Virtual scene layout method and apparatus, and electronic device
Patent Information
- Application Number
- CN202311476519.2
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2023-11-07
- Publication Date
- 2026-10-09
- Estimated Expiration
- 2043-11-07
AI Technical Summary
[0003]本发明的目的在于提供一种虚拟场景布设方法、装置及电子设备,以改善因需要衔接的场景对象的形状不同带来相互之间存在间隙的问题,提升适配效果和最终连接后的视觉效果
[0006]The present invention 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-mentioned virtual scene deployment method.
Smart Images

Figure CN117282098B_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the field of virtual scene technology, and in particular to a method, apparatus and electronic device for setting up a virtual scene. Background Technology
[0002] In common simulation and idle games, buildings and terrain are divided into rectangular plots, each composed of square units. During construction, placing and moving buildings ensures they integrate well with the environment and seamlessly connects with each other. However, in some virtual scenarios, gaps may appear between objects due to their different shapes, resulting in poor fit and a less visually appealing final result. Summary of the Invention
[0003] The purpose of this invention is to provide a virtual scene layout method, device, and electronic device to improve the problem of gaps between scene objects with different shapes that need to be connected, thereby enhancing the adaptation effect and the visual effect after the final connection.
[0004] This invention provides a virtual scene layout method, which provides a graphical user interface through a terminal device. The graphical user interface displays at least a portion of a virtual terrain scene. The method includes: in response to a first placement operation on a first scene object, displaying a scene map corresponding to the virtual terrain scene in the graphical user interface, and placing the first scene object into a first occupied area in the scene map; wherein the first occupied area has a first shape and is adjacent to a second occupied area of a pre-placed second scene object, the second occupied area having a second shape; in response to the existence of an unedited scene map area between the first occupied area and the second occupied area, filling the unedited scene map area so that the unedited scene map area is no longer displayed in the scene map.
[0005] This invention provides a virtual scene deployment device, which provides a graphical user interface through a terminal device. The graphical user interface displays at least a portion of a virtual terrain scene. The device includes: a placement module, used to respond to a first placement operation on a first scene object, display a scene map corresponding to the virtual terrain scene on the graphical user interface, and place the first scene object into a first occupied area in the scene map; wherein the first occupied area has a first shape and is adjacent to a second occupied area of a pre-placed second scene object, the second occupied area having a second shape; and a filling module, used to fill the unedited scene map area in response to the existence of an unedited scene map area between the first occupied area and the second occupied area, so that the unedited scene map area is no longer displayed in the scene map.
[0006] The present invention 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-mentioned virtual scene deployment method.
[0007] The present invention provides a machine-readable storage medium storing machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions cause the processor to implement the above-mentioned virtual scene deployment method.
[0008] The virtual scene layout method, apparatus, and electronic device provided by this invention, in response to a first placement operation for a first scene object, displays a scene map corresponding to a virtual terrain scene on a graphical user interface and places the first scene object into a first occupied area in the scene map; wherein, the shape of the first occupied area is a first shape, and the first occupied area is adjacent to the second occupied area of a pre-placed second scene object, the shape of the second occupied area being a second shape; in response to the existence of an unedited scene map area between the first occupied area and the second occupied area, the unedited scene map area is filled so that it is no longer displayed in the scene map. This method, when laying out a virtual scene, can fill in unedited scene map areas between the first occupied area corresponding to an adjacent placed first scene object and the second occupied area corresponding to a second scene object, forming a complete area combination, thereby improving the adaptation and visual effects. Attached Figure Description
[0009] To more clearly illustrate the specific embodiments of the present invention or the technical solutions in 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 the present invention. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.
[0010] Figure 1 A flowchart illustrating a virtual scene deployment method provided in an embodiment of the present invention; Figure 2 A flowchart illustrating a virtual scene deployment method provided in an embodiment of the present invention; Figure 3 This is a schematic diagram illustrating a virtual scene setup according to an embodiment of the present invention; Figure 4 This is a schematic diagram illustrating a virtual scene setup according to an embodiment of the present invention; Figure 5 This is a schematic diagram illustrating a virtual scene setup according to an embodiment of the present invention; Figure 6 This is a schematic diagram illustrating a virtual scene setup according to an embodiment of the present invention; Figure 7 This is a schematic diagram of the structure of a virtual scene deployment device provided in an embodiment of the present invention; Figure 8 This is a schematic diagram of the structure of an electronic device provided in an embodiment of the present invention. Detailed Implementation
[0011] The technical solution of the present invention will be clearly and completely described below with reference to the embodiments. Obviously, the described embodiments are only some embodiments of the present invention, and not all embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of the present invention.
[0012] Currently, in common simulation and placement games, buildings and terrain are divided into rectangular plots composed of square units. During construction, placing and moving buildings allows them to integrate well with the terrain and ensures smooth connections between buildings. However, in some games, the overall terrain is circular. These games use fan-shaped rings as the basic units for editable terrain and buildings. Fan-shaped ring buildings and rectangular roads are directly connected through the edges of the fan-shaped rings. In building editing mode, the displayed area is based on the actual building area combined with the rectangular roads to complete construction. However, the following problems arise during this combination process: (1) Special characteristics of map shape: Compared with traditional square tiles, fan-shaped buildings have shape adaptation problems with rectangular tiles. The shape of the fan-shaped building is characterized by a smaller inner area and a larger outer area, and the curvature of the two ends is different. Therefore, when building on different ring-shaped maps, the graphic area of the building will be adapted according to the curvature of the ring-shaped map, resulting in greater randomness in visual appearance. Players cannot predict the actual visual effect in advance.
[0013] (2) Visual incompleteness: In the building editing view, the circular terrain is connected by roads of rectangular units. Due to the difference in shape attributes between the circular and rectangular units, the connection between the rectangular roads and the fan-shaped buildings is not tight, which will visually form a "fan-shaped or fan-shaped blank area" that gives players the feeling of wasted resources.
[0014] (3) Poor interactive experience: When adjusting the location of buildings, the city can be built by moving the buildings. However, when operating on the "last building" on the circular map, the visual range is too small, making the operation difficult. Furthermore, the final effect directly affects the visual experience of the entire ring, resulting in two undesirable situations: "the area is too small to fit" and "the area is too large, causing blank space." This increases the cost of trial and error and leads to a poor interactive experience. Based on this, this embodiment of the invention provides a virtual scene deployment method, device, and electronic device. This technology can be applied to applications that require the deployment of virtual scenes.
