the player's virtual character, and maintain the player's virtual character in the initial position.
[0089] Specifically, when the player's virtual character is in a sub-scene model, the sub-scene model does not provide the same virtual character position control logic as the main scene model. Specifically, in the sub-scene model, the player's virtual character is located at the virtual spaceship. At this time, when entering and exiting the shop system via the shop control, the player's virtual character is still displayed at the virtual spaceship.
[0090] To facilitate players switching back to the main scene model, after switching the main scene model provided by the main logic server in the graphical user interface to a sub-scene model provided by the sub-logic server, the method further includes: displaying a task prompt list in the graphical user interface showing the sub-scene model; wherein the task prompt list includes task names and task completion status; in response to the selection of a target task in the task prompt list, displaying an option prompt box asking whether to return to the main scene model; in response to the confirmation operation of the option prompt box, switching the main scene model provided by the main logic server in the graphical user interface to the sub-scene model provided by the sub-logic server, setting the player's virtual character to perform the target task in the main scene model. In the sub-scene model, players can directly return to the main scene model through the task prompt list to complete relevant tasks, making the operation simple and convenient.
[0091] To facilitate understanding the location of friends, the method further includes displaying a list of associated characters (such as a friends list or a group member list) corresponding to the player's virtual character in a graphical user interface. This list includes an associated character identifier and scene information indicating the current location of the corresponding virtual character. The graphical user interface can display either a main scene model or a sub-scene model. By displaying the associated character list on the graphical user interface, players can easily understand the location of their friends' characters or other associated characters, providing reliable information for following other associated characters.
[0092] As one possible implementation, multiple players may sometimes simultaneously access the same sub-scene model. Therefore, the method further includes: responding to a synchronous scene switching event corresponding to multiple player virtual characters located in the main scene model, switching the main scene model in the graphical user interface to a sub-scene model, and setting multiple player virtual characters within the sub-scene model. The synchronous scene switching event may include: multiple player virtual characters initiating a request to team up in the sub-scene model; or, multiple player virtual characters having limbs interdependent and their relative positional relationship with the target element meeting preset conditions (the preset conditions are similar to those described above and will not be repeated here); or the multiple player virtual characters meeting preset game relationships (e.g., being friends), where limb interdependence can be in the form of hugging or back-to-back postures. In this way, multiple virtual characters can simultaneously switch to the same sub-scene model, satisfying the diverse needs of players.
[0093] Using the above method, the main logic server (also called the main game server) is responsible for the main scene model, i.e., Egg Island (the main city), while the sub-logic servers (also called sub-game servers) are responsible for the sub-scene models, i.e., the sub-main cities. In this way, a sub-main city is equivalent to projecting a completely different visual experience onto a different game server. When a player enters a sub-main city from Egg Island (the main city), it's like going from one game server (the main city) to another, but the experience is entirely different. One main logic server can manage multiple Egg Islands simultaneously. If a player switches back from a sub-main city to an Egg Island, an Egg Island can be randomly selected based on the number of players on that island, without requiring the player to switch back to their original Egg Island. Furthermore, a certain number of Egg Islands can form island groups. For example, thirty islands can form an island group. Chat within this island group can be seen through the game's "public" channel. However, chat within other island groups cannot be seen.
[0094] As one possible implementation, a sub-city could be a game level edited by players using a level editor, where the game logic is removed, leaving only the landscape-oriented virtual scene. For example, a player edits a corresponding game level using the level editor and sends it to the server for other players to experience. When the game level meets certain conditions, such as a certain threshold of access volume, it is processed according to preset rules (e.g., level rejection rules) and then sent to a sub-logic server. This allows other players to enter a processed game scene without game levels—a sub-scene model—provided by the sub-logic server through the main scene model.
[0095] In the sub-main cities, players control virtual characters to interact with objects within the cities, creating mini-games. These mini-games are purely for entertainment and have no reward or punishment system. In this implementation, the sub-main cities may only have a guaranteed death penalty; that is, the player's virtual character will die if they enter forbidden areas or the void, and other actions will not result in character death.
