Game interaction point configuration method and device, computer device, and storage medium

CN117919720BActive Publication Date: 2026-09-25NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202410107550.7
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2024-01-25
Publication Date
2026-09-25
Estimated Expiration
2044-01-25

AI Technical Summary

Technical Problem

但是,由于POI点通常是人为创建的场景点,与实际地理位置的地理特征不存在联系,因此,基于POI点配置的游戏交互点,影响用户与地理位置点之间基于地理特征的交互体验

Benefits of technology

[0017]本申请实施例通过获取真实场景地图,以基于真实场景地图确定包含指定地理特征的目标子地图,其中,目标子地图的像素点信息包括指示像素点对应的真实场景位置是否具有指定地理特征的信息,进一步的,计算目标子地图中各像素点与具有指定地理特征的区域之间的相对方位信息,最后,基于相对方位信息,在真实场景地图中为目标虚拟游戏配置与指定地理特征相关的游戏交互点,可以在配置游戏交互点的过程中结合真实地理位置的地理特征,从而可以提高玩家在不同地理特征的位置点的游戏交互体验。

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Abstract

Embodiments of the present application disclose a game interaction point configuration method and device, computer equipment and a storage medium. The present application discloses a game interaction point configuration method and device, computer equipment and a storage medium. The present application discloses a game interaction point configuration method and device, computer equipment and a storage medium. The present application discloses a game interaction point configuration method and device, computer equipment and a storage medium. The present application discloses a game interaction point configuration method and device, computer equipment and a storage medium. The present application discloses a game interaction point configuration method and device, computer equipment and a storage medium. The present application discloses a game interaction point configuration method and device, computer equipment and a storage medium. The present application discloses a game interaction point configuration method and device, computer equipment and a storage medium. The present application discloses a game interaction point configuration method and device, computer equipment and a storage medium. The present application discloses a game interaction point configuration method and device, computer equipment and a storage medium. The present application discloses a game interaction point configuration method and device, computer equipment and a storage medium. The present application discloses a game interaction point configuration method and device, computer equipment and a storage medium. The present application discloses a game interaction point configuration method and device, computer equipment and a storage medium. The present application discloses a game interaction point configuration method and device, computer equipment and a storage medium.
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Description

Technical Field

[0001] This application relates to the field of computer technology, specifically to a method, apparatus, computer device, and storage medium for configuring game interaction points. Background Technology

[0002] Location-based services (LBS) games are games that leverage real-world location data. By utilizing GPS (Global Positioning System) or other positioning technologies on mobile devices, they combine the player's real-world location with the virtual game world to create an interactive gaming experience. Players can complete game tasks, collect resources, and interact with other players within their real-world geographical location. This requires configuring game interaction points at these real-world locations for players to complete game tasks.

[0003] In related technologies, game interaction points in LBS games can be configured based on Points of Interest (POIs). A POI is a geographical location, typically referring to a place that a user is interested in, such as a business, attraction, restaurant, or public facility. However, since POIs are usually artificially created scene points and have no connection to the actual geographical features of a location, game interaction points configured based on POIs affect the user's geographically-based interactive experience with the geographical location. Summary of the Invention

[0004] This application provides a method, apparatus, computer device, and storage medium for configuring game interaction points, which can improve the game interaction experience of players at locations with different geographical features.

[0005] This application provides a method for configuring game interaction points, including:

[0006] Obtain a map of the real scene;

[0007] Based on the real scene map, a target sub-map containing specified geographical features is determined. The pixel information of the target sub-map includes information indicating whether the real scene location corresponding to the pixel has the specified geographical features.

[0008] Calculate the relative orientation information between each pixel in the target sub-map and the region having the specified geographical features;

[0009] Based on the relative location information, game interaction points related to the specified geographical features are configured for the target virtual game in the real scene map.

[0010] Accordingly, embodiments of this application also provide a device for configuring game interaction points, including:

[0011] The acquisition unit is used to acquire a map of the real scene.

[0012] The first determining unit is used to determine a target sub-map containing specified geographical features based on the real scene map, wherein the pixel information of the target sub-map includes information indicating whether the real scene location corresponding to the pixel has the specified geographical features;

[0013] The calculation unit is used to calculate the relative orientation information between each pixel in the target sub-map and the area with the specified geographical features;

[0014] The first configuration unit is used to configure game interaction points related to the specified geographical features for the target virtual game in the real scene map based on the relative orientation information.

[0015] Accordingly, this application also provides a computer device, including a memory, a processor, and a computer program stored on the memory and executable on the processor, wherein the processor executes a configuration method for any of the game interaction points provided in this application.

[0016] Accordingly, this application also provides a storage medium that stores multiple instructions, which are adapted for a processor to load in order to execute the above-described method for configuring game interaction points.

[0017] This application embodiment obtains a real-world scene map to determine a target sub-map containing specified geographical features. The pixel information of the target sub-map includes information indicating whether the real-world location corresponding to the pixel has the specified geographical features. Furthermore, the relative orientation information between each pixel in the target sub-map and the area with the specified geographical features is calculated. Finally, based on the relative orientation information, game interaction points related to the specified geographical features are configured for the target virtual game in the real-world scene map. The configuration of game interaction points can incorporate the geographical features of the real-world location, thereby improving the player's game interaction experience at different geographical feature locations. Attached Figure Description

[0018] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.

[0019] Figure 1This is a flowchart illustrating a method for configuring game interaction points according to an embodiment of this application.

[0020] Figure 2 This is a schematic diagram illustrating an application scenario of a game interaction point configuration method provided in an embodiment of this application.

[0021] Figure 3 This is a schematic diagram illustrating an application scenario for another method of configuring game interaction points provided in an embodiment of this application.

[0022] Figure 4 This is a schematic diagram illustrating an application scenario for another method of configuring game interaction points provided in an embodiment of this application.

[0023] Figure 5 This is a schematic diagram illustrating an application scenario for another method of configuring game interaction points provided in an embodiment of this application.

[0024] Figure 6 This is a schematic diagram illustrating an application scenario for another method of configuring game interaction points provided in an embodiment of this application.

[0025] Figure 7 This is a schematic diagram illustrating an application scenario for another method of configuring game interaction points provided in an embodiment of this application.

[0026] Figure 8 This is a schematic diagram illustrating an application scenario for another method of configuring game interaction points provided in an embodiment of this application.