[0015] In one embodiment of this disclosure, the virtual scene deployment method can run on a terminal device or a server. The terminal device can be a local terminal device. When the virtual scene deployment method runs on a server, the method can be implemented and executed based on a cloud interaction system, which includes a server and client devices.
[0016] 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 operation of the virtual scene layout method 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 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.
[0017] 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.
[0018] To facilitate understanding of this embodiment, a virtual scene deployment method disclosed in this invention will first be introduced. A graphical user interface (GUI) is provided through a terminal device, which displays at least a portion of a virtual terrain scene. This terminal device can be a mobile terminal, television, computer, PDA, etc. The GUI can be understood as an operation user interface displayed graphically, used to enable interaction between the terminal device and the user operating the terminal device. The virtual terrain scene can be a specific scene composed of elements such as buildings, roads, ground, rivers, obstacles, and vegetation. This scene can be a game scene or other virtual scenes, etc. Figure 1 As shown, the method includes the following steps: Step S102: In response to the first placement operation for the first scene object, display the scene map corresponding to the virtual terrain scene in the graphical user interface, and place the first scene object in the first occupied area in the scene map; wherein, the shape of the first occupied area is a first shape, and the first occupied area is adjacent to the second occupied area of the pre-placed second scene object, and the shape of the second occupied area is a second shape.
[0019] The aforementioned scene map can be understood as an editable interface corresponding to the virtual terrain scene. Users can operate on this editable interface to set up and adjust the virtual terrain scene. The scene map usually includes various scene objects in the virtual terrain scene. The aforementioned first scene object and second scene object can be objects that need to be placed in the scene map, such as buildings, obstacles, levels, etc. The aforementioned first occupied area may be any area in the scene map. The first shape of the first occupied area is associated with the shape of the area that needs to be reserved for the first scene object. Specifically, the first shape may be the same as or different from the shape of the bottom of the model of the first scene object. For example, if the first scene object is a building, and the building is divided into fan rings as the basic unit in the scene map, if the shape of the bottom of the building model is exactly a fan ring, then the first shape of the first occupied area can be the same as the shape of the bottom of the building model. If the shape of the bottom of the building model is an ellipse, then the shape of the area that needs to be reserved for the building is a fan ring that contains the ellipse and matches the size of the ellipse, that is, the first shape is a fan ring. Similarly, the second shape of the second occupied area may be the same as or different from the shape of the bottom of the model of the second scene object. For details, please refer to the above description, which will not be repeated here.
[0020] The first shape and the second shape may be regular shapes or arbitrary irregular shapes, and may be the same shape or different shapes. In actual implementation, when it is necessary to place the first scene object in the virtual scene, the user can perform a first placement operation on the first scene object. The terminal device responds to the first placement operation and can display the scene map corresponding to the virtual terrain scene in the graphical user interface, and place the first scene object in the first occupied area of the scene map. The first occupied area is adjacent to the second occupied area of the second scene object that has been pre-placed in the scene map. It can be understood that at least a part of the edge of the first occupied area is in actual contact with at least a part of the edge of the second occupied area.
[0021] The following describes an application scenario applicable to this embodiment: a graphical user interface displays at least one object control; each object control can correspond to a different scene object type, such as energy type, building type, etc.; the step of displaying a scene map corresponding to a virtual terrain scene in the graphical user interface in response to a first placement operation on a first scene object includes: in response to a first operation on the object control corresponding to the first scene object, switching the display of the virtual terrain scene to a scene map corresponding to the virtual terrain scene; or, in response to a drag operation on the first scene object in the virtual terrain scene, switching the display of the virtual terrain scene to a scene map corresponding to the virtual terrain scene.
[0022] The first operation mentioned above can be a click operation, a drag operation, etc. In actual implementation, a building block can be displayed in the graphical user interface, including at least one object control. When the user needs to create a new first scene object, they can select the object control corresponding to the first scene object from the at least one object control and drag it to trigger the switching of the virtual terrain scene displayed in the graphical user interface to the scene map corresponding to the virtual terrain scene. As another switching method, if the user needs to adjust the position of the first scene object that has already been created in the virtual terrain scene, they can drag the first scene object to trigger the switching of the virtual terrain scene displayed in the graphical user interface to the scene map corresponding to the virtual terrain scene. In this method, the user only needs to perform the first operation on the object control corresponding to the first scene object, or perform a drag operation on the first scene object in the virtual terrain scene, to switch the display of the scene map corresponding to the virtual terrain scene. The operation is simple and fast, which can improve the user's operating experience.
[0023] In step S104, in response to the existence of an unedited scene map area between the first occupied area and the second occupied area, the unedited scene map area is filled so that it is no longer displayed in the scene map.
[0024] The aforementioned unedited scene map area can be understood as an area in the scene map where no scene objects are placed. For example, if the first shape and the second shape are any two irregular shapes, then when the first occupied area corresponding to the first shape and the second occupied area corresponding to the second shape are adjacent, only some edges may be adjacent. There may be parts between the first occupied area and the second occupied area that cannot be adjacent, which is the aforementioned unedited scene map area. In actual implementation, when there is an unedited scene map area between the adjacent first occupied area and the second occupied area, that is, when there is a "blank" area, the unedited scene map area can be filled. For example, this "blank" area can be filled according to a pre-set color filling method to form a complete area combination. This color filling method can be filling with the color of the lawn, the color of the first scene object, or the color of the second scene object, etc., which can be set according to actual needs. Through filling, the unedited scene map area is no longer displayed in the scene map.
[0025] The aforementioned virtual scene deployment method, in response to a first placement operation on a first scene object, displays a scene map corresponding to the virtual terrain scene in the graphical user interface and places the first scene object into a first occupied area in the scene map. The first occupied area has a first shape and is adjacent to a second occupied area of a pre-placed second scene object, the second occupied area having a second shape. In response to the existence of an unedited scene map area between the first and second occupied areas, the unedited scene map area is filled to prevent it from being displayed in the scene map. This method, when deploying a virtual scene, can fill in unedited scene map areas between the first and second occupied areas of adjacent first and second scene objects, forming a complete area combination, thereby improving the adaptation and visual effects.