[0096] In this implementation, players can still engage in normal matches (e.g., ranked matches, casual matches, etc.) within the secondary main city. Specific implementation methods may include the following: Method 1: The player's virtual character, within the secondary main city, uses game controls in the graphical user interface (e.g., Figure 3 The game is triggered by the game mode control or game start control shown. During this time, the player's virtual character is still playing the game within the sub-logic server providing that sub-city. After the game ends, the player's virtual character remains in that sub-city; that is, the sub-logic server of that sub-city is still responsible for interacting with the player's electronic device and controlling the player's virtual character's actions. Method Two: The player's virtual character, within the sub-city, uses game mode controls (such as...) in the graphical user interface... Figure 3The game mode control or game start control shown triggers the game. At this time, the player's virtual character needs to switch to the main city to play. The player's virtual character can switch to any of the main logic servers providing the main city to play. After the game ends, the player's virtual character can remain in the main city, and the main logic server of that main city will then be responsible for interacting with the player's electronic device and controlling the player's virtual character's actions. Alternatively, after the game ends, the player's virtual character can switch back to any of the sub-logic servers providing the aforementioned sub-main cities, and the sub-logic server of that sub-main city will then be responsible for interacting with the player's electronic device and controlling the player's virtual character's actions.
[0097] In this embodiment, when a player logs back into the game, the player's virtual character will be born in the main scene model by default. During the game, if the game is switched to the background (e.g., the user opens another application and the foreground interface of the electronic device is switched from the game interface to another application interface), when the game is switched back to the foreground, the graphical user interface before the switch can still be maintained, and the game can be played frame-by-frame at a preset speed to synchronize the scene with other players.
[0098] Corresponding to the above method, this disclosure also provides a virtual scene switching device, see [link to relevant documentation]. Figure 7 The diagram shows a structural block diagram of a virtual scene switching device. This device provides a graphical user interface for a game via an electronic device. The game includes a main scene model and sub-scene models corresponding to at least one target element in the main scene model. The main logic server of the game is responsible for loading and running the main scene model, and the sub-logic servers of the game are responsible for loading and running the sub-scene models. The main logic server and the sub-logic servers are different servers. The device includes:
[0099] The login module 70 is used to respond to a login event for the game by loading the main scene model into the graphical user interface through the main logic server and setting the preset spawn point of the player's virtual character in the main scene model.
[0100] The main scene control module 72 is used to respond to the first interactive operation of the player's virtual character in the main scene model and control the player's virtual character to perform the action corresponding to the first interactive operation in the main scene model provided by the main logic server.
[0101] Scene switching module 74 is used to respond to the scene switching event corresponding to the target element, switch the main scene model provided by the main logic server in the graphical user interface to the sub-scene model provided by the sub-logic server, and set the player's virtual character in the sub-scene model;
[0102] Scene control module 76 is used to respond to the second interactive operation of the player's virtual character in the scene model and control the player's virtual character to perform the action corresponding to the second interactive operation in the scene model provided by the sub-logic game server.
[0103] The aforementioned device divides the game scene into a main scene model and sub-scene models. This allows only the main scene model to be loaded at the start of the game, while the sub-scene models are loaded only when scene transitions occur. This reduces the amount of resources loaded at game startup and improves loading efficiency. Furthermore, by having a main logic server and sub-logic servers handle the main scene model and sub-scene models respectively, the system can handle numerous player logins and virtual scene transitions independently, optimizing server functionality, reducing anomalies caused by task conflicts, and improving system stability.
[0104] As one possible implementation, the main scene model is configured with levels and incentive rules, while the sub-scene models are not configured with levels and / or incentive rules. This allows players to decide whether to switch between the main and sub-scene models based on the scene's functional type, reducing unnecessary back-and-forth switching.
[0105] As one possible implementation, the scene switching module 74 is further configured to determine that a scene switching event corresponding to the target element has occurred when the relative positional relationship between the player's virtual character and the target element meets preset conditions, and to switch the main scene model provided by the main logic server in the graphical user interface to the sub-scene model provided by the sub-logic server. This method of determining the player's scene switching intention based on the relative positional relationship between the virtual character and the target element better meets the needs of practical applications.
[0106] As one possible implementation, the scene switching module 74 is also used to maintain the functional components in the graphical user interface, and to load the sub-scene model through the sub-logic server, and replace the screen of the main scene model provided by the main logic server in the graphical user interface with the screen of the loaded sub-scene model; wherein, the functional components include at least one of the following: member recruitment function, regional chat function, control function, information prompt function, game match function, and project guidance function. By making the UI in the screens corresponding to the main scene model and the sub-scene model the same, players can better adapt to the operation methods under different scene models, reducing the learning cost for players.
[0107] As one possible implementation, the scene switching module 74 is further configured to determine the loading format of the sub-scene model based on the source type of the sub-scene model corresponding to the target element; wherein, the first source type corresponds to a story-based loading format, and the second source type corresponds to a preset waiting loading screen loading format; according to the determined loading format of the sub-scene model, the main scene model provided by the main logic server in the graphical user interface is switched to the sub-scene model provided by the sub-logic server. This provides a loading format that better suits the content of the sub-scene model for different sources (operators and users), enhancing the game's fun.