[0027] Figure 9 This is a schematic diagram illustrating an application scenario for another method of configuring game interaction points provided in an embodiment of this application.

[0028] Figure 10 This is a schematic diagram illustrating an application scenario for another method of configuring game interaction points provided in an embodiment of this application.

[0029] Figure 11 This is a schematic diagram illustrating an application scenario for another method of configuring game interaction points provided in an embodiment of this application.

[0030] Figure 12 This is a structural block diagram of a game interaction point configuration device provided in an embodiment of this application.

[0031] Figure 13 A schematic diagram of the structure of a computer device provided in an embodiment of this application. Detailed Implementation

[0032] The technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only a part of the embodiments of this application, and not all of the embodiments. Based on the embodiments of this application, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application.

[0033] This application provides a method, apparatus, storage medium, and computer device for configuring game interaction points. Specifically, the method for configuring game interaction points in this application can be executed by a computer device, which can be a terminal or a server. The terminal can be a smartphone, tablet, laptop, touchscreen, personal computer (PC), personal digital assistant (PDA), or other terminal device. The server can be an independent physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, CDN (Content Delivery Network), and big data and artificial intelligence platforms.

[0034] For example, the computer device can be a terminal that can acquire a real-world map; determine a target sub-map containing specified geographical features based on the real-world map, wherein the pixel information of the target sub-map includes information indicating whether the real-world location corresponding to the pixel has the specified geographical features; calculate the relative orientation information between each pixel in the target sub-map and the area with the specified geographical features; and configure game interaction points related to the specified geographical features for the target virtual game in the real-world map based on the relative orientation information.

[0035] Based on the above problems, this application provides a first method, apparatus, computer device and storage medium for configuring game interaction points, which can improve the game interaction experience of players at locations with different geographical features.

[0036] The following sections provide detailed descriptions of each example. It should be noted that the order in which the embodiments are described is not intended to limit the preferred order of the embodiments.

[0037] This application provides a method for configuring game interaction points. This method can be executed by a terminal or a server. This application uses the example of configuring game interaction points by a terminal to illustrate the method.

[0038] Please see Figure 1 , Figure 1 This is a flowchart illustrating a method for configuring game interaction points according to an embodiment of this application. The specific flow of this method for configuring game interaction points can be as follows:

[0039] 101. Obtain a real-world scene map.

[0040] Among them, a real-world scene map refers to a map generated based on the location of a scene in the real world. A real-world scene map includes location points that indicate the location of a scene in the real world, and each location point corresponds to a scene location in the real world.

[0041] In this embodiment of the application, the real-world scene map may be a map that includes all scene locations in the real world, or it may be a map that includes some scene locations in the real world.

[0042] For example, please see Figure 2 , Figure 2 This is a schematic diagram illustrating an application scenario for a game interaction point configuration method provided in an embodiment of this application. Wherein, the ground... Figure 1 It can be a map of all real-world scene locations. Figure 1 Each location point in the map corresponds to a location in a real-world scene; Figure 2 It can be a map of partial locations in the real world. Figure 2 Each location point in the diagram corresponds to a part of the scene in the real world.

[0043] 102. Determine the target sub-map containing specified geographical features based on the real scene map.

[0044] Among them, geographical features refer to the geographical characteristics of a real-world scene location. Geographical features can be environmental ecology, which can include various categories, such as water bodies, roads, forests, and mountains.

[0045] The specified geographic feature can be any type of environmental ecology; for example, the specified geographic feature can be a body of water.

[0046] The target sub-map refers to the map obtained by extracting location points corresponding to scene locations containing specified geographical features from the real scene map.

[0047] In some embodiments, the step "determine the target sub-map containing specified geographic features based on the real-world scene map" may include the following operations:

[0048] Based on the geographical features of each real scene location in the real scene map, extract scene areas composed of real scene locations with specified geographical features from the real scene map.

[0049] Create a grid map corresponding to the scene area;

[0050] The grid map is rasterized to obtain the target sub-map.

[0051] In this context, each real-world location in the real-world scene map refers to the location of a point on the real-world scene map corresponding to a scene location in the real world.

[0052] For example, the real-world locations corresponding to the locations in the real-world map can include: real-world location A, real-world location B, real-world location C, and real-world location D, etc.

[0053] Furthermore, obtaining the geographical features of each real-world location can help obtain the environmental and ecological type of each real-world location. For example, the environmental and ecological type of real-world location A can be: water area; the environmental and ecological features of real-world location B can be: water area; the environmental and ecological features of real-world location C can be: road; and the environmental and ecological features of real-world location D can be: forest, etc.

[0054] Among them, the number of real scene locations corresponding to the real scene map is large. The geographical features of each real scene location point can be obtained according to the above method. Examples will not be given here.

[0055] Among them, extracting real scene locations with specified geographical features from the real scene map can match the geographical features of each real scene location corresponding to the real scene map with the specified geographical features, and connect the successfully matched real scene locations to form a scene area with specified geographical features in the real scene map.

[0056] In the process of connecting the successfully matched real scene locations, the real scene locations on the periphery can be connected to obtain the scene region.

[0057] For example, please see Figure 3 , Figure 3 This is a schematic diagram illustrating an application scenario for another method of configuring game interaction points provided in an embodiment of this application. Figure 3 In the real-world map above, the real-world locations with specified geographical features are identified as: real-world location A, real-world location B, real-world location C, real-world location D, real-world location E, and real-world location F.

[0058] Furthermore, determining the peripheral real-scene locations among these multiple real-scene locations can include: real-scene location A, real-scene location B, real-scene location D, real-scene location E, and real-scene location F. These peripheral real-scene locations are then connected to obtain, as shown below. Figure 3The map below shows a real-world scene, consisting of multiple scene locations with specified geographical features. For example, if the specified geographical feature is water, then the resulting scene area would be a water area.

[0059] Creating a mesh map corresponding to a scene region—that is, converting the scene region into a mesh—can be done using Triangle. Triangle is a tool that uses point set triangulation techniques to construct artistic images. Inputting an image into the Triangle tool transforms it into an abstract image composed of triangular blocks.

[0060] For example, please see Figure 4 , Figure 4 This is a schematic diagram illustrating an application scenario for another method of configuring game interaction points provided in an embodiment of this application. Figure 4 The upper real-world scene map includes scene areas with specified geographical features. These scene areas are then gridded to generate a grid map of the scene area. Figure 4 The grid diagram on the bottom.