[0026] This invention also provides another method for virtual scene deployment, which is implemented based on the method in the above embodiments. In this method, at least one placed scene object is displayed on the scene map; the placed scene object can be an object to be deployed in the scene map to be edited, such as buildings, obstacles, levels, etc. Figure 2 As shown, the method includes the following steps: Step S202: In response to a first movement operation on the first scene object, the first scene object is moved in the graphical user interface according to the first movement operation, a scene map corresponding to the virtual terrain scene is displayed in the graphical user interface, and at least one first shape region that can be placed on the scene map is displayed; wherein, the first shape region is adapted to the object model of the first scene object.
[0027] The aforementioned first shape region can be a fan ring, a rhombus, or an irregular shape, etc. In actual implementation, the user can perform a first movement operation on the first scene object. If the first scene object is an object in the current scene map, the first movement operation can be a movement operation on the first scene object. If the first scene object is not an object in the current scene map, for example, a first scene object constructed by other model building software, the first movement operation can be a drag-and-drop operation on the first scene object from other model building software. Then, by moving the first scene object in the virtual terrain scene, the scene map corresponding to the virtual terrain scene can be displayed in the graphical user interface; and one or more first shape regions that can be used to place the first scene object can be displayed in the scene map.
[0028] Each first-shape region is adapted to the object model of the first scene object. Specifically, it can be adapted to the bottom of the first scene object's model. For example, in one scenario, if a level with an irregularly shaped bottom needs to be placed in the scene map, the size of each displayed first-shape region needs to be large enough to place the level. The shape of the first-shape region can be the same as or different from the shape of the bottom of the model. Usually, the first-shape region is larger than the corresponding area of the bottom of the model to ensure that it is large enough to place the level. In another scenario, taking a building as an example, the bottom shape of the building's model is elliptical. In this scene map, the building is divided into fan-shaped rings as the basic unit. Then, the area reserved for the building needs to be a fan-shaped ring that contains the ellipse and matches the size of the ellipse. In this scenario, the shape of the first-shape region can be a fan-shaped ring or other shapes, and it usually needs to be larger than the area of the fan-shaped ring corresponding to the building to ensure that it is large enough to place the building.
[0029] The following describes an application scenario applicable to this embodiment, wherein the virtual terrain scene further includes a central scene object; the step of displaying at least one first shape area in the scene map that can be placed by the first scene object includes: displaying at least one first shape area in the scene map centered on the central scene object that can be placed by the first scene object.
[0030] In this scenario, at least one first-shaped area centered on the central scene object is displayed, allowing for the placement of the first scene object. This facilitates the construction of editable terrain in a fan-ring format that meets the scene's requirements. Scene objects can be placed on this fan-ring editable terrain. The placed scene objects typically surround the central scene object; the closer the placed scene objects are to the central scene object, the better the effect. In actual implementation, multiple rings centered on the central scene object can be displayed according to scene requirements. If the editable terrain is divided into fan-rings as basic units, each ring can be divided into multiple fan-rings, and one or more scene objects can be placed on each fan-ring. When the user performs the first movement operation on the first scene object, at least one first-shaped area centered on the first scene object can be displayed in a preset display mode. For example, it can be specially displayed using area highlighting or edge highlighting, making it easier for the user to see the at least one first-shaped area centered on the first scene object.
[0031] Step S204: In response to the first movement operation on the first scene object, control the occupied area corresponding to the placed scene object to be displayed in the first display mode.
[0032] The aforementioned first display method can be set according to actual needs, such as area highlighting or edge highlighting; in actual implementation, when the user moves the first scene object, the occupied area corresponding to the placed scene object can be displayed according to the preset first display method to prompt the user that these occupied areas have been occupied.
[0033] Step S206: Control the first scene object to be displayed in the second display mode.
[0034] The second display method can be set according to actual needs, such as area highlighting or edge highlighting; this second display method is usually different from the first display method. For example, if the occupied area corresponding to the placed scene object is highlighted in yellow, the first scene object can be highlighted in blue; when the user moves the first scene object, the first scene object can be controlled to be displayed according to the preset second display method, so that the user can distinguish the first scene object.
[0035] The first occupied area corresponding to the first scene object does not overlap with the occupied areas corresponding to already placed scene objects. In actual implementation, when placing the first scene object, the first occupied area corresponding to the first scene object can be adjacent to or not adjacent to the occupied areas of already placed scene objects, but overlapping areas are generally not allowed. It can be understood that when placing the first scene object, it is necessary to avoid scene objects already placed in the map scene to avoid overlapping areas, which could lead to scene layout errors. Step S208: In response to the first placement operation for the first scene object, the first scene object is placed into a first occupied area of at least one first shape region; wherein the shape of the first occupied area is a first shape, and the first occupied area is adjacent to the second occupied area of a pre-placed second scene object, and the shape of the second occupied area is a second shape.
[0036] In actual implementation, after at least one first shape region is displayed in the scene map, the user can perform a first placement operation on the first scene object. The terminal device responds to the first placement operation and places the first scene object in the first occupied area. The first occupied area may occupy one or more first shape regions. For example, if the area that the first scene object needs to occupy is smaller than the area size of one first shape region, it usually only needs to occupy the first occupied area of one first shape region. If the area that the first scene object needs to occupy is larger than the area size of one first shape region, it usually needs to occupy multiple first shape regions.
[0037] The following describes an application scenario applicable to this embodiment, in which a central scene object provides resources to surrounding placed scene objects; wherein, the farther a placed scene object is from the central scene object, the less resources the central scene object provides to that placed scene object; optionally, the central scene object can be an energy provider, which can provide energy to scene objects that require energy among the placed scene objects. Generally, the closer a placed scene object is to the energy provider, the more energy the energy provider provides to it; the farther a placed scene object is from the energy provider, the less energy the energy provider provides to it.