[0108] See Figure 8 The diagram shows the structural frame of the virtual scene switching device, which is described above. Figure 7 In addition to the above, it also includes: a scene group interaction module 82, used to group a set number of sub-scene models into scene groups; wherein, the graphical user interface displays an information interaction channel for the scene groups; and the interaction information of player virtual characters in the same scene group is synchronized to the information interaction channel. Through automatic grouping, the content of chat information can be enriched, making the game process more interactive.
[0109] As one possible implementation, the scene switching module 74 is also configured to, in response to a return event for the player's virtual character in the sub-scene model, switch the sub-scene model provided by the sub-logic server in the graphical user interface to the main scene model provided by the main logic server, and set a preset spawn point for the player's virtual character in the main scene model. This scene switching process does not require recording the character's location at the time of switching, reducing server maintenance costs. Furthermore, the randomly selected spawn point provides players with a novel experience.
[0110] As one possible implementation, the scene switching module 74 is also configured to, in response to a return event for the player's virtual character in the sub-scene model, select a target server from a plurality of main logic servers that support loading the main scene model, and switch the sub-scene model provided by the sub-logic server in the graphical user interface to the main scene model provided by the target server.
[0111] As one possible implementation, the scene switching module 74 is also used to implement the following functions (1)-(4):
[0112] (1) When the player's virtual character is in the main scene model, it responds to the touch operation of the function control of the graphical user interface, and the graphical user interface displays the function system interface of the function system corresponding to the function control;
[0113] (2) Respond to the exit operation of exiting the function system interface, control the graphical user interface to display the game screen formed by the main scene model captured by the virtual camera according to the position information of the virtual model corresponding to the function system in the main scene model, and control the player virtual character to move to the position corresponding to the position information;
[0114] (3) When the player's virtual character is in the sub-scene model, it responds to the touch operation of the function control of the graphical user interface, and the graphical user interface displays the function system interface of the function system corresponding to the function control;
[0115] (4) In response to the exit operation of the function system interface, control the graphical user interface to display the game screen formed by the main scene model captured by the virtual camera according to the initial position of the player virtual character, and maintain the player virtual character in the initial position.
[0116] As one possible implementation, the scene switching module 74 is further configured to display a task prompt list in the graphical user interface displaying the sub-scene model; wherein the task prompt list includes a task name and a task completion status; in response to a selection operation for a target task in the task prompt list, displaying an option prompt box indicating whether to return to the main scene model; in response to a confirmation operation for the option prompt box, switching the sub-scene model provided by the sub-logic server in the graphical user interface to the main scene model provided by the main logic server, and setting the player's virtual character to perform the target task in the main scene model. Under the sub-scene model, the player can directly return to the main scene model through the task prompt list to complete relevant tasks, making switching back and forth simple and convenient.
[0117] As one possible implementation, the device further includes: a list display module 84, used to display a list of associated characters corresponding to the player's virtual character on the graphical user interface; the list of associated characters includes an associated character identifier and scene information of the current location of the virtual character corresponding to the associated character identifier. The list of associated characters allows for easy understanding of the location of friends, providing reliable information for friend following.
[0118] As one possible implementation, the scene switching module 74 is further configured to, in response to a synchronous scene switching event corresponding to multiple player virtual characters located in the main scene model, switch the main scene model in the graphical user interface to the sub-scene model, and set the multiple player virtual characters in the sub-scene model. This method provides a means for multiple characters to switch scenes simultaneously, better meeting the diverse needs of players.
[0119] The aforementioned synchronous scene switching events include: multiple player virtual characters initiating a request to team up for a scene-specific model, or multiple player virtual characters having limbs that are interdependent and whose relative positional relationship with the target element meets preset conditions, or the multiple player virtual characters meeting preset game relationships (such as friend relationships).
[0120] The virtual scene switching device provided in this disclosure has the same implementation principle and technical effects as the aforementioned method embodiments. For the sake of brevity, any parts of the virtual scene switching device embodiments not mentioned in the previous embodiments can be referred to the corresponding content in the aforementioned virtual scene switching method embodiments.
[0121] This disclosure also provides an electronic device, such as... Figure 9 The diagram shows the structure of the electronic device, which includes a processor 91 and a memory 90. The memory 90 stores computer-executable instructions that can be executed by the processor 91. The processor 91 executes the computer-executable instructions to implement the virtual scene switching method described above.