[0061] Furthermore, the grid map is rasterized to obtain raster images corresponding to scene areas with specified geographical features, which can be used as target sub-maps.

[0062] Rasterization is the process of converting vertex data into fragments. It transforms vector graphics into images composed of individual raster cells. Each element corresponds to a pixel in the frame buffer. Raster images are also called bitmaps, pixel maps, or pixel maps, meaning that the smallest unit of a map is composed of pixels.

[0063] For example, please see Figure 5 , Figure 5 This is a schematic diagram illustrating an application scenario for another method of configuring game interaction points provided in an embodiment of this application. Figure 5 In the image, the target sub-map is a raster image corresponding to the scene area, which is composed of multiple pixels, where each cell can represent a pixel.

[0064] In this embodiment, map feature information of the real scene location corresponding to each pixel in the target sub-map is stored in pixel information. That is, in the target sub-map, the information of each pixel includes information indicating whether the real scene location corresponding to that pixel has a specified geographic feature. This ensures that the pixel information of the target sub-map includes information indicating whether the real scene location corresponding to the pixel has a specified geographic feature. It is possible to determine whether the real geographic location corresponding to a pixel has a specified geographic feature by reading the pixel information.

[0065] In some embodiments, real-world scene locations with different geographic features are adjacent. To improve the completeness of extracting scene regions with specified geographic features from the real-world scene map, the step "determine the target sub-map containing the specified geographic features based on the real-world scene map" may include the following operations:

[0066] Based on the geographical features of each real scene location in the real scene map, extract the specified real scene location with specified geographical features from the real scene map, and the scene area formed by the adjacent locations of the specified real scene location.

[0067] Create a grid map corresponding to the scene area;

[0068] The grid map is rasterized to obtain the target sub-map.

[0069] The specified real-world location refers to a real-world location with specified geographical features.

[0070] First, obtain the geographical features of each real-world location corresponding to the real-world map, which can be used to obtain the environmental and ecological type of each real-world location. Then, match the geographical features of each real-world location corresponding to the real-world map with specified geographical features, and determine the real-world location that matches successfully as the specified real-world location.

[0071] Furthermore, real-world locations adjacent to the specified real-world location are selected from the real-world scene map and designated as adjacent locations.

[0072] For example, please see Figure 6 , Figure 6 This is a schematic diagram illustrating an application scenario for another method of configuring game interaction points provided in an embodiment of this application. Figure 6 In the real-world map above, the real-world locations with specified geographical features are identified as: real-world location A, real-world location B, real-world location C, real-world location D, real-world location E, and real-world location F.

[0073] Furthermore, the locations of real-world scenes adjacent to each real-world scene location with specified geographical features are determined from the real-world scene map, thus obtaining... Figure 6 The multiple adjacent positions on the lower side may include: adjacent position G, adjacent position H, adjacent position I, adjacent position J, and adjacent position J.

[0074] Among them, a scene region is formed by specifying the real scene location and adjacent locations. Multiple adjacent locations on the periphery can be connected to obtain a scene region containing specified geographical features.

[0075] For example, please see Figure 7 , Figure 7 This is a schematic diagram illustrating an application scenario for another method of configuring game interaction points provided in an embodiment of this application. Figure 7 The real-world scene map shown includes multiple specified real-world scene locations with defined geographical features, as well as scene regions consisting of adjacent locations that are adjacent to the specified real-world scene locations. For example, if the defined geographical feature is water, then the scene region can include both the shoreline area and the water area.

[0076] Then, the scene area is processed into a grid to obtain a grid map corresponding to the scene area. The grid map is further processed into a raster to obtain a raster image corresponding to the scene area, which can be used as a target sub-map.

[0077] 103. Calculate the relative orientation information between each pixel in the target sub-map and the area with specified geographical features.

[0078] The relative location information may include information such as distance and direction.

[0079] In some embodiments, the step "calculating the relative orientation information between each pixel in the target sub-map and an area with specified geographic features" may include the following operations:

[0080] Determine the edge location of an area with specified geographic features from the target submap;

[0081] Calculate the nearest distance between each pixel in the target submap and the edge location;

[0082] Obtain the positional relationship between each pixel and the edge position;

[0083] Relative orientation information is obtained based on the closest distance and positional relationship.

[0084] Here, edge location refers to the location of the edge of the region in the target sub-map that represents the area where the specified geographic feature is located.

[0085] For example, please see Figure 8 , Figure 8 This is a schematic diagram illustrating an application scenario for another method of configuring game interaction points provided in an embodiment of this application. Figure 8 The target sub-map shown includes a water area, which is the region corresponding to a real-world location with specified geographical features. Therefore, the edge locations in this target sub-map can be the edges of the water area.

[0086] For example, please see Figure 9 , Figure 9 This is a schematic diagram illustrating an application scenario for another method of configuring game interaction points provided in an embodiment of this application. Figure 9The target sub-map shown includes a water area and a shore area. The water area corresponds to a real-world location with specified geographic features, and the shore area corresponds to a real-world location adjacent to that location with specified geographic features. Therefore, in this target sub-map, the edge location can be the edge of the water area.

[0087] In some embodiments, in order to accurately calculate the distance between each pixel in the target sub-map and the area corresponding to the specified geographic feature, the step "calculate the nearest distance between each pixel in the target sub-map and the edge location" may include the following operations:

[0088] Determine the first edge location point and the second edge location point opposite to the first edge location point from the edge location;

[0089] Calculate the first distance from each pixel to the first edge position point, and calculate the second distance from each pixel to the second edge position point;

[0090] Based on the first distance and the second distance, the nearest distance between each pixel and the edge position is determined.

[0091] The first edge location point can be any location point selected from the edge location, and the second edge location point can be a location point opposite to the first edge location point.

[0092] For example, please see Figure 10 , Figure 10 This is a schematic diagram illustrating an application scenario for another method of configuring game interaction points provided in an embodiment of this application. Figure 10 In the target sub-map shown, the top left corner of the water area can be selected as the first edge point, and the bottom right corner of the water area can be selected as the second edge point.

[0093] The calculation of the first distance from each pixel to the first edge position point can be achieved by calculating the Manhattan distance between each pixel and the first edge position point, which is used as the first distance.

[0094] Manhattan distance represents the sum of the absolute axial distances between two points in the standard coordinate system.