[0038] In response to a first placement operation on a first scene object, at least one candidate occupied area is displayed in at least one first shape region, and the first scene object is placed into the first occupied area among the at least one candidate occupied area. Each candidate occupied area displays its corresponding resource level. The aforementioned candidate occupied areas can be understood as candidate first occupied areas available for placing the first scene object. The number of candidate occupied areas can be one or more. The resource level of each candidate occupied area can be displayed at a preset position, such as the center area or the edge area. This resource level can represent the amount of resources available at the location of the candidate occupied area. It can be represented by a specific resource value or by a level; for example, if the candidate occupied area is closest to the center scene object, the available resource level is higher, such as level one. As the candidate occupied area moves further away from the center scene object, the corresponding resource level decreases, such as level two, level three, etc. The user can select a first occupied area that meets their actual needs from the at least one candidate occupied area based on the resource level corresponding to each candidate occupied area, and place the first scene object into that first occupied area.
[0039] Step S210: In response to the existence of an unedited scene map area between the first occupied area and the second occupied area, the unedited scene map area is filled with the color of the target scene object so that the unedited scene map area is no longer displayed in the scene map; wherein, the target scene object is the first scene object and / or the second scene object.
[0040] In practical implementation, when there is an unedited scene map area, i.e., a "blank" area, between adjacent first and second occupied areas, this "blank" area can be directly filled with the color of the first scene object. Preferably, it can be filled with the color of the first scene object adjacent to the "blank" area to make the color transition more natural and the overall visual effect better. Similarly, this "blank" area can also be filled with the color of the second scene object, or the color of the first scene object can be used to fill a part of the "blank" area near the first scene object, and the color of the second scene object can be used to fill another part of the "blank" area near the second scene object. The appropriate filling method can be selected according to actual needs, making the filling method more flexible and able to meet different user needs.
[0041] The following describes an application scenario applicable to this embodiment. The virtual terrain scene is a ring-shaped terrain. The first shape of the first occupied area is ring-shaped, and the second shape of the second occupied area is rectangular. The unedited scene map area is the area adjacent to the ring-shaped and rectangular areas. For example, the first scene object is a building, and the first shape of its corresponding first occupied area is ring-shaped, which can also be called a fan-shaped ring. The second scene object is a road, and the second shape of its corresponding second occupied area is rectangular. If the building and the road need to be placed adjacent to each other, there will be a "blank" area between the ring-shaped area corresponding to the building and the rectangle corresponding to the road, which is the aforementioned unedited scene map area. This unedited scene map area can be filled so that it is no longer displayed in the scene map.
[0042] In step S212, during the placement of the first scene object, if the distance between the first scene object and the second scene object is less than a preset distance, the second scene object is controlled to snap to the first scene object so that the first occupied area is adjacent to the second occupied area.
[0043] The preset distance can be set according to actual needs, usually with a small distance value. In actual implementation, when placing the first scene object, if the distance between the first scene object and the second scene object is less than the preset distance, it is usually assumed that the user wants to place the first scene object and the second scene object adjacent to each other. At this time, the second scene object can be controlled to automatically snap to the first scene object, so that the first occupied area corresponding to the first scene object is adjacent to the second occupied area corresponding to the second scene object, which improves the convenience of user operation and enhances the user's operating experience.
[0044] Step S214: In response to the end of editing of the scene map, the scene map is switched to be displayed as a virtual terrain scene; wherein, in the virtual terrain scene, the first scene object and the second scene object are adjacent, and there is no unedited scene map area between the occupied area corresponding to the first scene object and the occupied area corresponding to the second scene object.
[0045] In actual implementation, after the user completes the placement of the first scene object in the scene map and fills the unedited scene map area, the user can perform an editing end operation, such as saving the edited scene map. At this time, the scene map displayed in the graphical user interface will automatically switch to the corresponding virtual terrain scene. In the virtual terrain scene, the placed first scene object is displayed. The area between the first scene object and the adjacent second scene object is fully combined, and there is no "blank" area, which improves the adaptation effect and visual effect.
[0046] The aforementioned virtual scene setup method allows for the display of at least one first-shaped area on the scene map when a first movement operation is performed on the first scene object. Users can choose the appropriate placement method according to scene requirements, making operation easier and improving the user experience. During the placement of the first scene object, if the distance between the first scene object and the second scene object is less than a preset distance, the second scene object can be controlled to snap to the first scene object, ensuring that the first occupied area corresponding to the first scene object is adjacent to the second occupied area corresponding to the second scene object, thus improving the convenience of user operation. When performing the first movement operation on the first scene object, controlling the occupied area corresponding to the placed scene object and the first scene object to display in their respective corresponding display modes improves the intuitiveness of the display and facilitates user operation. Furthermore, filling the unedited scene map area with the colors of the first scene object and / or the second scene object makes the color transition more natural and the overall visual effect better.
[0047] For ease of understanding, the following is provided: Figure 3 The diagram illustrates a virtual scene setup. This virtual scene is a construction scene. Due to the complexity of the construction scene and the buildings themselves, the buildings and maps can be represented by color blocks during the construction process. The graphical user interface displays at least a portion of the virtual terrain scene. First, the user drags and drops buildings into the construction scene, or moves buildings within the scene. The graphical user interface then displays the scene map corresponding to the virtual terrain scene. The scene switches to a color-coded construction mode. This construction scene is centered on the energy provider and displays multiple annular editable terrains. Each annular editable terrain is divided into fan-shaped units, resulting in multiple fan-shaped editable terrains. Buildings in this scene map are also divided into fan-shaped units, and roads are divided into rectangular units. In this scene map, already placed scene objects can be understood as other buildings already placed on the editable terrain. The second scene object can be a rectangular road; the first scene object can be the currently placed building. At least a portion of the fan-shaped editable terrain is occupied by rectangular roads. Figure 3 In the display, the occupied areas of other placed buildings can be shown with fill patterns, the occupied areas of rectangular roads can be shown with fill patterns using horizontal lines, and the area corresponding to the bottom of the currently placed building can be shown with fill patterns using diagonal lines; it also displays one or more fan-shaped areas available for the current building to be placed, such as... Figure 3 The unfilled patterned fan-shaped areas within the display prompt users to place the current building within these areas. Additionally, during the movement of the current building, a preview of the required construction area—the size of the fan-shaped area to be reserved for it—is displayed, further facilitating user operation. Figure 3In the diagram, the ellipse represents the area corresponding to the bottom of the current building. Since the building is divided into fan rings, the fan ring area corresponding to the current building is the fan ring area between the two dashed lines that includes the elliptical area.