[0122] exist Figure 9 In the illustrated embodiment, the electronic device further includes a bus 92 and a communication interface 93, wherein the processor 91, the communication interface 93, and the memory 90 are connected via the bus 92.
[0123] The memory 90 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 93 (which can be wired or wireless), such as the Internet, wide area network, local area network, metropolitan area network, etc. The bus 92 may be an ISA (Industry Standard Architecture) bus, a PCI (Peripheral Component Interconnect) bus, or an EISA (Extended Industry Standard Architecture) bus, etc. The bus 92 can be divided into an address bus, a data bus, a 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.
[0124] The processor 91 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 91 or by instructions in software form. The processor 91 can be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it can 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. The general-purpose processor can be a microprocessor or any conventional processor. The steps of the method disclosed in the embodiments of this disclosure can be directly implemented by a hardware decoding processor, or implemented by a combination of hardware and software modules in the decoding processor. The software modules can reside in random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, registers, or other mature storage media in the art. The storage medium is located in the memory. The processor 91 reads the information in the memory and, in conjunction with its hardware, completes the steps of the virtual scene switching method of the aforementioned embodiment.
[0125] This disclosure also provides a computer-readable storage medium storing computer-executable instructions. When these computer-executable instructions are invoked and executed by a processor, they cause the processor to implement the aforementioned virtual scene switching method. For specific implementation details, please refer to the foregoing method embodiments, which will not be repeated here.
[0126] The computer program products of the virtual scene switching method, apparatus and electronic device provided in 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.
[0127] Unless otherwise specifically stated, the relative steps, numerical expressions, and values of the components and steps set forth in these embodiments do not limit the scope of this disclosure.
[0128] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a processor-executable, non-volatile, 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.
[0129] 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.
[0130] Finally, it should be noted that the above-described 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 virtual scene switching method, characterized by, A graphical user interface for a game is provided via an electronic device. The game includes a main scene model and sub-scene models corresponding to at least one target element in the main scene model. A main logic server is responsible for loading and running the main scene model, and a sub-logic server is responsible for loading and running the sub-scene models. The main logic server and the sub-logic servers are different servers. The main scene model is configured with levels and / or incentive rules, while the sub-scene models are not configured with levels and incentive rules. The method includes: In response to a login event for the game, the main scene model is loaded into the graphical user interface via the main logic server, and the preset spawn point of the player's virtual character in the main scene model is set. In response to a first interactive operation on the player's virtual character in the main scene model, the player's virtual character is controlled to perform the action corresponding to the first interactive operation in the main scene model provided by the main logic server; In response to the scene switching event corresponding to the target element, the main scene model provided by the main logic server in the graphical user interface is switched to the sub-scene model provided by the sub-logic server, and the player virtual character is set in the sub-scene model; In response to a second interactive operation on the player's virtual character in the sub-scene model, the player's virtual character is controlled to perform the action corresponding to the second interactive operation in the sub-scene model provided by the sub-logic server.
2. The method of claim 1, wherein, In response to a scene switching event corresponding to the target element, switching the main scene model provided by the main logic server in the graphical user interface to the sub-scene model provided by the sub-logic server includes: When the relative positional relationship between the player's virtual character and the target element meets the preset conditions, a scene switching event corresponding to the target element is determined to occur, and the main scene model provided by the main logic server in the graphical user interface is switched to the sub-scene model provided by the sub-logic server.
3. The method of claim 1, wherein, Switching the main scene model provided by the main logic server in the graphical user interface to the sub-scene model provided by the sub-logic server includes: The functional components in the graphical user interface are maintained; wherein the functional components include at least one of the following: member recruitment function, area chat function, control function, information prompt function, game match function, and project guidance function; The sub-scene model is loaded by the sub-logic server, and the screen of the main scene model provided by the main logic server in the graphical user interface is replaced with the screen of the loaded sub-scene model.
4. The method of claim 1, wherein, Switching the main scene model provided by the main logic server in the graphical user interface to the sub-scene model provided by the sub-logic server includes: Based on the source type of the scene model corresponding to the target element, the loading form of the scene model is determined; wherein, the first source type corresponds to the story-based loading form, and the second source type corresponds to the preset waiting loading screen loading form; According to the determined loading method of the sub-scene model, the main scene model provided by the main logic server in the graphical user interface is switched to the sub-scene model provided by the sub-logic server.