[0095] In some embodiments, in order to improve data processing efficiency, when calculating the distance between a pixel and an edge location, the target sub-map can first be down-resolution processed. For example, the initial resolution can be 256x256, and the resolution can be reduced to 64x64, thereby speeding up the distance calculation.

[0096] The calculation of the second distance from each pixel to the second edge location point can be achieved by calculating the Manhattan distance between each pixel and the second edge location point, which is then used as the second distance.

[0097] Furthermore, based on the first distance and the second distance corresponding to each pixel, the minimum distance between the first distance and the second distance is selected as the closest distance between each pixel and the edge position.

[0098] For example, if the distance between pixel a and the top left corner of the edge position can be calculated as 10, and the distance between pixel a and the bottom right corner of the edge position can be calculated as 3, then distance 3 can be taken as the shortest distance between pixel a and the edge position.

[0099] For example, please continue reading Figure 9 ,exist Figure 9 Based on the above method, the shortest distance between each pixel in the water area and the edge of the water area can be calculated first, and then the shortest distance between each pixel in the shore area and the edge of the water area can be calculated.

[0100] The positional relationship between a pixel and an edge can include: the pixel being inside the edge, the pixel being outside the edge, etc. Specifically, a pixel being inside the edge indicates that the pixel is located within the specified geographic feature region, while a pixel being outside the edge indicates that the pixel is located outside the specified geographic feature region.

[0101] Furthermore, based on the nearest distance and positional relationship, the relative orientation information of each pixel with respect to the edge position can be obtained.

[0102] For example, the calculated nearest distance between pixel a and the edge position can be 3. The positional relationship between pixel a and the edge position can include: located within the edge position. Then the relative orientation information of pixel a can be obtained as: located inside the specified geographic feature area, and the distance between it and the edge of the specified geographic feature area is 3.

[0103] For example, if the calculated nearest distance between pixel b and the edge position is 5, and the positional relationship between pixel b and the edge position can be: located outside the edge position, then the relative orientation information of pixel b can be obtained as: located outside the specified geographic feature area, and the distance between it and the edge of the specified geographic feature area is 5.

[0104] In this embodiment of the application, after calculating the relative orientation information between each pixel and the edge position, the relative orientation information corresponding to each pixel can be stored.

[0105] 104. Based on relative location information, configure game interaction points related to specified geographical features for the target virtual game in a real scene map.

[0106] Among them, the target virtual game can be an LBS game, which is a game based on real geographical location. It combines the player's real geographical location with the virtual game world to create an interactive game experience, where players can complete game tasks in their real geographical location.

[0107] Among them, game interaction points can be locations that indicate to players how to perform game tasks.

[0108] In some embodiments, the step "Configuring game interaction points related to specified geographical features for the target virtual game in a real-world scene map based on relative orientation information" may include the following operations:

[0109] Obtain multiple preset game interaction points related to specified geographical features, as well as the configuration information of each game interaction point;

[0110] Determine the first target pixel from the pixels of the target sub-map that corresponds to the relative orientation information that matches the configuration information;

[0111] Determine the real-world location of the target pixel corresponding to the first target pixel from the real-world scene map;

[0112] Configure the corresponding game interaction points at the target real-world location based on the configuration information.

[0113] In this embodiment of the application, multiple game interaction points can be pre-defined, and each game interaction point has corresponding configuration information, which may include the configuration location of the game interaction point, game logic, and other information.

[0114] For example, preset game interaction points may include fishing spots. The configuration information of the fishing spot may include that its location is outside the water area and that the distance from the edge of the water area is 3; and the game logic is fishing operation instructions, etc.

[0115] The step of determining the first target pixel corresponding to the relative orientation information that matches the configuration information from the pixels of the target sub-map may include matching the relative orientation information corresponding to each pixel of the target sub-map with the configuration position in the configuration information of the game configuration point, and taking the successfully matched pixel as the first target pixel that matches the configuration information.

[0116] For example, the preset game interaction points can include fishing spots, swimming spots, deep water spots, etc. The fishing spot can be located outside the water area, with a distance of 3 from the edge of the water area; the swimming spot can be located within the water area, with a distance greater than 0 from the edge of the water area; and the deep water spot can be located within the water area, with a distance of 20 from the edge of the water area.

[0117] Furthermore, based on the relative orientation information between the pixels of the target sub-map and the edge of the water area, the pixels outside the water area and at a distance of 3 from the edge of the water area can be identified as pixel a; the pixels inside the water area and at a distance greater than 0 from the edge of the water area can be identified as pixel b; and the pixels inside the water area and at a distance of 20 from the edge of the water area can be identified as pixel c.

[0118] Finally, in the real-world map, determine the real-world location corresponding to pixel 'a', where a fishing spot can be configured; determine the real-world location corresponding to pixel 'b', where a swimming spot can be configured; determine the real-world location corresponding to pixel 'c', where a deep-water area can be configured, and so on. Thus, the configuration of relevant game interaction points can be completed within a specified geographical area.

[0119] In some embodiments, to facilitate guiding players into areas with specific geographical features, the method may further include the following steps:

[0120] Determine at least one second target pixel in the target sub-map corresponding to an adjacent location;

[0121] Based on the relative orientation information between at least one second target pixel and an area with specified geographical features, guide information for the area where the specified geographical features are located is configured in the real scene map for the target virtual game.

[0122] The adjacent locations can be areas in the real-world map that are adjacent to areas with specified geographical features.

[0123] For example, if a region with specified geographical features can be a water area, then the adjacent location can be a shoreline area adjacent to the water area.

[0124] Here, the second target pixel refers to the pixel in the region corresponding to the adjacent position in the target sub-image.

[0125] For example, if the adjacent location can be the shoreline area, then the second target pixel can be a pixel in the shoreline area.

[0126] In some embodiments, the step "configuring guidance information for the target virtual game in a real-world map for the area where the specified geographical features are located, based on the relative orientation information between at least one second target pixel and an area with specified geographical features" may include the following operations:

[0127] Determine a location to be guided from adjacent locations in the real-world scene map;

[0128] Select multiple second target pixels corresponding to the location point to be guided from the target sub-map;

[0129] Based on the relative orientation information corresponding to multiple second target pixels, guidance information is determined from the location to be guided to the specified real scene location.

[0130] The location point to be guided refers to the location point where location guidance information needs to be set.