[0048] Users can move the current building in the scene map and select a suitable location based on the preview area. Because the editable fan-shaped terrain is occupied by rectangular roads, when the current building is placed near a rectangular road, it visually snaps to the road edge and fills the "white space" between the rectangular road and the fan-shaped building with the current building's color, forming a complete architectural integration and achieving architectural unity. Figure 4 The diagram illustrates a virtual scene layout. This method adapts to buildings in circular terrain, visually covering map areas where building functionality is impossible, thus improving the game's visual appeal. For example, as shown in the diagram above, because roads are rectangular while buildings are irregularly sized fan-shaped rings, their sizes cannot be perfectly combined on a circular map according to the program's settings. This results in the aforementioned "blank" area, which players cannot utilize and thus loses its building function. This "blank" area can be automatically filled.
[0049] For better understanding, see [link to relevant documentation]. Figure 5 The diagram illustrates a virtual scene layout, using one ring of a circular terrain as an example. This ring is composed of multiple editable fan-shaped terrains, each with buildings already placed on it (as shown by the dotted fill pattern in the diagram). The ring is occupied by rectangular roads (as shown by the horizontal filled pattern in the diagram), and there are "blank" areas between the rectangular roads and adjacent fan-shaped buildings. Figure 6 The diagram shown illustrates a virtual scene setup, which can be used for... Figure 5 The "blank" areas are filled with colors according to a set color scheme, such as the colors of adjacent buildings, to form a complete architectural combination and achieve architectural integration.
[0050] This method adaptively adjusts based on building outlines, filling in "blank spaces" caused by shape mismatches when buildings are placed on the map. This reduces or eliminates the time users spend placing and adjusting scene objects in these visually existing but functionally useless "blank" areas. Furthermore, this method avoids new blank space issues arising from different fan-ring areas during the movement and adjustment of buildings and roads, resulting in a smoother visual experience.
[0051] This approach explores a more suitable adaptation method for this unique terrain, specifically targeting the map's circular structure and independent fan-shaped building units, thus improving adaptability. It resolves the "blank space" issue caused by the combination of fan-shaped buildings and rectangular roads; in building editing previews, given sufficient map area, it visually creates a fully adapted preview effect, resulting in a more cohesive look; and in building editing, filling "blank" areas can hide them, preventing users from attempting to fill these unmanageable areas by moving buildings, reducing trial and error, and enhancing the game and interaction experience.
[0052] The aforementioned virtual scene layout method can be applied to the construction of simulation management games with circular or ring-shaped base maps, and can also be applied to the level unlocking scene of circular sandbox maps. After unlocking, the illuminated buildings form a complete circular map. For example, in a circular sandbox map scene, the map is composed of fan-shaped levels. If new gameplay elements are added between levels, resulting in graphic space occupation, such as rectangles, rhombuses, circles, etc., forming graphic combinations, the solution in this application can be used to solve the problem of white space between different graphic combinations.
[0053] This invention provides a virtual scene deployment device that provides a graphical user interface (GUI) via a terminal device. The GUI displays at least a portion of a virtual terrain scene, such as... Figure 7 As shown, the device includes: a placement module 70, used to display a scene map corresponding to a virtual terrain scene on a graphical user interface in response to a first placement operation on a first scene object, and place the first scene object into a first occupied area in the scene map; wherein the shape of the first occupied area is a first shape, and the first occupied area is adjacent to the second occupied area of a pre-placed second scene object, and the shape of the second occupied area is a second shape; and a filling module 71, used to fill the unedited scene map area in response to the existence of an unedited scene map area between the first occupied area and the second occupied area, so that the unedited scene map area is no longer displayed in the scene map.
[0054] The aforementioned virtual scene deployment device, in response to a first placement operation on a first scene object, displays a scene map corresponding to the virtual terrain scene on a graphical user interface and places the first scene object into a first occupied area in the scene map. The first occupied area has a first shape and is adjacent to a second occupied area of a pre-placed second scene object, the second occupied area having a second shape. In response to the existence of an unedited scene map area between the first and second occupied areas, the device fills the unedited scene map area so that it is no longer displayed in the scene map. When deploying a virtual scene, if an unedited scene map area exists between the first occupied area corresponding to an adjacent first scene object and the second occupied area corresponding to a second scene object, the device can fill the unedited scene map area to form a complete area combination, thereby improving the adaptation and visual effects.
[0055] In an optional implementation, the placement module 70 is further configured to: in response to a first movement operation on a first scene object, move the first scene object in a graphical user interface according to the first movement operation, display a scene map corresponding to the virtual terrain scene in the graphical user interface, and display at least one first shape region in the scene map that can be placed on the first scene object; wherein the first shape region is adapted to the object model of the first scene object; and in response to a first placement operation on the first scene object, place the first scene object into a first occupied region in the at least one first shape region.
[0056] In an optional implementation, the virtual terrain scene also includes a central scene object; the placement module 70 is further configured to: display in the scene map at least one first shape area centered on the central scene object, which can be used to place the first scene object.
[0057] In an optional embodiment, the device is further configured to: during the placement of the first scene object, if the distance between the first scene object and the second scene object is less than a preset distance, control the second scene object to attract the first scene object so that the first occupied area is adjacent to the second occupied area.
[0058] In an optional implementation, the scene map displays at least one placed scene object; the device is further configured to: in response to a first movement operation on the first scene object, control the occupied area corresponding to the placed scene object to be displayed in a first display mode; and control the first scene object to be displayed in a second display mode.
[0059] In an optional implementation, the first occupied area corresponding to the first scene object does not overlap with the occupied area corresponding to the already placed scene object.
[0060] In an optional implementation, the filling module 71 is further configured to: in response to the existence of an unedited scene map area between the first occupied area and the second occupied area, fill the unedited scene map area with the color of the target scene object so that the unedited scene map area is no longer displayed in the scene map; wherein the target scene object is the first scene object and / or the second scene object.