5. The method of claim 1, wherein, The method further includes: A set number of scene models are grouped into scene groups; wherein, the graphical user interface displays information interaction channels for the scene groups; The interaction information of player virtual characters in the same scene group is synchronized to the information interaction channel.
6. The method according to claim 1, characterized in that, The method further includes: In response to a return event for the player's virtual character in the sub-scene model, the sub-scene model provided by the sub-logic server in the graphical user interface is switched to the main scene model provided by the main logic server, and the preset spawn point of the player's virtual character in the main scene model is set.
7. The method of claim 6, wherein, The step of switching the sub-scene model provided by the sub-logic server to the main scene model provided by the main logic server in the graphical user interface in response to a return event for the player's virtual character in the sub-scene model includes: In response to a return event for the player's virtual character in the sub-scene model, a target server is selected from multiple main logic servers that support loading the main scene model, and the sub-scene model provided by the sub-logic server in the graphical user interface is switched to the main scene model provided by the target server.
8. The method of claim 1, wherein, After switching the main scene model provided by the main logic server to the sub-scene model provided by the sub-logic server in the graphical user interface, the method further includes: A task prompt list is displayed in the graphical user interface that displays the scene model; wherein the task prompt list includes the task name and the task completion status; In response to the selection of a target task in the task suggestion list, an option prompt box is displayed asking whether to return to the main scene model; In response to the confirmation operation of the option prompt box, the sub-scene model provided by the sub-logic server in the graphical user interface is switched to the main scene model provided by the main logic server, and the player virtual character is set to perform the target task in the main scene model.
9. The method of claim 1, wherein, The method further includes: When the player's virtual character is in the main scene model, it responds to touch operations on the function controls of the graphical user interface, and the graphical user interface displays the function system interface of the function system corresponding to the function control; In response to the exit operation of the function system interface, the graphical user interface is controlled to display the game screen formed by the main scene model captured by the virtual camera according to the position information of the virtual model corresponding to the function system in the main scene model, and the player virtual character is controlled to move to the position corresponding to the position information. When the player's virtual character is in the sub-scene model, it responds to touch operations on the functional controls of the graphical user interface, and the graphical user interface displays the functional system interface of the functional system corresponding to the functional control; In response to the exit operation of the function system interface, the graphical user interface is controlled to display the game screen formed by the main scene model captured by the virtual camera based on the initial position of the player's virtual character, and the player's virtual character is kept in the initial position.
10. The method of claim 1, wherein, The method further includes: The graphical user interface displays a list of associated characters corresponding to the player's virtual character; the list of associated characters includes an associated character identifier and scene information of the current location of the virtual character corresponding to the associated character identifier.
11. The method of claim 1, wherein, The method further includes: In response to a synchronous scene switching event corresponding to multiple player virtual characters located in the main scene model, the main scene model in the graphical user interface is switched to the sub-scene model, and the multiple player virtual characters are set in the sub-scene model.
12. The method of claim 11, wherein, The synchronous scene switching events include: multiple player virtual characters initiating a request event to team up for a scene-based model, or, the limbs of multiple player virtual characters being interdependent and their relative positional relationship with the target element meeting preset conditions, or the multiple player virtual characters meeting preset game relationships.
13. A virtual scene switching apparatus characterized by comprising: A graphical user interface for a game is provided via an electronic device. The game includes a main scene model and sub-scene models corresponding to at least one target element in the main scene model. The main logic server of the game is responsible for loading and running the main scene model, and the sub-logic servers of the game are responsible for loading and running the sub-scene models. The main logic server and the sub-logic servers are different servers. The main scene model is configured with levels and / or incentive rules, while the sub-scene models are not configured with levels and incentive rules. The device includes: The login module is used to respond to login events for the game by loading the main scene model into the graphical user interface through the main logic server and setting the preset spawn point of the player's virtual character in the main scene model. The main scene control module is used to respond to a first interactive operation on the player virtual character in the main scene model and control the player virtual character to perform the action corresponding to the first interactive operation in the main scene model provided by the main logic server. The scene switching module is used to respond to the scene switching event corresponding to the target element, switch the main scene model provided by the main logic server in the graphical user interface to the sub-scene model provided by the sub-logic server, and set the player virtual character in the sub-scene model; The scene control module is used to respond to a second interactive operation of the player's virtual character in the scene model, and control the player's virtual character to perform the action corresponding to the second interactive operation in the scene model provided by the sub-logic server.
14. An electronic device, comprising: The method includes 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 method of any one of claims 1 to 12.
15. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer-executable instructions that, when invoked and executed by a processor, cause the processor to perform the method according to any one of claims 1 to 12.