[0131] For example, if you need to guide players into a water area, you can select a location in the shore area as the location to be guided.

[0132] For example, please see Figure 11 , Figure 11 This is a schematic diagram illustrating an application scenario for another method of configuring game interaction points provided in an embodiment of this application. Figure 11 The target sub-map shown includes a water area and a shore area. In the shore area, four second target pixels are identified that correspond to the location point to be guided. These four second target pixels can be the pixels that are closest to the location point to be guided.

[0133] Furthermore, based on the relative orientation information between these four second target pixels and the edge of the water area, the distance between the point to be guided and the edge of the water area can be n, and the direction of the point to be guided toward the edge of the water area can be southeast. Then, in the real scene map, guidance information can be set at the location of the point to be guided, which can include: the distance between the point and the edge of the water area is n, and the direction toward the edge of the water area can be southeast. Thus, when the player arrives at this location, they can walk toward the water area according to the guidance information.

[0134] This application discloses a method for configuring game interaction points. The method includes: acquiring a real-world scene map; determining a target sub-map containing specified geographical features based on the real-world scene map, wherein pixel information in the target sub-map includes information indicating whether the real-world scene location corresponding to the pixel has the specified geographical features; calculating the relative orientation information between each pixel in the target sub-map and the area with the specified geographical features; and configuring game interaction points related to the specified geographical features for the target virtual game in the real-world scene map based on the relative orientation information. Therefore, the geographical features of the real-world location can be incorporated into the configuration of game interaction points, thereby improving the player's game interaction experience at different geographical locations.

[0135] To facilitate better implementation of the game interaction point configuration method provided in this application, this application also provides a game interaction point configuration device based on the above-described game interaction point configuration method. The meanings of the terms used are the same as in the game interaction point configuration method described above, and specific implementation details can be found in the descriptions within the method embodiments.

[0136] Please see Figure 12 , Figure 12 This application provides a structural block diagram of a game interaction point configuration device, which includes:

[0137] Acquisition unit 301 is used to acquire a real-world scene map;

[0138] The first determining unit 302 is used to determine a target sub-map containing specified geographical features based on the real scene map, wherein the pixel information of the target sub-map includes information indicating whether the real scene location corresponding to the pixel has the specified geographical features;

[0139] The calculation unit 303 is used to calculate the relative orientation information between each pixel in the target sub-map and the area with the specified geographical features;

[0140] The first configuration unit 304 is used to configure game interaction points related to the specified geographical features for the target virtual game in the real scene map based on the relative orientation information.

[0141] In some embodiments, the first determining unit 302 may include:

[0142] The first extraction subunit is used to extract a scene area composed of real scene locations with the specified geographical features from the real scene map based on the geographical features of each real scene location in the real scene map.

[0143] The first creation subunit is used to create a mesh map corresponding to the scene area;

[0144] The first processing subunit is used to perform rasterization processing on the grid map to obtain the target sub-map.

[0145] In some embodiments, the computing unit 303 may include:

[0146] The first determining sub-unit is used to determine the edge location of the area having the specified geographical features from the target sub-map;

[0147] The first calculation subunit is used to calculate the nearest distance between each pixel of the target sub-map and the edge position;

[0148] The first acquisition subunit is used to acquire the positional relationship between each pixel and the edge position;

[0149] The second determining subunit is used to obtain the relative orientation information based on the nearest distance and the positional relationship.

[0150] In some embodiments, the first computing subunit may specifically be used for:

[0151] Determine a first edge position point and a second edge position point opposite to the first edge position point from the edge position;

[0152] Calculate the first distance from each pixel to the first edge position point, and calculate the second distance from each pixel to the second edge position point;

[0153] Based on the first distance and the second distance, the nearest distance between each pixel and the edge position is determined.

[0154] In some embodiments, the first configuration unit 304 may include:

[0155] The second acquisition subunit is used to acquire multiple preset game interaction points related to the specified geographical features, as well as the configuration information of each game interaction point;

[0156] The third determining subunit is used to determine, from the pixels of the target sub-map, the first target pixel corresponding to the relative orientation information that matches the configuration information;

[0157] The fourth determining subunit is used to determine the target real scene location corresponding to the first target pixel from the real scene map;

[0158] The configuration subunit is used to configure the corresponding game interaction points at the target real scene location according to the configuration information.

[0159] In some embodiments, the first determining unit 302 may include:

[0160] The second extraction subunit is used to extract, based on the geographical features of each real scene location in the real scene map, a specified real scene location with the specified geographical features, and a scene area composed of adjacent locations of the specified real scene location.

[0161] The second creation subunit is used to create a mesh map corresponding to the scene area;

[0162] The second processing subunit is used to perform rasterization processing on the grid map to obtain the target sub-map.

[0163] In some embodiments, the device may further include:

[0164] The second determining unit is used to determine at least one second target pixel point corresponding to the adjacent position in the target sub-map;

[0165] The second configuration unit is used to configure guidance information for the target virtual game in the real scene map based on the relative orientation information between the at least one second target pixel and the area with the specified geographical feature, where the specified geographical feature is located.

[0166] In some embodiments, the second configuration unit may include:

[0167] The fifth determining subunit is used to determine a location point to be guided from the adjacent locations in the real scene map;

[0168] Select a sub-unit, used to select multiple second target pixels corresponding to the location point to be guided from the target sub-map;

[0169] The sixth determining subunit is used to determine guidance information from the point to be guided to the specified real scene location based on the relative orientation information corresponding to the plurality of second target pixels.

[0170] This application discloses a device for configuring game interaction points. An acquisition unit 301 acquires a real-world scene map; a first determination unit 302 determines a target sub-map containing specified geographical features based on the real-world scene map. The pixel information of the target sub-map includes information indicating whether the real-world scene location corresponding to the pixel has the specified geographical feature; a calculation unit 303 calculates the relative orientation information between each pixel in the target sub-map and the area having the specified geographical feature; and a first configuration unit 304 configures game interaction points related to the specified geographical feature for the target virtual game in the real-world scene map based on the relative orientation information. This improves the player's game interaction experience at different geographical feature locations.

[0171] Accordingly, embodiments of this application also provide a computer device, which can be a terminal. For example... Figure 13 As shown, Figure 13 This is a schematic diagram of the structure of a computer device provided in an embodiment of this application. The computer device 500 includes a processor 501 with one or more processing cores, a memory 502 with one or more computer-readable storage media, and a computer program stored on the memory 502 and executable on the processor. The processor 501 and the memory 502 are electrically connected. Those skilled in the art will understand that the computer device structure shown in the figure does not constitute a limitation on the computer device, and may include more or fewer components than shown, or combine certain components, or have different component arrangements.