[0061] In one alternative implementation, the virtual terrain scene is a ring-shaped terrain, the first shape of the first occupied area is ring-shaped, and the second shape of the second occupied area is rectangular; the unedited scene map area is the area adjacent to the ring-shaped and rectangular areas.
[0062] In an optional implementation, the central scene object is used to provide resources to surrounding placed scene objects; wherein, the farther a placed scene object is from the central scene object, the less resources the central scene object provides to that placed scene object; the placement module 70 is further configured to: in response to a first placement operation for the first scene object, display at least one candidate occupancy area in at least one first shape area, and place the first scene object into the first occupancy area of the at least one candidate occupancy area; wherein each candidate occupancy area displays the resource level corresponding to the candidate occupancy area.
[0063] In an optional implementation, at least one object control is displayed in the graphical user interface; the placement module 70 is further configured to: switch the virtual terrain scene to a scene map corresponding to the virtual terrain scene in response to a first operation on the object control corresponding to the first scene object; or, switch the virtual terrain scene to a scene map corresponding to the virtual terrain scene in response to a drag operation on the first scene object in the virtual terrain scene.
[0064] In an optional embodiment, the device is further configured to: switch the scene map to a virtual terrain scene in response to an end-of-edit operation on the scene map; wherein, in the virtual terrain scene, the first scene object and the second scene object are adjacent, and there is no unedited scene map area between the occupied area corresponding to the first scene object and the occupied area corresponding to the second scene object.
[0065] The virtual scene deployment device provided in this embodiment of the invention has the same implementation principle and technical effect as the aforementioned virtual scene deployment method embodiment. For the sake of brevity, any parts not mentioned in the virtual scene deployment device embodiment can be referred to the corresponding content in the aforementioned virtual scene deployment method embodiment.
[0066] This invention also provides an electronic device, see [link to relevant documentation]. Figure 8As shown, the electronic device includes a processor 130 and a memory 131. The memory 131 stores machine-executable instructions that can be executed by the processor 130. The processor 130 executes the machine-executable instructions to implement the above-described virtual scene deployment method.
[0067] Furthermore, Figure 8 The electronic device shown also includes a bus 132 and a communication interface 133, with the processor 130, the communication interface 133 and the memory 131 connected via the bus 132.
[0068] The memory 131 may include high-speed random access memory (RAM) and may also include 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 133 (which can be wired or wireless), such as the Internet, wide area network, local area network, metropolitan area network, etc. The bus 132 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 8 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.
[0069] Processor 130 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 processor 130 or by instructions in software form. Processor 130 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 invention. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this invention 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 131. The processor 130 reads information from memory 131 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiment. The method provides a graphical user interface through a terminal device, which displays at least a portion of the virtual terrain scene. Specifically, the following steps are performed: In response to a first placement operation on a first scene object, a scene map corresponding to the virtual terrain scene is displayed in the graphical user interface, and the first scene object is placed in a first occupied area in the scene map; wherein, the shape of the first occupied area is a first shape, and the first occupied area is adjacent to the second occupied area of a pre-placed second scene object, the shape of the second occupied area is a second shape; in response to the existence of an unedited scene map area between the first occupied area and the second occupied area, the unedited scene map area is filled so that the unedited scene map area is no longer displayed in the scene map.
[0070] The specific implementation methods and working processes can be referred to the corresponding processes in the above method embodiments, and will not be repeated here.
[0071] In an optional implementation, when the processor performs a first placement operation on a first scene object, displays a scene map corresponding to a virtual terrain scene in a graphical user interface, and places the first scene object into a first occupied area in the scene map, it specifically performs the following: in response to a first movement operation on the first scene object, moves the first scene object in the graphical user interface according to the first movement operation, displays a scene map corresponding to a virtual terrain scene in the graphical user interface, and displays at least one first shape area in the scene map that can be used to place the first scene object; wherein the first shape area is adapted to the object model of the first scene object; and in response to the first placement operation on the first scene object, places the first scene object into the first occupied area of the at least one first shape area.
[0072] In an optional implementation, the virtual terrain scene further includes a central scene object; when the processor executes the action of displaying at least one first shape region in the scene map that can be placed by the first scene object, it is specifically used to: display at least one first shape region in the scene map that can be placed by the first scene object centered on the central scene object.
[0073] In an optional implementation, the processor is further configured to: during the placement of the first scene object, if the distance between the first scene object and the second scene object is less than a preset distance, control the second scene object to snap to the first scene object so that the first occupied area is adjacent to the second occupied area.
[0074] In an optional implementation, the scene map displays at least one placed scene object; the processor is further configured to: in response to a first movement operation on the first scene object, control the occupied area corresponding to the placed scene object to be displayed in a first display mode; and control the first scene object to be displayed in a second display mode.
[0075] In an optional implementation, the first occupied area corresponding to the first scene object does not overlap with the occupied area corresponding to the already placed scene object.
[0076] In an optional implementation, when the processor performs a process to fill an unedited scene map region in response to the existence of an unedited scene map region between the first occupied region and the second occupied region, so that the unedited scene map region is no longer displayed in the scene map, the processor specifically performs the following: in response to the existence of an unedited scene map region between the first occupied region and the second occupied region, the processor fills the unedited scene map region with the color of the target scene object so that the unedited scene map region is no longer displayed in the scene map; wherein the target scene object is the first scene object and / or the second scene object.
[0077] In one alternative implementation, the virtual terrain scene is a ring-shaped terrain, the first shape of the first occupied area is ring-shaped, and the second shape of the second occupied area is rectangular; the unedited scene map area is the area adjacent to the ring-shaped and rectangular areas.
[0078] In an optional implementation, the central scene object is used to provide resources for surrounding placed scene objects; wherein, the farther a placed scene object is from the central scene object, the less resources the central scene object provides to that placed scene object; when the processor executes a first placement operation in response to a first placement operation for a first scene object, placing the first scene object into a first occupied area in at least one first shape region, it is specifically used to: in response to the first placement operation for the first scene object, display at least one candidate occupied area in at least one first shape region, and place the first scene object into the first occupied area in at least one candidate occupied area; wherein each candidate occupied area displays the resource level corresponding to the candidate occupied area.