[0172] The processor 501 is the control center of the computer device 500. It connects various parts of the computer device 500 through various interfaces and lines. By running or loading software programs and / or modules stored in the memory 502, and calling data stored in the memory 502, it performs various functions of the computer device 500 and processes data, thereby monitoring the computer device 500 as a whole.

[0173] In this embodiment, the processor 501 in the computer device 500 loads the instructions corresponding to the processes of one or more applications into the memory 502 according to the following steps, and the processor 501 runs the applications stored in the memory 502 to achieve various functions:

[0174] Obtain a map of the real scene;

[0175] Based on the real scene map, a target sub-map containing specified geographic features is determined. The pixel information of the target sub-map includes information indicating whether the real scene location corresponding to the pixel has the specified geographic features.

[0176] Calculate the relative orientation information between each pixel in the target sub-map and an area with specified geographic features;

[0177] Based on relative location information, game interaction points related to specified geographical features are configured for the target virtual game in a real-world scene map.

[0178] In some embodiments, determining a target sub-map containing specified geographic features based on a real-world scene map includes:

[0179] Based on the geographical features of each real scene location in the real scene map, extract scene areas composed of real scene locations with specified geographical features from the real scene map.

[0180] Create a grid map corresponding to the scene area;

[0181] The grid map is rasterized to obtain the target sub-map.

[0182] In some embodiments, calculating the relative orientation information between each pixel in the target sub-map and an area with specified geographic features includes:

[0183] Determine the edge location of an area with specified geographic features from the target submap;

[0184] Calculate the nearest distance between each pixel in the target submap and the edge location;

[0185] Obtain the positional relationship between each pixel and the edge position;

[0186] Relative orientation information is obtained based on the closest distance and positional relationship.

[0187] In some embodiments, calculating the nearest distance between each pixel of the target submap and the edge location includes:

[0188] Determine the first edge location point and the second edge location point opposite to the first edge location point from the edge location;

[0189] Calculate the first distance from each pixel to the first edge position point, and calculate the second distance from each pixel to the second edge position point;

[0190] Based on the first distance and the second distance, the nearest distance between each pixel and the edge position is determined.

[0191] In some embodiments, based on relative orientation information, configuring game interaction points related to specified geographical features for the target virtual game in a real-world scene map includes:

[0192] Obtain multiple preset game interaction points related to specified geographical features, as well as the configuration information of each game interaction point;

[0193] Determine the first target pixel from the pixels of the target sub-map that corresponds to the relative orientation information that matches the configuration information;

[0194] Determine the real-world location of the target pixel corresponding to the first target pixel from the real-world scene map;

[0195] Configure the corresponding game interaction points at the target real-world location based on the configuration information.

[0196] In some embodiments, determining a target sub-map containing specified geographic features based on a real-world scene map includes:

[0197] Based on the geographical features of each real scene location in the real scene map, extract the specified real scene location with specified geographical features from the real scene map, and the scene area formed by the adjacent locations of the specified real scene location.

[0198] Create a grid map corresponding to the scene area;

[0199] The grid map is rasterized to obtain the target sub-map.

[0200] In some embodiments, the method further includes:

[0201] Determine at least one second target pixel in the target sub-map corresponding to an adjacent location;

[0202] Based on the relative orientation information between at least one second target pixel and an area with specified geographical features, guide information for the area where the specified geographical features are located is configured in the real scene map for the target virtual game.

[0203] In some embodiments, based on the relative orientation information between at least one second target pixel and an area with specified geographical features, guidance information for the area where the specified geographical features are located is configured in a real-world scene map for the target virtual game, including:

[0204] Determine a location to be guided from adjacent locations in the real-world scene map;

[0205] Select multiple second target pixels corresponding to the location point to be guided from the target sub-map;

[0206] Based on the relative orientation information corresponding to multiple second target pixels, guidance information is determined from the location to be guided to the specified real scene location.

[0207] This application embodiment obtains a real-world scene map to determine a target sub-map containing specified geographical features. The pixel information of the target sub-map includes information indicating whether the real-world location corresponding to the pixel has the specified geographical features. Furthermore, the relative orientation information between each pixel in the target sub-map and the area with the specified geographical features is calculated. Finally, based on the relative orientation information, game interaction points related to the specified geographical features are configured for the target virtual game in the real-world scene map. The configuration of game interaction points can incorporate the geographical features of the real-world location, thereby improving the player's game interaction experience at different geographical feature locations.

[0208] For details on the implementation of each of the above operations, please refer to the previous examples, which will not be repeated here.

[0209] Optional, such as Figure 13As shown, the computer device 500 also includes: a touch screen display 503, a radio frequency circuit 504, an audio circuit 505, an input unit 506, and a power supply 507. The processor 501 is electrically connected to the touch screen display 503, the radio frequency circuit 504, the audio circuit 505, the input unit 506, and the power supply 507. Those skilled in the art will understand that... Figure 13 The computer device structure shown does not constitute a limitation on the computer device and may include more or fewer components than shown, or combine certain components, or have different component arrangements.

[0210] The touch display screen 503 can be used to display a graphical user interface (GUI) and receive operation commands generated by the user interacting with the GUI. The touch display screen 503 may include a display panel and a touch panel. The display panel can be used to display information input by the user or information provided to the user, as well as various graphical user interfaces of the computer device. These graphical user interfaces can be composed of graphics, guidance information, icons, videos, and any combination thereof. Optionally, the display panel can be configured using a liquid crystal display (LCD), an organic light-emitting diode (OLED), or other similar devices. The touch panel can be used to collect touch operations performed by the user on or near it (such as operations performed by the user using a finger, stylus, or any suitable object or accessory on or near the touch panel), generate corresponding operation commands, and execute the corresponding program according to the operation commands. Optionally, the touch panel may include two parts: a touch detection device and a touch controller. The touch detection device detects the user's touch location and the signal generated by the touch operation, transmitting the signal to the touch controller. The touch controller receives touch information from the touch detection device, converts it into touch point coordinates, and sends it to the processor 501. It can also receive and execute commands from the processor 501. The touch panel can cover the display panel. When the touch panel detects a touch operation on or near it, it transmits the information to the processor 501 to determine the type of touch event. Subsequently, the processor 501 provides corresponding visual output on the display panel based on the type of touch event. In this embodiment, the touch panel and the display panel can be integrated into the touch display screen 503 to achieve input and output functions. However, in some embodiments, the touch panel and the touch display screen 503 can be implemented as two independent components to achieve input and output functions. That is, the touch display screen 503 can also be used as part of the input unit 506 to achieve input functions.