[0079] In an optional implementation, the graphical user interface displays at least one object control; when the processor executes a first placement operation on the first scene object to display a scene map corresponding to the virtual terrain scene in the graphical user interface, it is specifically configured to: switch the display of the virtual terrain scene to the scene map corresponding to the virtual terrain scene in response to the first operation on the object control corresponding to the first scene object; or, switch the display of the virtual terrain scene to the scene map corresponding to the virtual terrain scene in response to a drag operation on the first scene object in the virtual terrain scene.
[0080] In an optional implementation, the processor is further configured to: switch the scene map to a virtual terrain scene in response to an end-of-edit operation on the scene map; wherein, in the virtual terrain scene, the first scene object and the second scene object are adjacent, and there is no unedited scene map area between the occupied area corresponding to the first scene object and the occupied area corresponding to the second scene object.
[0081] In response to the first placement operation of the first scene object, the graphical user interface displays a scene map corresponding to the virtual terrain scene, and the first scene object is placed in a first occupied area of the scene map. The first occupied area has a first shape and is adjacent to the second occupied area of a pre-placed second scene object, which has a second shape. If an unedited scene map area exists between the first and second occupied areas, this unedited area is filled to prevent it from being displayed on the scene map. When setting up a virtual scene, if an unedited scene map area exists between the first and second occupied areas of adjacent first and second scene objects, this method can fill the unedited area to form a complete area combination, thereby improving the adaptation and visual effects.
[0082] This invention also provides a machine-readable storage medium storing machine-executable instructions. When these machine-executable instructions are invoked and executed by a processor, they cause the processor to perform the following steps: In response to a first placement operation on a first scene object, a scene map corresponding to the virtual terrain scene is displayed in the graphical user interface, and the first scene object is placed in a first occupied area in the scene map; wherein, the shape of the first occupied area is a first shape, and the first occupied area is adjacent to the second occupied area of a pre-placed second scene object, the shape of the second occupied area is a second shape; in response to the existence of an unedited scene map area between the first occupied area and the second occupied area, the unedited scene map area is filled so that the unedited scene map area is no longer displayed in the scene map.
[0083] The specific implementation methods and working processes can be referred to the corresponding processes in the above method embodiments, and will not be repeated here.
[0084] In an optional implementation, when the processor performs a first placement operation on a first scene object, displays a scene map corresponding to a virtual terrain scene in a graphical user interface, and places the first scene object into a first occupied area in the scene map, it specifically performs the following: in response to a first movement operation on the first scene object, moves the first scene object in the graphical user interface according to the first movement operation, displays a scene map corresponding to a virtual terrain scene in the graphical user interface, and displays at least one first shape area in the scene map that can be used to place the first scene object; wherein the first shape area is adapted to the object model of the first scene object; and in response to the first placement operation on the first scene object, places the first scene object into the first occupied area of the at least one first shape area.
[0085] In an optional implementation, the virtual terrain scene further includes a central scene object; when the processor executes the action of displaying at least one first shape region in the scene map that can be placed by the first scene object, it is specifically used to: display at least one first shape region in the scene map that can be placed by the first scene object centered on the central scene object.
[0086] In an optional implementation, the processor is further configured to: during the placement of the first scene object, if the distance between the first scene object and the second scene object is less than a preset distance, control the second scene object to snap to the first scene object so that the first occupied area is adjacent to the second occupied area.
[0087] In an optional implementation, the scene map displays at least one placed scene object; the processor is further configured to: in response to a first movement operation on the first scene object, control the occupied area corresponding to the placed scene object to be displayed in a first display mode; and control the first scene object to be displayed in a second display mode.
[0088] In an optional implementation, the first occupied area corresponding to the first scene object does not overlap with the occupied area corresponding to the already placed scene object.
[0089] In an optional implementation, when the processor performs a process to fill an unedited scene map region in response to the existence of an unedited scene map region between the first occupied region and the second occupied region, so that the unedited scene map region is no longer displayed in the scene map, the processor specifically performs the following: in response to the existence of an unedited scene map region between the first occupied region and the second occupied region, the processor fills the unedited scene map region with the color of the target scene object so that the unedited scene map region is no longer displayed in the scene map; wherein the target scene object is the first scene object and / or the second scene object.
[0090] In one alternative implementation, the virtual terrain scene is a ring-shaped terrain, the first shape of the first occupied area is ring-shaped, and the second shape of the second occupied area is rectangular; the unedited scene map area is the area adjacent to the ring-shaped and rectangular areas.
[0091] In an optional implementation, the central scene object is used to provide resources for surrounding placed scene objects; wherein, the farther a placed scene object is from the central scene object, the less resources the central scene object provides to that placed scene object; when the processor executes a first placement operation in response to a first placement operation for a first scene object, placing the first scene object into a first occupied area in at least one first shape region, it is specifically used to: in response to the first placement operation for the first scene object, display at least one candidate occupied area in at least one first shape region, and place the first scene object into the first occupied area in at least one candidate occupied area; wherein each candidate occupied area displays the resource level corresponding to the candidate occupied area.
[0092] In an optional implementation, the graphical user interface displays at least one object control; when the processor executes a first placement operation on the first scene object to display a scene map corresponding to the virtual terrain scene in the graphical user interface, it is specifically configured to: switch the display of the virtual terrain scene to the scene map corresponding to the virtual terrain scene in response to the first operation on the object control corresponding to the first scene object; or, switch the display of the virtual terrain scene to the scene map corresponding to the virtual terrain scene in response to a drag operation on the first scene object in the virtual terrain scene.
[0093] In an optional implementation, the processor is further configured to: switch the scene map to a virtual terrain scene in response to an end-of-edit operation on the scene map; wherein, in the virtual terrain scene, the first scene object and the second scene object are adjacent, and there is no unedited scene map area between the occupied area corresponding to the first scene object and the occupied area corresponding to the second scene object.
[0094] In response to the first placement operation of the first scene object, the graphical user interface displays a scene map corresponding to the virtual terrain scene, and the first scene object is placed in a first occupied area of the scene map. The first occupied area has a first shape and is adjacent to the second occupied area of a pre-placed second scene object, which has a second shape. If an unedited scene map area exists between the first and second occupied areas, this unedited area is filled to prevent it from being displayed on the scene map. When setting up a virtual scene, if an unedited scene map area exists between the first and second occupied areas of adjacent first and second scene objects, this method can fill the unedited area to form a complete area combination, thereby improving the adaptation and visual effects.