[0211] The radio frequency circuit 504 can be used to transmit and receive radio frequency signals to establish wireless communication with network devices or other computer devices, and to transmit and receive signals with network devices or other computer devices.

[0212] Audio circuitry 505 can be used to provide an audio interface between a user and a computer device via a speaker and a microphone. Audio circuitry 505 converts received audio data into electrical signals, transmits them to the speaker, and the speaker converts them into sound signals for output. Conversely, the microphone converts collected sound signals into electrical signals, which are then received by audio circuitry 505, converted back into audio data, and output to processor 501 for processing. The audio data is then transmitted via radio frequency circuitry 504 to, for example, another computer device, or output to memory 502 for further processing. Audio circuitry 505 may also include an earphone jack to facilitate communication between peripheral headphones and the computer device.

[0213] The input unit 506 can be used to receive input numbers, characters, or user characteristic information (such as fingerprints, iris, facial information, etc.), and to generate keyboard, mouse, joystick, optical, or trackball signal inputs related to user settings and function control.

[0214] Power supply 507 is used to supply power to various components of computer device 500. Optionally, power supply 507 can be logically connected to processor 501 through a power management system, thereby enabling functions such as charging, discharging, and power consumption management through the power management system. Power supply 507 may also include one or more DC or AC power supplies, recharging systems, power fault detection circuits, power converters or inverters, power status indicators, and other arbitrary components.

[0215] although Figure 13 As not shown in the diagram, the computer device 500 may also include a camera, sensor, wireless fidelity module, Bluetooth module, etc., which will not be described in detail here.

[0216] In the above embodiments, the descriptions of each embodiment have different focuses. For parts not described in detail in a certain embodiment, please refer to the relevant descriptions in other embodiments.

[0217] As can be seen from the above, the computer device provided in this embodiment can acquire a real scene map; determine a target sub-map containing specified geographical features based on the real scene map, wherein the pixel information of the target sub-map includes information indicating whether the real scene location corresponding to the pixel has specified geographical features; calculate the relative orientation information between each pixel in the target sub-map and the area with specified geographical features; and configure game interaction points related to specified geographical features for the target virtual game in the real scene map based on the relative orientation information.

[0218] Those skilled in the art will understand that all or part of the steps in the various methods of the above embodiments can be performed by instructions, or by instructions controlling related hardware. These instructions can be stored in a computer-readable storage medium and loaded and executed by a processor.

[0219] Therefore, embodiments of this application provide a computer-readable storage medium storing multiple computer programs that can be loaded by a processor to execute steps in any of the game interaction point configuration methods provided in embodiments of this application. For example, the computer program can execute the following steps:

[0220] Obtain a map of the real scene;

[0221] Based on the real scene map, a target sub-map containing specified geographic features is determined. The pixel information of the target sub-map includes information indicating whether the real scene location corresponding to the pixel has the specified geographic features.

[0222] Calculate the relative orientation information between each pixel in the target sub-map and an area with specified geographic features;

[0223] Based on relative location information, game interaction points related to specified geographical features are configured for the target virtual game in a real-world scene map.

[0224] In some embodiments, determining a target sub-map containing specified geographic features based on a real-world scene map includes:

[0225] Based on the geographical features of each real scene location in the real scene map, extract scene areas composed of real scene locations with specified geographical features from the real scene map.

[0226] Create a grid map corresponding to the scene area;

[0227] The grid map is rasterized to obtain the target sub-map.

[0228] In some embodiments, calculating the relative orientation information between each pixel in the target sub-map and an area with specified geographic features includes:

[0229] Determine the edge location of an area with specified geographic features from the target submap;

[0230] Calculate the nearest distance between each pixel in the target submap and the edge location;

[0231] Obtain the positional relationship between each pixel and the edge position;

[0232] Relative orientation information is obtained based on the closest distance and positional relationship.

[0233] In some embodiments, calculating the nearest distance between each pixel of the target submap and the edge location includes:

[0234] Determine the first edge location point and the second edge location point opposite to the first edge location point from the edge location;

[0235] Calculate the first distance from each pixel to the first edge position point, and calculate the second distance from each pixel to the second edge position point;

[0236] Based on the first distance and the second distance, the nearest distance between each pixel and the edge position is determined.

[0237] In some embodiments, based on relative orientation information, configuring game interaction points related to specified geographical features for the target virtual game in a real-world scene map includes:

[0238] Obtain multiple preset game interaction points related to specified geographical features, as well as the configuration information of each game interaction point;

[0239] Determine the first target pixel from the pixels of the target sub-map that corresponds to the relative orientation information that matches the configuration information;

[0240] Determine the real-world location of the target pixel corresponding to the first target pixel from the real-world scene map;

[0241] Configure the corresponding game interaction points at the target real-world location based on the configuration information.

[0242] In some embodiments, determining a target sub-map containing specified geographic features based on a real-world scene map includes:

[0243] Based on the geographical features of each real scene location in the real scene map, extract the specified real scene location with specified geographical features from the real scene map, and the scene area formed by the adjacent locations of the specified real scene location.

[0244] Create a grid map corresponding to the scene area;

[0245] The grid map is rasterized to obtain the target sub-map.

[0246] In some embodiments, the method further includes:

[0247] Determine at least one second target pixel in the target sub-map corresponding to an adjacent location;

[0248] Based on the relative orientation information between at least one second target pixel and an area with specified geographical features, guide information for the area where the specified geographical features are located is configured in the real scene map for the target virtual game.

[0249] In some embodiments, based on the relative orientation information between at least one second target pixel and an area with specified geographical features, guidance information for the area where the specified geographical features are located is configured in a real-world scene map for the target virtual game, including:

[0250] Determine a location to be guided from adjacent locations in the real-world scene map;

[0251] Select multiple second target pixels corresponding to the location point to be guided from the target sub-map;

[0252] Based on the relative orientation information corresponding to multiple second target pixels, guidance information is determined from the location to be guided to the specified real scene location.

[0253] This application embodiment obtains a real-world scene map to determine a target sub-map containing specified geographical features. The pixel information of the target sub-map includes information indicating whether the real-world location corresponding to the pixel has the specified geographical features. Furthermore, the relative orientation information between each pixel in the target sub-map and the area with the specified geographical features is calculated. Finally, based on the relative orientation information, game interaction points related to the specified geographical features are configured for the target virtual game in the real-world scene map. The configuration of game interaction points can incorporate the geographical features of the real-world location, thereby improving the player's game interaction experience at different geographical feature locations.

[0254] For details on the implementation of each of the above operations, please refer to the previous examples, which will not be repeated here.

[0255] The storage medium may include: read-only memory (ROM), random access memory (RAM), disk or optical disk, etc.

[0256] Since the computer program stored in the storage medium can execute the steps in any of the game interaction point configuration methods provided in the embodiments of this application, the beneficial effects that any of the game interaction point configuration methods provided in the embodiments of this application can achieve can be realized. For details, please refer to the previous embodiments, which will not be repeated here.

[0257] The foregoing has provided a detailed description of a method, apparatus, storage medium, and computer device for configuring game interaction points according to embodiments of this application. Specific examples have been used to illustrate the principles and implementation methods of this application. The descriptions of the above embodiments are only for the purpose of helping to understand the method and core ideas of this application. At the same time, for those skilled in the art, there will be changes in the specific implementation methods and application scope based on the ideas of this application. Therefore, the content of this specification should not be construed as a limitation of this application.

Claims

1. A method for configuring game interaction points, characterized in that, The method includes: Obtain a map of the real scene; Based on the real scene map, a target sub-map containing specified geographical features is determined. The pixel information of the target sub-map includes information indicating whether the real scene location corresponding to the pixel has the specified geographical features. Calculate the relative orientation information between each pixel in the target sub-map and the region having the specified geographical features; Based on the relative orientation information, game interaction points related to the specified geographical features are configured for the target virtual game in the real scene map; The calculation of the relative orientation information between each pixel in the target sub-map and the area having the specified geographical feature includes: Determine the edge location of the area having the specified geographical features from the target sub-map; Calculate the nearest distance between each pixel of the target sub-map and the edge location; Obtain the positional relationship between each pixel and the edge position; Based on the nearest distance and the positional relationship, relative orientation information is obtained; The calculation of the nearest distance between each pixel of the target sub-map and the edge location includes: Determine a first edge position point and a second edge position point opposite to the first edge position point from the edge position; Calculate the first distance from each pixel to the first edge position point, and calculate the second distance from each pixel to the second edge position point; Based on the first distance and the second distance, the nearest distance between each pixel and the edge position is determined.

2. The method according to claim 1, characterized in that, The step of determining a target sub-map containing specified geographical features based on the real-world scene map includes: Based on the geographical features of each real scene location in the real scene map, a scene area composed of real scene locations with the specified geographical features is extracted from the real scene map; Create a mesh map corresponding to the scene area; The grid map is rasterized to obtain the target sub-map.

3. The method according to claim 1, characterized in that, The step of configuring game interaction points related to the specified geographical features for the target virtual game in the real-world scene map based on the relative orientation information includes: Obtain multiple preset game interaction points related to the specified geographical features, as well as the configuration information of each game interaction point; Determine the first target pixel from the pixels of the target sub-map that corresponds to the relative orientation information that matches the configuration information; Determine the target real-world location corresponding to the first target pixel from the real-world scene map; Configure corresponding game interaction points at the target real-world scene location based on the configuration information.

4. The method according to claim 1, characterized in that, The step of determining a target sub-map containing specified geographical features based on the real-world scene map includes: Based on the geographical features of each real scene location in the real scene map, a scene area is extracted from the real scene map by a specified real scene location with the specified geographical features and the adjacent locations of the specified real scene location. Create a mesh map corresponding to the scene area; The grid map is rasterized to obtain the target sub-map.

5. The method according to claim 4, characterized in that, The method further includes: Determine at least one second target pixel corresponding to the adjacent location in the target sub-map; Based on the relative orientation information between the at least one second target pixel and the region having the specified geographical feature, guidance information for the region where the specified geographical feature is located is configured for the target virtual game in the real scene map.

6. The method according to claim 5, characterized in that, The step of configuring guidance information for the target virtual game in the real-world map based on the relative orientation information between the at least one second target pixel and the region having the specified geographical feature includes: Determine a location point to be guided from adjacent locations in the real scene map; Select multiple second target pixels corresponding to the location point to be guided from the target sub-map; Based on the relative orientation information corresponding to the plurality of second target pixels, guidance information is determined from the point to be guided to the specified real scene location.

7. A device for configuring game interaction points, characterized in that, The device includes: The acquisition unit is used to acquire a map of the real scene. The first determining unit is used to determine a target sub-map containing specified geographical features based on the real scene map, wherein the pixel information of the target sub-map includes information indicating whether the real scene location corresponding to the pixel has the specified geographical features; The calculation unit is used to calculate the relative orientation information between each pixel in the target sub-map and the area with the specified geographical features; The first configuration unit is used to configure game interaction points related to the specified geographical features for the target virtual game in the real scene map based on the relative orientation information. The computing unit includes: The first determining sub-unit is used to determine the edge location of the area having the specified geographical features from the target sub-map; The first calculation subunit is used to calculate the nearest distance between each pixel of the target sub-map and the edge position; The first acquisition subunit is used to acquire the positional relationship between each pixel and the edge position; The second determining subunit is used to obtain the relative orientation information based on the nearest distance and the positional relationship; The first computational subunit is specifically used for: Determine a first edge position point and a second edge position point opposite to the first edge position point from the edge position; Calculate the first distance from each pixel to the first edge position point, and calculate the second distance from each pixel to the second edge position point; Based on the first distance and the second distance, the nearest distance between each pixel and the edge position is determined.

8. A computer device, characterized in that, The system includes a memory, a processor, and a computer program stored in the memory and running on the processor, wherein the processor, when executing the program, implements the method for configuring game interaction points as described in any one of claims 1 to 6.

9. A storage medium, characterized in that, The storage medium stores multiple instructions, which are adapted for loading by a processor to execute the game interaction point configuration method according to any one of claims 1 to 6.

Citation Information

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