[0095] The computer program products of the virtual scene deployment method, apparatus and electronic device provided in the embodiments of the present invention 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.
[0096] 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 invention, essentially, 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 invention. 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.
[0097] Finally, it should be noted that the above embodiments are only used to illustrate the technical solutions of the present invention, and not to limit them. Although the present invention has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that modifications can still be made to the technical solutions described in the foregoing embodiments, or equivalent substitutions can be made to some or all of the technical features therein. Such modifications or substitutions do not cause the essence of the corresponding technical solutions to deviate from the scope of the technical solutions of the embodiments of the present invention.
Claims
1. A method for setting up a virtual scene, 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 virtual terrain scene, the method comprising: In response to a first placement operation for a first scene object, a scene map corresponding to the virtual terrain scene is displayed in the graphical user interface, and the first scene object is placed in a first occupied area in the scene map; wherein, the shape of the first occupied area is a first shape, and the first occupied area is adjacent to the second occupied area of a pre-placed second scene object, and the shape of the second occupied area is a second shape. In response to the existence of an unedited scene map area between the first occupied area and the second occupied area, the unedited scene map area is filled with a pre-set color filling method so that the unedited scene map area is no longer displayed in the scene map.
2. The method according to claim 1, characterized in that, In response to a first placement operation on a first scene object, displaying a scene map corresponding to the virtual terrain scene in the graphical user interface and placing the first scene object into a first occupied area in the scene map includes: In response to a first movement operation on a first scene object, the first scene object is moved in the graphical user interface according to the first movement operation, a scene map corresponding to the virtual terrain scene is displayed in the graphical user interface, and at least one first shape region that can be placed on the scene map is displayed; wherein the first shape region is adapted to the object model of the first scene object; In response to a first placement operation for the first scene object, the first scene object is placed into a first occupied area within the at least one first shape region.
3. The method according to claim 2, characterized in that, The virtual terrain scene also includes a central scene object; the step of displaying at least one first shape region in the scene map that can be placed by the first scene object includes: The scene map displays at least one first shape area centered on the central scene object, which can be used to place the first scene object.
4. The method according to claim 1, characterized in that, The method further includes: During the placement of the first scene object, if the distance between the first scene object and the second scene object is less than a preset distance, the second scene object is controlled to snap to the first scene object so that the first occupied area is adjacent to the second occupied area.
5. The method according to claim 2, characterized in that, The scene map displays at least one placed scene object; the method further includes: In response to a first movement operation on a first scene object, the occupied area corresponding to the placed scene object is controlled to be displayed in a first display mode; Control the first scene object to be displayed in the second display mode.
6. The method according to claim 5, characterized in that, The first occupied area corresponding to the first scene object does not overlap with the occupied area corresponding to the already placed scene object.
7. The method according to claim 1, characterized in that, In response to the existence of an unedited scene map area between the first occupied area and the second occupied area, the step of filling the unedited scene map area with a pre-set color filling method so that the unedited scene map area is no longer displayed in the scene map includes: In response to the existence of an unedited scene map area between the first occupied area and the second occupied area, the unedited scene map area is filled with the color of the target scene object so that the unedited scene map area is no longer displayed in the scene map; wherein, the target scene object is the first scene object and / or the second scene object.
8. The method according to claim 1, characterized in that, The virtual terrain scene is a ring-shaped terrain, the first shape of the first occupied area is ring-shaped, and the second shape of the second occupied area is rectangular; the unedited scene map area is the area adjacent to the ring-shaped and the rectangular areas.
9. The method according to claim 3, characterized in that, The central scene object is used to provide resources to surrounding placed scene objects; wherein, the farther away a placed scene object is from the central scene object, the less resources the central scene object provides to that placed scene object; In response to a first placement operation on the first scene object, the step of placing the first scene object into a first occupied area of the at least one first shape region includes: In response to a first placement operation for the first scene object, at least one candidate occupied area is displayed in the at least one first shape area, and the first scene object is placed in the first occupied area of the at least one candidate occupied area; wherein each candidate occupied area displays the resource level corresponding to the candidate occupied area.
10. The method according to claim 1, characterized in that, The graphical user interface displays at least one object control; the step of displaying a scene map corresponding to the virtual terrain scene in the graphical user interface in response to a first placement operation for a first scene object includes: In response to a first operation on the object control corresponding to the first scene object, the virtual terrain scene is switched to display as the scene map corresponding to the virtual terrain scene; or... In response to a drag operation on a first scene object in a virtual terrain scene, the virtual terrain scene is switched to display as a scene map corresponding to the virtual terrain scene.
11. The method according to claim 1, characterized in that, The method further includes: In response to the end of the editing operation on the scene map, the scene map is switched to display as the virtual terrain scene; wherein, in the virtual terrain scene, the first scene object and the second scene object are adjacent, and there is no area corresponding to the unedited scene map area between the occupied area corresponding to the first scene object and the occupied area corresponding to the second scene object.
12. A virtual scene deployment device, characterized in that, The device provides a graphical user interface (GUI) via a terminal device, wherein the GUI displays at least a portion of a virtual terrain scene, and the device includes: The placement module is used to respond to a first placement operation for a first scene object, display a scene map corresponding to the virtual terrain scene in the graphical user interface, and place the first scene object in a first occupied area in the scene map; wherein, the shape of the first occupied area is a first shape, and the first occupied area is adjacent to the second occupied area of a pre-placed second scene object, and the shape of the second occupied area is a second shape. The filling module is used to fill the unedited scene map area according to a preset color filling method in response to the existence of an unedited scene map area between the first occupied area and the second occupied area, so that the unedited scene map area is no longer displayed in the scene map.
13. An electronic device, characterized in that, The system includes a processor and a memory, the memory storing machine-executable instructions that can be executed by the processor, the processor executing the machine-executable instructions to implement the virtual scene deployment method according to any one of claims 1-11.
14. A machine-readable storage medium, characterized in that, The machine-readable storage medium stores machine-executable instructions that, when invoked and executed by a processor, cause the processor to implement the virtual scene deployment method according to any one of claims 1-11.
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